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authorJesse Luehrs <doy@tozt.net>2014-10-15 13:16:51 -0400
committerJesse Luehrs <doy@tozt.net>2014-10-15 13:16:51 -0400
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+---
+title: writing an nes game, part 3
+date: "2014-10-15 15:30"
+tags: [hacker school, nes]
+---
+
+# Writing an NES game - input handling
+
+Now that we have a general idea of how a program for the NES is structured,
+it'd be useful to get a bit further into the specific capabilities of the NES.
+One of the pretty basic (and pretty important) ones is reading input from the
+controllers.
+
+The basic structure of an NES controller is a [shift
+register](https://en.wikipedia.org/wiki/Shift_register). To read the
+controller inputs, you send a signal to the latch pin, which stores the state
+of the input buttons in the register, and then you send a sequence of signals
+to the clock pin to put the state of each button on the output in sequentially
+(A, B, Select, Start, Up, Down, Left, Right). As it turns out, the code you
+have to write to read from the controller maps pretty exactly to these
+operations. This is what it looks like:
+
+```asm
+read_controller1:
+ ; memory address $4016 corresponds to the shift register inside the
+ ; controller plugged into the first controller port. writing to it sets the
+ ; state of the latch pin, and so we set the latch pin high and then low in
+ ; order to store the controller state in the shift register.
+ LDA #$01
+ STA $4016
+ LDA #$00
+ STA $4016
+
+ ; reading from $4016 reads the output value of the data pin and also sends a
+ ; signal to the clock pin in order to put the next bit of data on the output
+ ; for the next read. the value that is read has the state of the button in
+ ; the low bit, and the upper bits contain various other pieces of
+ ; information (such as whether a controller is plugged in at all, etc), so
+ ; if we only care about the state of the button we have to mask out
+ ; everything else.
+read_a:
+ LDA $4016
+ AND #%00000001
+ BEQ read_b
+ ; code for if the a button is pressed
+read_b:
+ LDA $4016
+ AND #%00000001
+ BEQ read_select
+ ; code for if the b button is pressed
+read_select:
+ LDA $4016
+ AND #%00000001
+ BEQ read_start
+ ; code for if the select button is pressed
+read_start:
+ LDA $4016
+ AND #%00000001
+ BEQ read_up
+ ; code for if the start button is pressed
+read_up:
+ LDA $4016
+ AND #%00000001
+ BEQ read_down
+ ; code for if the up button is pressed
+read_down:
+ LDA $4016
+ AND #%00000001
+ BEQ read_left
+ ; code for if the down button is pressed
+read_left:
+ LDA $4016
+ AND #%00000001
+ BEQ read_right
+ ; code for if the left button is pressed
+read_right:
+ LDA $4016
+ AND #%00000001
+ BEQ end_read_controller1
+ ; code for if the right button is pressed
+
+end_read_controller1:
+ RTS
+```
+
+Obviously this could be simplified by putting the reads in a loop (the [snake
+game](https://github.com/doy/nes-snake) handles it by shifting and packing all
+of the button states into a single byte which the code can query later on),
+but that does require more CPU cycles, especially if not all of the buttons
+are important.
+
+In the spirit of continuing with real working code,
+[here]({{urls.media}}/input.nes) is a sample program which changes the
+background color every time you press A, rather than every second like last
+time. Tomorrow, we'll work on drawing sprites!