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FDS disk switching stable with one press, VS zapper game coin mapped to 1 button
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parent
022727bb0b
commit
219e471f83
@ -16,10 +16,14 @@
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#include <string.h>
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#include <string.h>
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#include <wiiuse/wpad.h>
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#include <wiiuse/wpad.h>
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#include "driver.h"
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#include "gcvideo.h"
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#include "gcvideo.h"
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#include "images/nesback.h"
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#include "images/nesback.h"
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extern unsigned int SMBTimer;
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extern unsigned int SMBTimer;
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int FDSTimer = 0;
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int FDSSwitchRequested;
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#define TEX_WIDTH 256
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#define TEX_WIDTH 256
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#define TEX_HEIGHT 512
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#define TEX_HEIGHT 512
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@ -58,6 +62,29 @@ static void copy_to_xfb() {
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copynow = GX_FALSE;
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copynow = GX_FALSE;
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}
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}
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SMBTimer++;
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SMBTimer++;
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// FDS switch disk requested - need to eject, select, and insert
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// but not all at once!
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if(FDSSwitchRequested)
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{
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switch(FDSSwitchRequested)
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{
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case 1:
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FCEUI_FDSEject(); // eject disk
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FDSSwitchRequested++;
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break;
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case 2:
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if(FDSTimer > 30)
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{
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FCEUI_FDSSelect(); // select other side
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FCEUI_FDSInsert(0); // insert disk
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FDSSwitchRequested = 0;
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FDSTimer = 0;
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}
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break;
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}
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FDSTimer++;
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}
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}
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}
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/****************************************************************************
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/****************************************************************************
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@ -26,5 +26,6 @@ struct st_palettes {
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};
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};
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extern struct st_palettes palettes[];
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extern struct st_palettes palettes[];
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extern int FDSSwitchRequested;
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#endif
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#endif
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@ -22,6 +22,7 @@
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#include "menu.h"
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#include "menu.h"
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#include "fceustate.h"
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#include "fceustate.h"
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#include "fceuram.h"
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#include "fceuram.h"
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#include "gcvideo.h"
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#include "filesel.h"
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#include "filesel.h"
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extern bool romLoaded;
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extern bool romLoaded;
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@ -367,9 +368,8 @@ unsigned char DecodeJoy( unsigned short pad )
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}
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}
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#endif
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#endif
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/*** Report pressed buttons (gamepads) ***/
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// Report pressed buttons (gamepads)
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int i;
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int i;
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for (i = 0; i < MAXJP; i++)
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for (i = 0; i < MAXJP; i++)
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{
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{
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if ( (jp & gcpadmap[i]) // gamecube controller
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if ( (jp & gcpadmap[i]) // gamecube controller
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@ -379,25 +379,30 @@ unsigned char DecodeJoy( unsigned short pad )
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|| ( (exp_type == WPAD_EXP_NUNCHUK) && (wp & ncpadmap[i]) ) // nunchuk + wiimote
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|| ( (exp_type == WPAD_EXP_NUNCHUK) && (wp & ncpadmap[i]) ) // nunchuk + wiimote
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#endif
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#endif
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)
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)
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{
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// if zapper is on, ignore all buttons except START and SELECT
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if(!GCSettings.zapper || nespadmap[i] == JOY_START || nespadmap[i] == JOY_SELECT)
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{
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{
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if(nespadmap[i] > 0)
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if(nespadmap[i] > 0)
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{
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J |= nespadmap[i];
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J |= nespadmap[i];
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}
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else
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else
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{
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{
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if(nesGameType == 4) // FDS
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if(nesGameType == 4) // FDS
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{
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{
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/* these commands shouldn't be issued in parallel but this
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/* the commands shouldn't be issued in parallel so
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* allows us to only map one button for both!
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* we'll delay them so the virtual FDS has a chance
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* the gamer must just have to press the button twice */
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* to process them
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FCEUI_FDSInsert(0); // eject / insert disk
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*/
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FCEUI_FDSSelect(); // select other side
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FDSSwitchRequested = 1;
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}
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}
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else
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else
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FCEUI_VSUniCoin(); // insert coin for VS Games
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FCEUI_VSUniCoin(); // insert coin for VS Games
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}
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}
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}
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}
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}
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}
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}
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// zapper enabled
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// zapper enabled
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if(GCSettings.zapper)
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if(GCSettings.zapper)
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{
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{
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@ -418,6 +423,16 @@ unsigned char DecodeJoy( unsigned short pad )
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myzappers[z][2] |= 2;
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myzappers[z][2] |= 2;
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}
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}
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// VS zapper games
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if ( (jp & PAD_BUTTON_B) // gamecube controller
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#ifdef HW_RVL
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|| (wp & WPAD_BUTTON_1) // wiimote
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#endif
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)
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{
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FCEUI_VSUniCoin(); // insert coin for VS zapper games
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}
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// cursor position
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// cursor position
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UpdateCursorPosition(0); // update cursor for wiimote 1
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UpdateCursorPosition(0); // update cursor for wiimote 1
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myzappers[z][0] = pos_x;
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myzappers[z][0] = pos_x;
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