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+;; Taken from https://github.com/mssola/code.nes.
+
+.scope Joypad
+ ;; Button masks.
+ BUTTON_A = 1 << 7
+ BUTTON_B = 1 << 6
+ BUTTON_SELECT = 1 << 5
+ BUTTON_START = 1 << 4
+ BUTTON_UP = 1 << 3
+ BUTTON_DOWN = 1 << 2
+ BUTTON_LEFT = 1 << 1
+ BUTTON_RIGHT = 1 << 0
+
+ ;; Port addresses for controllers.
+ JOYPAD1 = $4016
+ JOYPAD2 = $4017
+
+ ;; After running a `joypad_read_*` function these two variables will contain
+ ;; the given result.
+ m_buttons1 = $22
+ m_buttons2 = $23
+.endscope
+
+;;;
+;; Read the first joypad. This method is fast but it might be vulnerable to the
+;; DPCM bug (see: https://www.nesdev.org/wiki/Controller_reading_code).
+joypad_unsafe_read:
+ ldx #$00
+ ;; NOTE: fallthrough
+
+;;;
+;; Read the joypad as indexed by the X register (0 for controller 1; 1 for
+;; controller 2). This method is fast but it might be vulnerable to the DPCM bug
+;; (see: https://www.nesdev.org/wiki/Controller_reading_code).
+joypad_unsafe_read_x:
+ ;; Start the latch process.
+ lda #$01
+ sta Joypad::JOYPAD1
+ sta Joypad::m_buttons1, x ; Bit as a guard for the loop below.
+ lsr a
+ sta Joypad::JOYPAD1
+
+ ;; Now the joypad is ready to accept reads.
+@joypad_unsafe_read_x_loop:
+ lda Joypad::JOYPAD1, x
+ and #%00000011 ; Ignore bits other than controller.
+ cmp #$01 ; Set carry if and only if nonzero.
+ rol Joypad::m_buttons1, x ; Carry -> bit 0; bit 7 -> Carry
+ bcc @joypad_unsafe_read_x_loop
+ rts
+
+;;;
+;; Safely read the first controller via a re-read algorithm.
+joypad_read:
+ ldx #$00
+
+ ;; NOTE: uncomment these two lines to also read safely the second
+ ;; controller.
+ ;;
+ ;; jsr joypad_read_x
+ ;; inx
+
+ ;; NOTE: fallthrough
+
+;;;
+;; Safely read via a re-read algorithm the joypad as indexed by the X register
+;; (0 for controller 1; 1 for controller 2).
+joypad_read_x:
+ jsr joypad_unsafe_read_x
+
+ ;; The main idea around a re-read algorithm is that you read the controller
+ ;; "unsafely" once, then you do it again and compare both reads. If they
+ ;; were the same then we are on the safe side. Otherwise we would need to
+ ;; loop until we get two identical reads. This sounds bad but in practice
+ ;; it's not so much (and hey, if it worked for Super Mario Bros. 3, it
+ ;; should work for us too :P). Otherwise there is the algorithm via OAM DMA,
+ ;; but it sure is tricky.
+@joypad_read_x_reread:
+ lda Joypad::m_buttons1, x
+ pha
+ jsr joypad_unsafe_read_x
+ pla
+ cmp Joypad::m_buttons1, x
+ bne @joypad_read_x_reread
+
+ rts