vbagx/source/inputmetroid.cpp

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/****************************************************************************
* Visual Boy Advance GX
*
* Carl Kenner Febuary 2009
*
* gameinput.cpp
*
* Wii/Gamecube controls for individual games
***************************************************************************/
#include <gccore.h>
#include <stdio.h>
#include <stdarg.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <ogcsys.h>
#include <unistd.h>
#include <wiiuse/wpad.h>
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#include "vbagx.h"
#include "button_mapping.h"
#include "audio.h"
#include "video.h"
#include "input.h"
#include "gameinput.h"
#include "vbasupport.h"
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#include "vba/gba/GBA.h"
#include "vba/gba/bios.h"
#include "vba/gba/GBAinline.h"
u32 MetroidZeroInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeClassic(pad);
u8 BallState = CPUReadByte(0x30015df); // 0 = stand, 1 = crouch, 2 = ball
u16 Health = CPUReadByte(0x3001536); // 0 = stand, 1 = crouch, 2 = ball
static u16 OldHealth = 0;
// Rumble when they lose health!
if (Health < OldHealth)
systemGameRumble(20);
OldHealth = Health;
static int Morph = 0;
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#ifdef HW_RVL
static int AimCount = 0;
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#endif
static int MissileCount = 0;
if (BallState == 2) // Can't exit morph ball without pressing C!
J &= ~VBA_UP;
if (BallState == 1) // Can't enter morph ball without pressing C!
J &= ~VBA_DOWN;
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bool MorphBallButton = 0;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
if (wp->btns_h & WPAD_BUTTON_UP)
J |= VBA_SPEED;
if (wp->btns_h & WPAD_BUTTON_LEFT)
J |= VBA_BUTTON_L;
if (wp->btns_h & WPAD_BUTTON_RIGHT)
J |= VBA_BUTTON_R;
// Visor doesn't exist, use as start button
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_START;
// Hyper (toggle super missiles)
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_SELECT;
// Map
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_BUTTON_START;
// Hint
if (wp->btns_h & WPAD_BUTTON_2)
J |= VBA_BUTTON_R;
// Z-Target
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
;
// Jump
if (wp->btns_h & WPAD_BUTTON_B && BallState!=2)
J |= VBA_BUTTON_A;
else if (BallState==2 && fabs(wp->gforce.y)> 1.5)
J |= VBA_BUTTON_A;
// Fire
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_B;
// Aim
/*if (CursorValid && CursorY < 96 && BallState!=2)
J |= VBA_UP;
else if (CursorValid && CursorY < 192 && BallState!=2)
J |= VBA_BUTTON_L;
else if (CursorValid && CursorY < 288 && BallState!=2)
J |= 0;
else if (CursorValid && CursorY < 384 && BallState!=2)
J |= VBA_BUTTON_L & VBA_DOWN;
else if (CursorValid && BallState==0)
J |= VBA_DOWN;*/
if (wp->orient.pitch < -45 && BallState !=2) {
J |= VBA_UP;
AimCount = 0;
} else if (wp->orient.pitch < -22 && BallState !=2) {
if (AimCount>=0) AimCount = -1;
} else if (wp->orient.pitch> 45 && BallState ==0) {
if (AimCount<10) AimCount=10;
} else if (wp->orient.pitch> 22 && BallState !=2) {
if (AimCount<=0 || AimCount>=10) AimCount = 1;
} else {
AimCount=0;
}
// Morph Ball
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_d & WPAD_NUNCHUK_BUTTON_C)) {
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MorphBallButton = true;
}
// Missile
if (wp->btns_h & WPAD_BUTTON_DOWN) {
MissileCount = 1;
}
switch (AimCount) {
case 1:
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
J |= VBA_BUTTON_L;
AimCount++;
break;
case 2:
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
J |= VBA_BUTTON_L | VBA_DOWN;
AimCount++;
break;
case 3:
J |= VBA_BUTTON_L;
break;
case -1:
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
J |= 0;
AimCount--;
break;
case -2:
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
J |= VBA_BUTTON_L;
AimCount--;
break;
case -3:
J |= VBA_BUTTON_L;
break;
case 10:
J |= VBA_BUTTON_A;
AimCount++;
break;
case 11:
J |= VBA_DOWN;
AimCount++;
break;
case 12:
J |= VBA_DOWN;
break;
}
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#endif
{
u32 gc = PAD_ButtonsHeld(pad);
u32 pressed = PAD_ButtonsDown(pad);
if (pressed & PAD_BUTTON_X) MorphBallButton = true;
if (gc & PAD_BUTTON_A) J |= VBA_BUTTON_B; // shoot beam
if (gc & PAD_BUTTON_B) J |= VBA_BUTTON_A; // jump
if (gc & PAD_BUTTON_Y) MissileCount = 1; // missile
if (gc & PAD_TRIGGER_Z) J |= VBA_BUTTON_START; // map
if (gc & PAD_TRIGGER_L) J |= VBA_BUTTON_L; // aim up/down
if (gc & PAD_BUTTON_START) J |= VBA_BUTTON_SELECT; // toggle super missiles
if (gc & PAD_TRIGGER_R) J |= VBA_BUTTON_R; // ???
}
switch (MissileCount) {
case 1:
case 2:
J |= VBA_BUTTON_R;
MissileCount++;
break;
case 3:
case 4:
J |= VBA_BUTTON_R | VBA_BUTTON_B;
MissileCount++;
break;
case 5:
MissileCount = 0;
break;
}
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if (MorphBallButton) {
if (BallState == 2) { // ball
Morph = -1;
} else if (BallState == 1) {
Morph = 2;
} else {
Morph = 1;
}
}
switch (Morph) {
case 1:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_DOWN;
Morph = 2;
break;
case 2:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
Morph = 3;
break;
case 3:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_DOWN;
Morph = 0;
break;
case -1:
case -2:
case -3:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_UP;
Morph--;
break;
case -4:
case -5:
case -6:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
Morph--;
break;
case -7:
case -8:
case -9:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_UP;
Morph--;
break;
case -10:
Morph = 0;
break;
}
return J;
}
u32 MetroidFusionInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeClassic(pad);
u8 BallState = CPUReadByte(0x3001329); // 0 = stand, 2 = crouch, 5 = ball
u16 Health = CPUReadHalfWord(0x3001310);
static u16 OldHealth = 0;
// Rumble when they lose health!
if (Health < OldHealth)
systemGameRumble(20);
OldHealth = Health;
static int Morph = 0;
static int AimCount = 0;
static int MissileCount = 0;
if (BallState == 5) // Can't exit morph ball without pressing C!
J &= ~VBA_UP;
if (BallState == 2) // Can't enter morph ball without pressing C!
J &= ~VBA_DOWN;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
if (wp->btns_h & WPAD_BUTTON_LEFT)
J |= VBA_BUTTON_L;
if (wp->btns_h & WPAD_BUTTON_RIGHT)
J |= VBA_BUTTON_R;
// Visor doesn't exist, just use as select button
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
// Hyper isn't available, just use start button as start
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Map
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_BUTTON_START;
// Hint
if (wp->btns_h & WPAD_BUTTON_2)
J |= VBA_BUTTON_R;
// Z-Target
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
J |= VBA_SPEED;
// Jump
if (wp->btns_h & WPAD_BUTTON_B && BallState!=5)
J |= VBA_BUTTON_A;
else if (BallState==5 && fabs(wp->gforce.y)> 1.5)
J |= VBA_BUTTON_A;
// Fire
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_B;
// Aim
if (wp->orient.pitch < -45 && BallState !=5) {
J |= VBA_UP;
AimCount = 0;
} else if (wp->orient.pitch < -22 && BallState !=5) {
if (AimCount>=0) AimCount = -1;
} else if (wp->orient.pitch> 45 && BallState !=5) {
if (AimCount<10) AimCount=10;
} else if (wp->orient.pitch> 22 && BallState !=5) {
if (AimCount<=0 || AimCount>=10) AimCount = 1;
} else {
AimCount=0;
}
// Morph Bdall
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_d & WPAD_NUNCHUK_BUTTON_C)) {
if (BallState == 5) { // ball
Morph = -1;
} else if (BallState == 2) {
Morph = 2;
} else {
Morph = 1;
}
}
// Missile
if (wp->btns_h & WPAD_BUTTON_DOWN) {
MissileCount = 1;
}
#endif
switch (AimCount) {
case 1:
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
J |= VBA_BUTTON_L;
AimCount++;
break;
case 2:
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
J |= VBA_BUTTON_L | VBA_DOWN;
AimCount++;
break;
case 3:
J |= VBA_BUTTON_L;
break;
case -1:
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
J |= 0;
AimCount--;
break;
case -2:
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
J |= VBA_BUTTON_L;
AimCount--;
break;
case -3:
J |= VBA_BUTTON_L;
break;
case 10:
case 11:
J |= VBA_BUTTON_A;
AimCount++;
break;
case 12:
case 13:
J |= VBA_DOWN;
AimCount++;
break;
case 14:
J |= VBA_DOWN;
break;
}
switch (MissileCount) {
case 1:
case 2:
J |= VBA_BUTTON_R;
MissileCount++;
break;
case 3:
case 4:
J |= VBA_BUTTON_R | VBA_BUTTON_B;
MissileCount++;
break;
case 5:
MissileCount = 0;
break;
}
switch (Morph) {
case 1:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_DOWN;
Morph = 2;
break;
case 2:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
Morph = 3;
break;
case 3:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_DOWN;
Morph = 0;
break;
case -1:
case -2:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_UP;
Morph--;
break;
case -3:
case -4:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
Morph--;
break;
case -5:
case -6:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_UP;
Morph--;
break;
case -7:
Morph = 0;
break;
}
return J;
}
u32 Metroid1Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeClassic(pad);
u8 BallState = CPUReadByte(0x3007500); // 3 = ball, other = stand
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#ifdef HW_RVL
u8 MissileState = CPUReadByte(0x300730E); // 1 = missile, 0 = beam
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#endif
u16 Health = CPUReadHalfWord(0x3007306); // Binary Coded Decimal
static u16 OldHealth = 0;
// Rumble when they lose health!
if (Health < OldHealth)
systemGameRumble(20);
OldHealth = Health;
static int Morph = 0;
if (BallState == 3) // Can't exit morph ball without pressing C!
J &= ~VBA_UP;
if (BallState != 3) // Can't enter morph ball without pressing C!
J &= ~VBA_DOWN;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
// No visors
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
// Start button just pauses
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Map (doesn't exist)
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_BUTTON_START;
// Hint (doesn't exist)
if (wp->btns_h & WPAD_BUTTON_2)
J |= VBA_SPEED;
// Z-Target
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
;
// Jump
if (wp->btns_h & WPAD_BUTTON_B && BallState!=5)
J |= VBA_BUTTON_A;
else if (BallState==5 && fabs(wp->gforce.y)> 1.5)
J |= VBA_BUTTON_A;
// Fire
if (wp->btns_h & WPAD_BUTTON_A) {
if (MissileState)
J |= VBA_BUTTON_SELECT;
else
J |= VBA_BUTTON_B;
}
// Aim
if (wp->orient.pitch < -45 && BallState !=3)
J |= VBA_UP;
// Morph Ball
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_d & WPAD_NUNCHUK_BUTTON_C)) {
if (BallState == 3) { // ball
Morph = -1;
} else {
Morph = 2;
}
}
// Missile
if (wp->btns_h & WPAD_BUTTON_DOWN) {
if (!(MissileState))
J |= VBA_BUTTON_SELECT;
else
J |= VBA_BUTTON_B;
} if (wp->btns_u & WPAD_BUTTON_DOWN) {
if (MissileState)
J |= VBA_BUTTON_SELECT;
}
#endif
switch (Morph) {
case 1:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_DOWN;
Morph = 2;
break;
case 2:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
Morph = 3;
break;
case 3:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_DOWN;
Morph = 0;
break;
case -1:
case -2:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_UP;
Morph--;
break;
case -3:
case -4:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
Morph--;
break;
case -5:
case -6:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_UP;
Morph--;
break;
case -7:
Morph = 0;
break;
}
return J;
}
u32 Metroid2Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeClassic(pad);
u8 BallState = gbReadMemory(0xD020); // 4 = crouch, 5 = ball, other = stand
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#ifdef HW_RVL
u8 MissileState = gbReadMemory(0xD04D); // 8 = missile hatch open, 0 = missile closed
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#endif
u8 Health = gbReadMemory(0xD051); // Binary Coded Decimal
static u8 OldHealth = 0;
// Rumble when they lose (or gain) health! (since I'm not checking energy tanks)
if (Health != OldHealth)
systemGameRumble(20);
OldHealth = Health;
static int Morph = 0;
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#ifdef HW_RVL
static int AimCount = 0;
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#endif
if (BallState == 5) // Can't exit morph ball without pressing C!
J &= ~VBA_UP;
if (BallState == 4) // Can't enter morph ball without pressing C!
J &= ~VBA_DOWN;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
// No visors
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
// Start button just pauses
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Map (doesn't exist)
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_BUTTON_START;
// Hint (doesn't exist)
if (wp->btns_h & WPAD_BUTTON_2)
J |= VBA_SPEED;
// Z-Target
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
;
// Jump
if (wp->btns_h & WPAD_BUTTON_B && BallState!=5)
J |= VBA_BUTTON_A;
else if (BallState==5 && fabs(wp->gforce.y)> 1.5)
J |= VBA_BUTTON_A;
// Fire
if (wp->btns_h & WPAD_BUTTON_A) {
if (MissileState & 8)
J |= VBA_BUTTON_SELECT;
else
J |= VBA_BUTTON_B;
}
// Aim
/*if (CursorValid && CursorY < 96 && BallState!=2)
J |= VBA_UP;
else if (CursorValid && CursorY < 192 && BallState!=2)
J |= VBA_BUTTON_L;
else if (CursorValid && CursorY < 288 && BallState!=2)
J |= 0;
else if (CursorValid && CursorY < 384 && BallState!=2)
J |= VBA_BUTTON_L & VBA_DOWN;
else if (CursorValid && BallState==0)
J |= VBA_DOWN;*/
if (wp->orient.pitch < -45 && BallState !=5) {
J |= VBA_UP;
AimCount = 0;
} else if (wp->orient.pitch> 45 && BallState !=5 && BallState !=4) {
//if (AimCount<10) AimCount=10;
} else {
AimCount=0;
}
// Morph Ball
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_d & WPAD_NUNCHUK_BUTTON_C)) {
if (BallState == 5) { // ball
Morph = -1;
} else if (BallState == 4) {
Morph = 2;
} else {
Morph = 1;
}
}
// Missile
if (wp->btns_h & WPAD_BUTTON_DOWN) {
if (!(MissileState & 8))
J |= VBA_BUTTON_SELECT;
else
J |= VBA_BUTTON_B;
}
if (wp->btns_u & WPAD_BUTTON_DOWN) {
if (MissileState & 8)
J |= VBA_BUTTON_SELECT;
}
#endif
switch (Morph) {
case 1:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_DOWN;
Morph = 2;
break;
case 2:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
Morph = 3;
break;
case 3:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_DOWN;
Morph = 0;
break;
case -1:
case -2:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_UP;
Morph--;
break;
case -3:
case -4:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
Morph--;
break;
case -5:
case -6:
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
J |= VBA_UP;
Morph--;
break;
case -7:
Morph = 0;
break;
}
return J;
}