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Diffstat (limited to 'tests/src/shared/joypad.s')
| -rw-r--r-- | tests/src/shared/joypad.s | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/tests/src/shared/joypad.s b/tests/src/shared/joypad.s new file mode 100644 index 0000000..afd0a68 --- /dev/null +++ b/tests/src/shared/joypad.s @@ -0,0 +1,86 @@ +;; 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 |
