mirror of
https://github.com/dborth/fceugx.git
synced 2024-12-26 00:21:53 +01:00
853 lines
20 KiB
C
853 lines
20 KiB
C
/****************************************************************************
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* FCE Ultra 0.98.12
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* Nintendo Wii/Gamecube Port
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*
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* Tantric September 2008
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*
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* menu.c
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*
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* Main menu flow control
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****************************************************************************/
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#include <gccore.h>
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#include <ogcsys.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <wiiuse/wpad.h>
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#ifdef WII_DVD
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#include <di/di.h>
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#endif
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#include "common.h"
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#include "fceuconfig.h"
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#include "pad.h"
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#include "button_mapping.h"
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#include "filesel.h"
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#include "gcunzip.h"
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#include "smbop.h"
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#include "memcardop.h"
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#include "fileop.h"
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#include "dvd.h"
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#include "menudraw.h"
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#include "fceustate.h"
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#include "gcvideo.h"
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#include "preferences.h"
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#include "fceuram.h"
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#include "fceuload.h"
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extern void ResetNES(void);
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extern void FCEU_ResetPalette(void);
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extern int menu;
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extern bool romLoaded;
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#define SOFTRESET_ADR ((volatile u32*)0xCC003024)
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/****************************************************************************
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* Reboot / Exit
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****************************************************************************/
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#ifndef HW_RVL
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#define PSOSDLOADID 0x7c6000a6
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int *psoid = (int *) 0x80001800;
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void (*PSOReload) () = (void (*)()) 0x80001800;
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#endif
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void Reboot()
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{
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#ifdef HW_RVL
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SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0);
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#else
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#define SOFTRESET_ADR ((volatile u32*)0xCC003024)
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*SOFTRESET_ADR = 0x00000000;
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#endif
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}
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/****************************************************************************
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* Load Manager
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****************************************************************************/
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int
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LoadManager ()
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{
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int loadROM = OpenROM(GCSettings.LoadMethod);
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if ( loadROM == 1 ) // if ROM was loaded
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{
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// load the RAM
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if (GCSettings.AutoLoad == 1)
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LoadRAM(GCSettings.SaveMethod, SILENT);
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else if (GCSettings.AutoLoad == 2)
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LoadState(GCSettings.SaveMethod, SILENT);
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ResetNES();
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}
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return loadROM;
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}
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/****************************************************************************
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* Emulator Menu
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****************************************************************************/
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static int emulatormenuCount = 6;
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static char emulatormenu[][50] = {
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"Screen Scaler",
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"Palette",
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"8 Sprite Limit",
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"Timing",
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"Save Preferences",
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"Back to Main Menu"
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};
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void
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EmulatorMenu ()
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{
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int ret = 0;
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int quit = 0;
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int oldmenu = menu;
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menu = 0;
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while (quit == 0)
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{
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sprintf (emulatormenu[0], "Screen Scaler - %s",
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(GCSettings.screenscaler == 0) ? "2x" : (GCSettings.screenscaler == 1) ? "Cheesy" : "GX");
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sprintf (emulatormenu[1], "Palette - %s",
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GCSettings.currpal ? palettes[GCSettings.currpal-1].name : "Default");
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sprintf (emulatormenu[2], "8 Sprite Limit - %s",
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GCSettings.slimit == true ? " ON" : "OFF");
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sprintf (emulatormenu[3], "Timing - %s",
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GCSettings.timing == true ? " PAL" : "NTSC");
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ret = RunMenu (emulatormenu, emulatormenuCount, (char*)"Emulator Options", 16, -1);
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switch (ret)
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{
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case 0: // screen scaler
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if (++GCSettings.screenscaler > 2)
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GCSettings.screenscaler = 0;
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break;
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case 1: // palette
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if ( ++GCSettings.currpal > MAXPAL )
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GCSettings.currpal = 0;
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if ( GCSettings.currpal == 0 )
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{
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// Do palette reset
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FCEU_ResetPalette();
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}
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else
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{
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// Now setup this palette
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unsigned char i,r,g,b;
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for ( i = 0; i < 64; i++ )
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{
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r = palettes[GCSettings.currpal-1].data[i] >> 16;
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g = ( palettes[GCSettings.currpal-1].data[i] & 0xff00 ) >> 8;
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b = ( palettes[GCSettings.currpal-1].data[i] & 0xff );
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FCEUD_SetPalette( i, r, g, b);
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FCEUD_SetPalette( i+64, r, g, b);
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FCEUD_SetPalette( i+128, r, g, b);
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FCEUD_SetPalette( i+192, r, g, b);
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}
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}
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break;
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case 2: // 8 sprite limit
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GCSettings.slimit ^=1;
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FCEUI_DisableSpriteLimitation(GCSettings.slimit);
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break;
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case 3: // timing
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GCSettings.timing ^= 1;
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FCEUI_SetVidSystem(GCSettings.timing);
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break;
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case 4:
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SavePrefs(GCSettings.SaveMethod, NOTSILENT);
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break;
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case -1: // Button B
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case 5:
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quit = 1;
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break;
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}
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}
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menu = oldmenu;
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}
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/****************************************************************************
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* Preferences Menu
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****************************************************************************/
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static int prefmenuCount = 9;
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static char prefmenu[][50] = {
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"Load Method",
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"Load Folder",
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"Save Method",
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"Save Folder",
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"Auto Load",
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"Auto Save",
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"Verify MC Saves",
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"Save Preferences",
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"Back to Main Menu"
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};
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void
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PreferencesMenu ()
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{
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int ret = 0;
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int quit = 0;
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int oldmenu = menu;
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menu = 0;
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while (quit == 0)
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{
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// some load/save methods are not implemented - here's where we skip them
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// they need to be skipped in the order they were enumerated in snes9xGX.h
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// no USB ports on GameCube
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#ifndef HW_RVL
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if(GCSettings.LoadMethod == METHOD_USB)
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GCSettings.LoadMethod++;
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if(GCSettings.SaveMethod == METHOD_USB)
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GCSettings.SaveMethod++;
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#endif
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// saving to DVD is impossible
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if(GCSettings.SaveMethod == METHOD_DVD)
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GCSettings.SaveMethod++;
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// disable SMB in GC mode (stalls out)
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#ifndef HW_RVL
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if(GCSettings.LoadMethod == METHOD_SMB)
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GCSettings.LoadMethod++;
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if(GCSettings.SaveMethod == METHOD_SMB)
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GCSettings.SaveMethod++;
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#endif
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// disable MC saving in Wii mode - does not work for some reason!
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#ifdef HW_RVL
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if(GCSettings.SaveMethod == METHOD_MC_SLOTA)
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GCSettings.SaveMethod++;
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if(GCSettings.SaveMethod == METHOD_MC_SLOTB)
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GCSettings.SaveMethod++;
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prefmenu[6][0] = '\0';
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#else
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sprintf (prefmenu[6], "Verify MC Saves %s",
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GCSettings.VerifySaves == true ? " ON" : "OFF");
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#endif
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// correct load/save methods out of bounds
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if(GCSettings.LoadMethod > 4)
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GCSettings.LoadMethod = 0;
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if(GCSettings.SaveMethod > 6)
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GCSettings.SaveMethod = 0;
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if (GCSettings.LoadMethod == METHOD_AUTO) sprintf (prefmenu[0],"Load Method AUTO");
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else if (GCSettings.LoadMethod == METHOD_SD) sprintf (prefmenu[0],"Load Method SD");
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else if (GCSettings.LoadMethod == METHOD_USB) sprintf (prefmenu[0],"Load Method USB");
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else if (GCSettings.LoadMethod == METHOD_DVD) sprintf (prefmenu[0],"Load Method DVD");
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else if (GCSettings.LoadMethod == METHOD_SMB) sprintf (prefmenu[0],"Load Method Network");
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sprintf (prefmenu[1], "Load Folder %s", GCSettings.LoadFolder);
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if (GCSettings.SaveMethod == METHOD_AUTO) sprintf (prefmenu[2],"Save Method AUTO");
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else if (GCSettings.SaveMethod == METHOD_SD) sprintf (prefmenu[2],"Save Method SD");
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else if (GCSettings.SaveMethod == METHOD_USB) sprintf (prefmenu[2],"Save Method USB");
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else if (GCSettings.SaveMethod == METHOD_SMB) sprintf (prefmenu[2],"Save Method Network");
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else if (GCSettings.SaveMethod == METHOD_MC_SLOTA) sprintf (prefmenu[2],"Save Method MC Slot A");
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else if (GCSettings.SaveMethod == METHOD_MC_SLOTB) sprintf (prefmenu[2],"Save Method MC Slot B");
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sprintf (prefmenu[3], "Save Folder %s", GCSettings.SaveFolder);
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// disable changing load/save directories for now
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prefmenu[1][0] = '\0';
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prefmenu[3][0] = '\0';
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if (GCSettings.AutoLoad == 0) sprintf (prefmenu[4],"Auto Load OFF");
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else if (GCSettings.AutoLoad == 1) sprintf (prefmenu[4],"Auto Load RAM");
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else if (GCSettings.AutoLoad == 2) sprintf (prefmenu[4],"Auto Load STATE");
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if (GCSettings.AutoSave == 0) sprintf (prefmenu[5],"Auto Save OFF");
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else if (GCSettings.AutoSave == 1) sprintf (prefmenu[5],"Auto Save RAM");
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else if (GCSettings.AutoSave == 2) sprintf (prefmenu[5],"Auto Save STATE");
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else if (GCSettings.AutoSave == 3) sprintf (prefmenu[5],"Auto Save BOTH");
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ret = RunMenu (prefmenu, prefmenuCount, (char*)"Preferences", 16, -1);
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switch (ret)
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{
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case 0:
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GCSettings.LoadMethod ++;
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break;
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case 1:
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break;
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case 2:
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GCSettings.SaveMethod ++;
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break;
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case 3:
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break;
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case 4:
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GCSettings.AutoLoad ++;
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if (GCSettings.AutoLoad > 2)
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GCSettings.AutoLoad = 0;
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break;
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case 5:
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GCSettings.AutoSave ++;
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if (GCSettings.AutoSave > 3)
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GCSettings.AutoSave = 0;
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break;
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case 6:
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GCSettings.VerifySaves ^= 1;
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break;
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case 7:
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SavePrefs(GCSettings.SaveMethod, NOTSILENT);
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break;
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case -1: // Button B
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case 8:
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quit = 1;
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break;
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}
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}
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menu = oldmenu;
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}
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/****************************************************************************
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* Game Options Menu
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****************************************************************************/
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int
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GameMenu ()
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{
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int gamemenuCount = 8;
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char gamemenu[][50] = {
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"Return to Game",
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"Reset Game",
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"ROM Information",
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"Load RAM", "Save RAM",
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"Load State", "Save State",
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"Back to Main Menu"
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};
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int ret, retval = 0;
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int quit = 0;
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int oldmenu = menu;
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menu = 0;
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while (quit == 0)
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{
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if(nesGameType == 4) // FDS game
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{
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// disable RAM saving/loading
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gamemenu[3][0] = '\0';
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gamemenu[4][0] = '\0';
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// disable ROM Information
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gamemenu[2][0] = '\0';
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}
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// disable RAM/STATE saving/loading if AUTO is on
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if (GCSettings.AutoLoad == 1) // Auto Load RAM
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gamemenu[3][0] = '\0';
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else if (GCSettings.AutoLoad == 2) // Auto Load STATE
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gamemenu[5][0] = '\0';
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if (GCSettings.AutoSave == 1) // Auto Save RAM
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gamemenu[4][0] = '\0';
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else if (GCSettings.AutoSave == 2) // Auto Save STATE
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gamemenu[6][0] = '\0';
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else if (GCSettings.AutoSave == 3) // Auto Save BOTH
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{
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gamemenu[4][0] = '\0';
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gamemenu[6][0] = '\0';
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}
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ret = RunMenu (gamemenu, gamemenuCount, (char*)"Game Menu", 20, -1);
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switch (ret)
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{
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case 0: // Return to Game
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quit = retval = 1;
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break;
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case 1: // Reset Game
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ResetNES();
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quit = retval = 1;
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break;
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case 2: // ROM Information
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RomInfo();
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WaitButtonA ();
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break;
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case 3: // Load RAM
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quit = retval = LoadRAM(GCSettings.SaveMethod, NOTSILENT);
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break;
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case 4: // Save RAM
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SaveRAM(GCSettings.SaveMethod, NOTSILENT);
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break;
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case 5: // Load State
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quit = retval = LoadState(GCSettings.SaveMethod, NOTSILENT);
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break;
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case 6: // Save State
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SaveState(GCSettings.SaveMethod, NOTSILENT);
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break;
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case -1: // Button B
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case 7: // Return to previous menu
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retval = 0;
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quit = 1;
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break;
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}
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}
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menu = oldmenu;
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return retval;
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}
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/****************************************************************************
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* Controller Configuration
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*
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* Snes9x 1.50 uses a cmd system to work out which button has been pressed.
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* Here, I simply move the designated value to the gcpadmaps array, which saves
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* on updating the cmd sequences.
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****************************************************************************/
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u32
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GetInput (u16 ctrlr_type)
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{
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//u32 exp_type;
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u32 pressed;
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pressed=0;
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s8 gc_px = 0;
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while( PAD_ButtonsHeld(0)
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#ifdef HW_RVL
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| WPAD_ButtonsHeld(0)
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#endif
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) VIDEO_WaitVSync(); // button 'debounce'
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while (pressed == 0)
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{
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VIDEO_WaitVSync();
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// get input based on controller type
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if (ctrlr_type == CTRLR_GCPAD)
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{
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pressed = PAD_ButtonsHeld (0);
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gc_px = PAD_SubStickX (0);
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}
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#ifdef HW_RVL
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else
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{
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// if ( WPAD_Probe( 0, &exp_type) == 0) // check wiimote and expansion status (first if wiimote is connected & no errors)
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// {
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pressed = WPAD_ButtonsHeld (0);
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// if (ctrlr_type != CTRLR_WIIMOTE && exp_type != ctrlr_type+1) // if we need input from an expansion, and its not connected...
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// pressed = 0;
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// }
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}
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#endif
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/*** check for exit sequence (c-stick left OR home button) ***/
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if ( (gc_px < -70) || (pressed & WPAD_BUTTON_HOME) || (pressed & WPAD_CLASSIC_BUTTON_HOME) )
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return 0;
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} // end while
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while( pressed == (PAD_ButtonsHeld(0)
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#ifdef HW_RVL
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| WPAD_ButtonsHeld(0)
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#endif
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) ) VIDEO_WaitVSync();
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return pressed;
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} // end GetInput()
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int cfg_text_count = 7;
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char cfg_text[][50] = {
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"Remapping ",
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"Press Any Button",
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"on the",
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" ", // identify controller
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" ",
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"Press C-Left or",
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"Home to exit"
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};
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u32
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GetButtonMap(u16 ctrlr_type, char* btn_name)
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{
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u32 pressed, previous;
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char temp[50] = "";
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uint k;
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pressed = 0; previous = 1;
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switch (ctrlr_type) {
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case CTRLR_NUNCHUK:
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strncpy (cfg_text[3], (char*)"NUNCHUK", 7);
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break;
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case CTRLR_CLASSIC:
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strncpy (cfg_text[3], (char*)"CLASSIC", 7);
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break;
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case CTRLR_GCPAD:
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strncpy (cfg_text[3], (char*)"GC PAD", 7);
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break;
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case CTRLR_WIIMOTE:
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strncpy (cfg_text[3], (char*)"WIIMOTE", 7);
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break;
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};
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/*** note which button we are remapping ***/
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sprintf (temp, (char*)"Remapping ");
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for (k=0; k<9-strlen(btn_name); k++) strcat(temp, " "); // add whitespace padding to align text
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strncat (temp, btn_name, 9); // nes button we are remapping
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strncpy (cfg_text[0], temp, 19); // copy this all back to the text we wish to display
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DrawMenu(&cfg_text[0], NULL, cfg_text_count, 1, 20, -1); // display text
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// while (previous != pressed && pressed == 0); // get two consecutive button presses (which are the same)
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// {
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// previous = pressed;
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// VIDEO_WaitVSync(); // slow things down a bit so we don't overread the pads
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pressed = GetInput(ctrlr_type);
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// }
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return pressed;
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} // end getButtonMap()
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int cfg_btns_count = 10;
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char cfg_btns_menu[][50] = {
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"B - ",
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"A - ",
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"SELECT - ",
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"START - ",
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"UP - ",
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"DOWN - ",
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"LEFT - ",
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"RIGHT - ",
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"SPECIAL - ",
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"Return to previous"
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};
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extern unsigned int gcpadmap[];
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extern unsigned int wmpadmap[];
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extern unsigned int ccpadmap[];
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extern unsigned int ncpadmap[];
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void
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ConfigureButtons (u16 ctrlr_type)
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{
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int quit = 0;
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int ret = 0;
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int oldmenu = menu;
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menu = 0;
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char* menu_title = NULL;
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u32 pressed;
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unsigned int* currentpadmap = 0;
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char temp[50] = "";
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int i, j;
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uint k;
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/*** Update Menu Title (based on controller we're configuring) ***/
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switch (ctrlr_type) {
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case CTRLR_NUNCHUK:
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menu_title = (char*)"NES - NUNCHUK";
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currentpadmap = ncpadmap;
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break;
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case CTRLR_CLASSIC:
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menu_title = (char*)"NES - CLASSIC";
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currentpadmap = ccpadmap;
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break;
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case CTRLR_GCPAD:
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menu_title = (char*)"NES - GC PAD";
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currentpadmap = gcpadmap;
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break;
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case CTRLR_WIIMOTE:
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menu_title = (char*)"NES - WIIMOTE";
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currentpadmap = wmpadmap;
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break;
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};
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while (quit == 0)
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{
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/*** Update Menu with Current ButtonMap ***/
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for (i=0; i<MAXJP; i++) // nes pad has 8 buttons to config (plus VS coin insert)
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{
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// get current padmap button name to display
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for ( j=0;
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j < ctrlr_def[ctrlr_type].num_btns &&
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currentpadmap[i] != ctrlr_def[ctrlr_type].map[j].btn // match padmap button press with button names
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; j++ );
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memset (temp, 0, sizeof(temp));
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strncpy (temp, cfg_btns_menu[i], 12); // copy snes button information
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if (currentpadmap[i] == ctrlr_def[ctrlr_type].map[j].btn) // check if a match was made
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{
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for (k=0; k<7-strlen(ctrlr_def[ctrlr_type].map[j].name) ;k++) strcat(temp, " "); // add whitespace padding to align text
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strncat (temp, ctrlr_def[ctrlr_type].map[j].name, 6); // update button map display
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}
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else
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strcat (temp, (char*)"---"); // otherwise, button is 'unmapped'
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strncpy (cfg_btns_menu[i], temp, 19); // move back updated information
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}
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ret = RunMenu (cfg_btns_menu, cfg_btns_count, menu_title, 16, -1);
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switch (ret)
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{
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case 0:
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case 1:
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case 2:
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case 3:
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case 4:
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case 5:
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case 6:
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case 7:
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case 8:
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/*** Change button map ***/
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// wait for input
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memset (temp, 0, sizeof(temp));
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strncpy(temp, cfg_btns_menu[ret], 6); // get the name of the snes button we're changing
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pressed = GetButtonMap(ctrlr_type, temp); // get a button selection from user
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// FIX: check if input is valid for this controller
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if (pressed != 0) // check if a the button was configured, or if the user exited.
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currentpadmap[ret] = pressed; // update mapping
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break;
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case -1: /*** Button B ***/
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case 9:
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/*** Return ***/
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quit = 1;
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break;
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}
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}
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menu = oldmenu;
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} // end configurebuttons()
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int ctlrmenucount = 9;
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char ctlrmenu[][50] = {
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"Four Score",
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"Zapper",
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"Zapper Crosshair",
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"Nunchuk",
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"Classic Controller",
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"Wiimote",
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"Gamecube Pad",
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"Save Preferences",
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"Go Back"
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};
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void
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ConfigureControllers ()
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{
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int quit = 0;
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int ret = 0;
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int oldmenu = menu;
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menu = 0;
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// disable unavailable controller options if in GC mode
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#ifndef HW_RVL
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ctlrmenu[2][0] = '\0';
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ctlrmenu[3][0] = '\0';
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ctlrmenu[4][0] = '\0';
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#endif
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while (quit == 0)
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{
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sprintf (ctlrmenu[0], "Four Score - %s",
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GCSettings.FSDisable == false ? " ON" : "OFF");
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if (GCSettings.zapper == 0) sprintf (ctlrmenu[1],"Zapper - Disabled");
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else if (GCSettings.zapper == 1) sprintf (ctlrmenu[1],"Zapper - Port 1");
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else if (GCSettings.zapper == 2) sprintf (ctlrmenu[1],"Zapper - Port 2");
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sprintf (ctlrmenu[2], "Zapper Crosshair - %s",
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GCSettings.crosshair == true ? " ON" : "OFF");
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/*** Controller Config Menu ***/
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ret = RunMenu (ctlrmenu, ctlrmenucount, (char*)"Configure Controllers", 20, -1);
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switch (ret)
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{
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case 0: // four score
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GCSettings.FSDisable ^= 1;
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ToggleFourScore(GCSettings.FSDisable, romLoaded);
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break;
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case 1: // zapper
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GCSettings.zapper -= 1; // we do this so Port 2 is first option shown
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if(GCSettings.zapper < 0)
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GCSettings.zapper = 2;
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ToggleZapper(GCSettings.zapper, romLoaded);
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break;
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case 2: // zapper crosshair
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GCSettings.crosshair ^= 1;
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break;
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case 3:
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/*** Configure Nunchuk ***/
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ConfigureButtons (CTRLR_NUNCHUK);
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break;
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case 4:
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/*** Configure Classic ***/
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ConfigureButtons (CTRLR_CLASSIC);
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break;
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case 5:
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/*** Configure Wiimote ***/
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ConfigureButtons (CTRLR_WIIMOTE);
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break;
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case 6:
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/*** Configure GC Pad ***/
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ConfigureButtons (CTRLR_GCPAD);
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break;
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case 7:
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/*** Save Preferences Now ***/
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SavePrefs(GCSettings.SaveMethod, NOTSILENT);
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break;
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case -1: /*** Button B ***/
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case 8:
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/*** Return ***/
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quit = 1;
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break;
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}
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}
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menu = oldmenu;
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}
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/****************************************************************************
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* Main Menu
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****************************************************************************/
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int menucount = 8;
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char menuitems[][50] = {
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"Choose Game",
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"Controller Configuration", "Emulator Options", "Preferences",
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"Game Menu",
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"Credits", "Reset System", "Exit"
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};
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void
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MainMenu (int selectedMenu)
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{
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int quit = 0;
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int ret;
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VIDEO_WaitVSync ();
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while (quit == 0)
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{
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// disable game-specific menu items if a ROM isn't loaded
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if(!romLoaded)
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menuitems[4][0] = '\0';
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else
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sprintf (menuitems[4], "Game Menu");
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if(selectedMenu >= 0)
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{
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ret = selectedMenu;
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selectedMenu = -1; // default back to main menu
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}
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else
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{
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ret = RunMenu (menuitems, menucount, (char*)"Main Menu", 20, -1);
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}
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switch (ret)
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{
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case 0:
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// Load ROM Menu
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quit = LoadManager ();
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break;
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case 1:
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// Configure Controllers
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ConfigureControllers ();
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break;
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case 2:
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// Emulator Options
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EmulatorMenu ();
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break;
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case 3:
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// Preferences
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PreferencesMenu ();
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break;
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case 4:
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// Game Options
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quit = GameMenu ();
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break;
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case 5:
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// Credits
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Credits ();
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WaitButtonA ();
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break;
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case 6:
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// Reset the Gamecube/Wii
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Reboot();
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break;
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case 7:
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// Exit to Loader
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#ifdef HW_RVL
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#ifdef WII_DVD
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DI_Close();
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#endif
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exit(0);
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#else // gamecube
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if (psoid[0] == PSOSDLOADID)
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PSOReload ();
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#endif
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break;
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case -1: // Button B
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// Return to Game
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if(romLoaded)
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quit = 1;
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break;
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}
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}
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// Wait for buttons to be released
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int count = 0; // how long we've been waiting for the user to release the button
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while(count < 50 && (
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PAD_ButtonsHeld(0)
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#ifdef HW_RVL
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|| WPAD_ButtonsHeld(0)
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#endif
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))
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{
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VIDEO_WaitVSync();
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count++;
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}
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}
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