mirror of
https://github.com/dborth/vbagx.git
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351 lines
11 KiB
C++
351 lines
11 KiB
C++
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/****************************************************************************
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* Visual Boy Advance GX
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*
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* Carl Kenner April 2009
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*
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* inputmortalkombat.cpp
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*
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* Wii/Gamecube controls for Mortal Kombat
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***************************************************************************/
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#include <gccore.h>
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#include <stdio.h>
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#include <stdarg.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include <ogcsys.h>
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#include <unistd.h>
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#include <wiiuse/wpad.h>
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#include "vba.h"
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#include "button_mapping.h"
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#include "audio.h"
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#include "video.h"
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#include "input.h"
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#include "gameinput.h"
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#include "vbasupport.h"
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#include "wiiusbsupport.h"
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#include "gba/GBA.h"
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#include "gba/bios.h"
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#include "gba/GBAinline.h"
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u32 MK1Input(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeKeyboard(pad);
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u8 Health = gbReadMemory(0xc695);
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static u8 OldHealth = 0;
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// Rumble when they lose health!
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if (Health < OldHealth)
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systemGameRumble(5);
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OldHealth = Health;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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// Punch
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if (wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_LEFT)
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J |= VBA_BUTTON_B;
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// Kick
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if (wp->btns_h & WPAD_BUTTON_DOWN || wp->btns_h & WPAD_BUTTON_RIGHT)
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J |= VBA_BUTTON_A;
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// Block
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if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
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J |= VBA_BUTTON_A | VBA_BUTTON_B; // different from MK2
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// Throw
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if (wp->btns_h & WPAD_BUTTON_A)
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J |= VBA_BUTTON_B | VBA_RIGHT; // CAKTODO check which way we are facing
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// Pause
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if (wp->btns_h & WPAD_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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// Start
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if (wp->btns_h & WPAD_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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// Special move
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if (wp->btns_h & WPAD_BUTTON_B)
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{
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// CAKTODO
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}
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if (wp->exp.type == WPAD_EXP_CLASSIC) {
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_UP) J |= VBA_UP;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_DOWN) J |= VBA_DOWN;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_LEFT) J |= VBA_LEFT;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_RIGHT) J |= VBA_RIGHT;
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if (wp->btns_h & (WPAD_CLASSIC_BUTTON_X | WPAD_CLASSIC_BUTTON_Y)) J |= VBA_BUTTON_B;
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if (wp->btns_h & (WPAD_CLASSIC_BUTTON_A | WPAD_CLASSIC_BUTTON_B)) J |= VBA_BUTTON_A;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS) J |= VBA_BUTTON_SELECT;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS) J |= VBA_BUTTON_START;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR) J |= VBA_BUTTON_B | VBA_RIGHT; // CAKTODO
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R) J |= VBA_BUTTON_B | VBA_BUTTON_A; // block
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}
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#endif
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{
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u32 gc = PAD_ButtonsHeld(pad);
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// DPad moves
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if (gc & PAD_BUTTON_UP) J |= VBA_UP;
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if (gc & PAD_BUTTON_DOWN) J |= VBA_DOWN;
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if (gc & PAD_BUTTON_LEFT) J |= VBA_LEFT;
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if (gc & PAD_BUTTON_RIGHT) J |= VBA_RIGHT;
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if (gc & PAD_BUTTON_START) J |= VBA_BUTTON_START;
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if (gc & (PAD_BUTTON_B | PAD_BUTTON_Y)) J |= VBA_BUTTON_B;
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if (gc & (PAD_BUTTON_A | PAD_BUTTON_X)) J |= VBA_BUTTON_A;
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if (gc & PAD_TRIGGER_Z) J |= VBA_BUTTON_B | VBA_RIGHT; // CAKTODO
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if (gc & PAD_TRIGGER_R) J |= VBA_BUTTON_B | VBA_BUTTON_A; // block
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}
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return J;
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}
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u32 MK4Input(unsigned short pad)
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{
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u32 J = StandardMovement(pad) | DecodeKeyboard(pad);
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u8 Health = 0;
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static u8 OldHealth = 0;
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// Rumble when they lose health!
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if (Health < OldHealth)
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systemGameRumble(20);
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OldHealth = Health;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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// Punch
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if (wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_LEFT)
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J |= VBA_BUTTON_B;
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// Kick
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if (wp->btns_h & WPAD_BUTTON_DOWN || wp->btns_h & WPAD_BUTTON_RIGHT)
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J |= VBA_BUTTON_A;
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// Block
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if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
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J |= VBA_BUTTON_START;
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// Throw
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if (wp->btns_h & WPAD_BUTTON_A)
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J |= VBA_BUTTON_B | VBA_RIGHT; // CAKTODO check which way we are facing
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// Pause
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if (wp->btns_h & WPAD_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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// Start
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if (wp->btns_h & WPAD_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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// Special move
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if (wp->btns_h & WPAD_BUTTON_B)
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{
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// CAKTODO
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}
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if (wp->exp.type == WPAD_EXP_CLASSIC) {
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_UP) J |= VBA_UP;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_DOWN) J |= VBA_DOWN;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_LEFT) J |= VBA_LEFT;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_RIGHT) J |= VBA_RIGHT;
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if (wp->btns_h & (WPAD_CLASSIC_BUTTON_X | WPAD_CLASSIC_BUTTON_Y)) J |= VBA_BUTTON_B;
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if (wp->btns_h & (WPAD_CLASSIC_BUTTON_A | WPAD_CLASSIC_BUTTON_B)) J |= VBA_BUTTON_A;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS) J |= VBA_BUTTON_SELECT;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS) J |= VBA_BUTTON_START;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR) J |= VBA_BUTTON_B | VBA_RIGHT; // CAKTODO
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R) J |= VBA_BUTTON_START; // block
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}
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#endif
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{
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u32 gc = PAD_ButtonsHeld(pad);
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// DPad moves
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if (gc & PAD_BUTTON_UP) J |= VBA_UP;
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if (gc & PAD_BUTTON_DOWN) J |= VBA_DOWN;
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if (gc & PAD_BUTTON_LEFT) J |= VBA_LEFT;
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if (gc & PAD_BUTTON_RIGHT) J |= VBA_RIGHT;
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if (gc & PAD_BUTTON_START) J |= VBA_BUTTON_START;
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if (gc & (PAD_BUTTON_B | PAD_BUTTON_Y)) J |= VBA_BUTTON_B;
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if (gc & (PAD_BUTTON_A | PAD_BUTTON_X)) J |= VBA_BUTTON_A;
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if (gc & PAD_TRIGGER_Z) J |= VBA_BUTTON_B | VBA_RIGHT; // CAKTODO
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if (gc & PAD_TRIGGER_R) J |= VBA_BUTTON_START; // block
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}
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return J;
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}
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u32 MKAInput(unsigned short pad)
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{
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u32 J = StandardMovement(pad) | DecodeKeyboard(pad);
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u8 Health = 0;
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static u8 OldHealth = 0;
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// Rumble when they lose health!
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if (Health < OldHealth)
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systemGameRumble(20);
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OldHealth = Health;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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// Punch
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if (wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_LEFT)
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J |= VBA_BUTTON_B;
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// Kick
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if (wp->btns_h & WPAD_BUTTON_DOWN || wp->btns_h & WPAD_BUTTON_RIGHT)
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J |= VBA_BUTTON_A;
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// Block
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if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
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J |= VBA_BUTTON_R;
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// Run (supposed to be change styles)
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if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_C))
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J |= VBA_BUTTON_L;
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// Throw
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if (wp->btns_h & WPAD_BUTTON_A)
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J |= VBA_RIGHT; // CAKTODO check which way we are facing
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// Pause
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if (wp->btns_h & WPAD_BUTTON_PLUS || wp->btns_h & WPAD_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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// Special move
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if (wp->btns_h & WPAD_BUTTON_B)
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{
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// CAKTODO
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}
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if (wp->exp.type == WPAD_EXP_CLASSIC) {
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_UP) J |= VBA_UP;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_DOWN) J |= VBA_DOWN;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_LEFT) J |= VBA_LEFT;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_RIGHT) J |= VBA_RIGHT;
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if (wp->btns_h & (WPAD_CLASSIC_BUTTON_X | WPAD_CLASSIC_BUTTON_Y)) J |= VBA_BUTTON_B;
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if (wp->btns_h & (WPAD_CLASSIC_BUTTON_A | WPAD_CLASSIC_BUTTON_B)) J |= VBA_BUTTON_A;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS) J |= VBA_BUTTON_SELECT;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS) J |= VBA_BUTTON_START;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR) J |= VBA_RIGHT; // CAKTODO
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R) J |= VBA_BUTTON_R; // block
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L) J |= VBA_BUTTON_L; // run
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}
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#endif
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{
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u32 gc = PAD_ButtonsHeld(pad);
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// DPad moves
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if (gc & PAD_BUTTON_UP) J |= VBA_UP;
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if (gc & PAD_BUTTON_DOWN) J |= VBA_DOWN;
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if (gc & PAD_BUTTON_LEFT) J |= VBA_LEFT;
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if (gc & PAD_BUTTON_RIGHT) J |= VBA_RIGHT;
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if (gc & PAD_BUTTON_START) J |= VBA_BUTTON_START;
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if (gc & (PAD_BUTTON_B | PAD_BUTTON_Y)) J |= VBA_BUTTON_B;
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if (gc & (PAD_BUTTON_A | PAD_BUTTON_X)) J |= VBA_BUTTON_A;
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if (gc & PAD_TRIGGER_Z) J |= VBA_RIGHT; // CAKTODO
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if (gc & PAD_TRIGGER_R) J |= VBA_BUTTON_R; // block
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if (gc & PAD_TRIGGER_L) J |= VBA_BUTTON_L; // block
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}
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return J;
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}
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u32 MKTEInput(unsigned short pad)
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{
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static u32 prevJ = 0, prevPrevJ = 0;
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u32 J = StandardMovement(pad) | DecodeKeyboard(pad);
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bool throwButton = false;
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u8 Health;
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u8 Side;
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if (RomIdCode & 0xFFFFFF == MKDA)
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{
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Health = CPUReadByte(0x3000760); // 731 or 760
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Side = CPUReadByte(0x3000747);
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} else {
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Health = CPUReadByte(0x3000761); // or 790
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Side = CPUReadByte(0x3000777);
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}
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u32 Forwards, Back;
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if (Side == 0) {
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Forwards = VBA_RIGHT;
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Back = VBA_LEFT;
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} else {
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Forwards = VBA_LEFT;
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Back = VBA_RIGHT;
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}
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// Rumble when they lose health!
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static u8 OldHealth = 0;
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if (Health < OldHealth)
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systemGameRumble(20);
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OldHealth = Health;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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// Punch
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if (wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_LEFT)
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J |= VBA_BUTTON_B;
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// Kick
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if (wp->btns_h & WPAD_BUTTON_DOWN || wp->btns_h & WPAD_BUTTON_RIGHT)
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J |= VBA_BUTTON_A;
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// Block
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if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
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J |= VBA_BUTTON_R;
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// Change styles
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if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_C))
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J |= VBA_BUTTON_L;
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// Throw
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if (wp->btns_h & WPAD_BUTTON_A) throwButton=true;
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// Pause
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if (wp->btns_h & WPAD_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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// Start
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if (wp->btns_h & WPAD_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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// Special move
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if (wp->btns_h & WPAD_BUTTON_B) {
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// CAKTODO
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}
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// Speed
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if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2) {
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J |= VBA_SPEED;
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}
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if (wp->exp.type == WPAD_EXP_CLASSIC) {
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_UP) J |= VBA_UP;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_DOWN) J |= VBA_DOWN;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_LEFT) J |= VBA_LEFT;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_RIGHT) J |= VBA_RIGHT;
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if (wp->btns_h & (WPAD_CLASSIC_BUTTON_X | WPAD_CLASSIC_BUTTON_Y)) J |= VBA_BUTTON_B;
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if (wp->btns_h & (WPAD_CLASSIC_BUTTON_A | WPAD_CLASSIC_BUTTON_B)) J |= VBA_BUTTON_A;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS) J |= VBA_BUTTON_SELECT;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS) J |= VBA_BUTTON_START;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR) throwButton = true;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R) J |= VBA_BUTTON_R; // block
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L) J |= VBA_BUTTON_L; // run
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}
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#endif
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{
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u32 gc = PAD_ButtonsHeld(pad);
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// DPad moves
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if (gc & PAD_BUTTON_UP) J |= VBA_UP;
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if (gc & PAD_BUTTON_DOWN) J |= VBA_DOWN;
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if (gc & PAD_BUTTON_LEFT) J |= VBA_LEFT;
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if (gc & PAD_BUTTON_RIGHT) J |= VBA_RIGHT;
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if (gc & PAD_BUTTON_START) J |= VBA_BUTTON_START;
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if (gc & (PAD_BUTTON_B | PAD_BUTTON_Y)) J |= VBA_BUTTON_B;
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if (gc & (PAD_BUTTON_A | PAD_BUTTON_X)) J |= VBA_BUTTON_A;
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if (gc & PAD_TRIGGER_Z) J |= throwButton = true;
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if (gc & PAD_TRIGGER_R) J |= VBA_BUTTON_R; // block
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if (gc & PAD_TRIGGER_L) J |= VBA_BUTTON_L; // change styles
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}
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if (throwButton)
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{
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if ((prevJ & Forwards && prevJ & VBA_BUTTON_A && prevJ & VBA_BUTTON_B) || ((prevPrevJ & Forwards) && !(prevJ & Forwards)))
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J |= Forwards | VBA_BUTTON_A | VBA_BUTTON_B; // R, R+1+2 = throw
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else if (prevJ & Forwards)
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{
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J &= ~Forwards;
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J &= ~VBA_BUTTON_A;
|
||
|
J &= ~VBA_BUTTON_B;
|
||
|
}
|
||
|
else
|
||
|
J |= Forwards;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ((J & 48) == 48)
|
||
|
J &= ~16;
|
||
|
if ((J & 192) == 192)
|
||
|
J &= ~128;
|
||
|
prevPrevJ = prevJ;
|
||
|
prevJ = J;
|
||
|
|
||
|
return J;
|
||
|
}
|
||
|
|