⚠️ Clean-Room / Educational

This project is educational and Open Source. No code is copied from other emulators. Implementation based solely on official technical documentation.

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Step 0379: Joypad Interrupt Implementation

📋 Context

During testing of Step 0378, it was observed that the emulator displayed game credits (confirming that the PPU pipeline works), but the user reported thatI couldn't interact with the game. The game would freeze on the credits screen without responding to the controls.

The code audit revealed the problem: although the Joypad system correctly registered keystrokes of buttons (updatingdirection_keys_andaction_keys_), never requested Joypad interruptionthat the game expected. According to the official Pan Docs documentation, when a button changes from "released" (1) to "pressed" (0) — a "falling edge" — interruption must be requested Joypad (bit 4, vector 0x0060).

⚠️ Critical Issue Identified:The Joypad did not have access to the MMU to request interruptions, causing games to wait for an event that never arrived.

🔧 Hardware Concept: Joypad Interrupt

1. What is Joypad Interrupt?

TheJoypad interruptionis a signal that the Game Boy automatically generates when it detects a change in the state of the buttons. According toPan Docs - Joypad Input:

"Joypad interrupt is requested when a button changeshigh (1 = loose)tolow (0 = pressed). This is known as a 'falling edge'."

2. Register P1 (0xFF00) and Row Selection

Register P1 is an array of 2x4 buttons that the CPU scans to read the status of the controls:

  • Bit 4 = 0:Select the rowaddresses(Right, Left, Up, Down)
  • Bit 5 = 0:Select the rowactions(A, B, Select, Start)
  • Bits 0-3:They read the status of the buttons (0 = pressed, 1 = released)

3. Conditions for Requesting Interruption

Joypad interrupt should be requested ONLY if these conditions are met:

  1. A button changes from 1 (released) to 0 (pressed) —falling edge
  2. The corresponding row is selected (bit 4 or 5 of register P1 = 0)
  3. Joypad interrupt is enabled in the IE register (bit 4 = 1)

4. Interruption Vector

When Joypad interrupt is requested, the CPU jumps tovector 0x0060:

IF (0xFF0F) bit 4 = 1 → CPU jumps to 0x0060 → Game handles input
📖 Source:Pan Docs - Joypad Input, Interrupt Sources

🔨 Technical Changes

1. Update Joypad.hpp

We add theMMU forward declarationand the methodsetMMU():

// MMU forward declaration to request interrupts
class MMU;

class Joypad {
public:
    //...existing methods...
    
    /**
     * Sets the pointer to the MMU to be able to request interrupts.
     * Step 0379: The Joypad needs access to the MMU to request Joypad interrupt
     * when a button is pressed (falling edge on P14-P17).
     */
    void setMMU(MMU* mmu);

private:
    //...existing members...
    
    /**
     * Pointer to the MMU to request interrupts.
     * Required to request Joypad interrupt (bit 4, vector 0x0060)
     * when a "falling edge" (button pressed) is detected.
     */
    MMU* mmu_;
};

2. Update Joypad.cpp

We implement thefalling edge detectionand theinterrupt request:

void Joypad::press_button(int button_index) {
    //...validation...
    
    // Save previous state to detect "falling edge"
    uint8_t old_direction_keys = direction_keys_;
    uint8_t old_action_keys = action_keys_;
    
    // Update button state
    if (button_index< 4) {
        direction_keys_ &= ~(1 << button_index);
    } else {
        int action_index = button_index - 4;
        action_keys_ &= ~(1 << action_index);
    }
    
    // Detectar falling edge y verificar si la fila está seleccionada
    bool direction_row_selected = (p1_register_ & 0x10) == 0;
    bool action_row_selected = (p1_register_ & 0x20) == 0;
    
    bool falling_edge_detected = false;
    
    if (button_index < 4) {
        bool old_state = (old_direction_keys & (1 << button_index)) != 0;
        bool new_state = (direction_keys_ & (1 << button_index)) != 0;
        if (old_state && !new_state && direction_row_selected) {
            falling_edge_detected = true;
        }
    } else {
        int action_index = button_index - 4;
        bool old_state = (old_action_keys & (1 << action_index)) != 0;
        bool new_state = (action_keys_ & (1 << action_index)) != 0;
        if (old_state && !new_state && action_row_selected) {
            falling_edge_detected = true;
        }
    }
    
    // Solicitar interrupción si se detectó falling edge
    if (falling_edge_detected && mmu_ != nullptr) {
        mmu_->request_interrupt(0x10);  // Bit 4 = Joypad Interrupt
        
        // Temporary log for diagnosis
        printf("[JOYPAD-INT] Button %d pressed | Interrupt requested (bit 0x10, vector 0x0060)\n",
               button_index);
    }
}

void Joypad::setMMU(MMU* mmu) {
    mmu_ = mmu;
    printf("[JOYPAD-INIT] MMU connected to Joypad | Interrupt requests enabled\n");
}

3. Update MMU.cpp

We establish thebidirectional connectionbetween MMU and Joypad:

void MMU::setJoypad(Joypad* joypad) {
    joypad_ = joypad;
    
    // Bidirectional connection: Joypad needs access to the MMU
    // to request interrupts when a button is pressed
    if (joypad_ != nullptr) {
        joypad_->setMMU(this);
    }
}

4. Update joypad.pxd

We add the methodsetMMU()in Cython interface:

# Forward declaration of MMU
cdef extern from "MMU.hpp":
    cdef cppclass MMU:
        pass

cdef extern from "Joypad.hpp":
    cdef cppclass Joypad:
        #...existing methods...
        
        #Step 0379: Set pointer to MMU to request interrupts
        void setMMU(MMU* mmu)

✅ Tests and Verification

1. Compilation

Command executed:

python3 setup.py build_ext --inplace

Result:✅ Successful build without errors

2. Initialization Verification

Command executed:

timeout 5 python3 main.py roms/pkmn.gb > test_joypad_step0379.log 2>&1

Result:

[JOYPAD-INIT] MMU connected to Joypad | Interrupt requests enabled

✅ The log confirms that the Joypad was correctly connected to the MMU

3. Architecture Validation

✅ Verified Architecture:
  • MMU →setJoypad(Joypad*)→ establishesjoypad_
  • MMU →joypad_->setMMU(this)→ establishesmmu_on joypad
  • Joypad →press_button()→ detects falling edge
  • Joypad →mmu_->request_interrupt(0x10)→ requests interruption
  • CPU →check_interrupts()→ detects IF bit 4 → jumps to 0x0060

🔍 Task 2: Debugging Rendering (Vertical Stripes)

Reported Problem

The user reported that the emulator showed a pattern of horizontal and vertical stripes (checkerboard) instead of the game's graphics, even though the emulator was running at a stable 62.5 FPS.

Initial Investigation

The logs showed a critical discrepancy:

[MMU-VRAM-INITIAL-STATE] VRAM initial state | Non-zero bytes: 5867/6144 (95.49%) ✅
[PPU-VRAM-CHECK] Frame 1 | Non-zero VRAM: 0/6144 | Empty: YES ❌

The MMU reported that VRAM had 5867 bytes, but the PPU read 0 bytes. This was impossible.

Critical Bug Found

When analyzing the codeMMU.cpp, I found an offset calculation error in two functions:

  • check_initial_vram_state()(line 1941)
  • check_vram_state_at_point()(line 1985)

The Bug:

// ❌ BUG: 0x8000 was missing, reading from ROM instead of VRAM
for (int i = 0; i< 16; i++) {
    uint8_t byte = memory_[addr - 0x8000 + i];  // Si addr=0x8000, lee memory_[0] (ROM)
    // ...
}

The Correction:

// ✅ CORRECT: Read directly from VRAM
for (int i = 0; i< 16; i++) {
    uint8_t byte = memory_[addr + i];  // Si addr=0x8000, lee memory_[0x8000] (VRAM)
    // ...
}

Bug Impact

This bug caused diagnostic functions to read from ROM (0x0000-0x3FFF) instead of VRAM (0x8000-0x97FF):

  • The ROM contains game data (5867 non-zero bytes)
  • Checks falsely reported that "VRAM has data"
  • This confused the diagnosis, making us believe that there was a problem withvram_is_empty_

Post-Correction Verification

After fixing the bug and recompiling:

[MMU-VRAM-INITIAL-STATE] VRAM initial state | Non-zero bytes: 0/6144 (0.00%) ✅
[PPU-VRAM-CHECK] Frame 1 | Non-zero VRAM: 0/6144 | Empty: YES ✅

✅ Now both checks match: VRAM is actually empty.

Important Finding

The checkerboardit's right. VRAM is actually empty because:

  1. The game cleans VRAM during initialization (Frame 6)
  2. The game displays the "credits" and waits for user input
  3. Logs show 0x00 writes to VRAM (cleaning/initialization)
[TILE-LOAD-EXT] CLEAR | Write 8000=00 (TileID~0) PC:36E3 Frame:6 Init:YES
[TILE-LOAD-EXT] CLEAR | Write 8001=00 (TileID~0) PC:36E3 Frame:6 Init:YES
...
✅ Conclusion:The checkerboard is not a bug. It is the correct behavior when VRAM is empty. With the Joypad break implemented in Task 1, the game should now respond to presses of buttons and load the main menu tiles when the user advances from the credits.

⚠️ Known Issues and Next Steps

1. CPU Delay Loop

The log shows that the CPU is stuck in a delay loop atPC:0x0038:

[SNIPER-AWAKE] Coming out of the delay loop! Starting flow trace...
[POST-DELAY] PC:0038 OP:FF | A:87 HL:A387 | IE:39 IME:0

This suggests that the game is waiting for a different interrupt (possibly Timer or V-Blank). This problem isindependentof Joypad disruption and requires separate investigation.

2. Pending Interactive Test

Suggested next step:Run the emulator interactively and press Enter/Z (simulating Start) to check if the game responds to Joypad interruption and loads the main menu tiles.

📊 Conclusion

✅ Success of Step 0379:

Two critical tasks were successfully completed:

  1. Joypad interruption:Completely implemented following Pan Docs. The Joypad now requests interruptions when a button is pressed (falling edge).
  2. VRAM Reading Bug:Fixed critical bug in diagnostic functions that read from ROM instead of VRAM, causing false logs that confused the analysis.

These fixes are critical to the emulator's playability and diagnostic accuracy.

Modified Files

Task 1: Joypad Interrupt

  • src/core/cpp/Joypad.hpp— MMU forward declaration methodsetMMU(), pointermmu_
  • src/core/cpp/Joypad.cpp— Falling edge detection, interrupt request 0x10
  • src/core/cpp/MMU.cpp(Task 1) — UpdatedsetJoypad()for bidirectional connection
  • src/core/cython/joypad.pxd- MethodsetMMU()in Cython interface

Task 2: VRAM Read Bug

  • src/core/cpp/MMU.cpp(Task 2) — Corrected functionscheck_initial_vram_state()andcheck_vram_state_at_point()

Commits

  • 1f8490b— feat(joypad): Implement Joypad interrupt (Task 1)
  • c34c3d9— fix(mmu): Correct VRAM reading in verifications (Task 2)

Plan Task Status 0379

  • Task 1:Joypad C++ System Audit — COMPLETED
  • Task 2:Render Debugging — COMPLETED
  • Task 3:CPU Analysis (Halt/Loop) — PENDING (interactive test required)
  • Task 4:Documentation — COMPLETED