vbagx/source/ngc/inputmortalkombat.cpp

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2009-04-09 10:51:51 +02:00
/****************************************************************************
* Visual Boy Advance GX
*
* Carl Kenner April 2009
*
* inputmortalkombat.cpp
*
* Wii/Gamecube controls for Mortal Kombat
***************************************************************************/
#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>
#include "vba.h"
#include "button_mapping.h"
#include "audio.h"
#include "video.h"
#include "input.h"
#include "gameinput.h"
#include "vbasupport.h"
#include "wiiusbsupport.h"
#include "gba/GBA.h"
#include "gba/bios.h"
#include "gba/GBAinline.h"
#include "gb/gbGlobals.h"
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void DebugPrintf(const char *format, ...);
void gbSetSpritePal(u8 WhichPal, u32 bright, u32 medium, u32 dark);
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#define MK1_CAGE 0
#define MK1_KANO 1
#define MK1_RAIDEN 2
#define MK1_LIUKANG 3
#define MK1_SCORPION 4
#define MK1_SUBZERO 5
#define MK1_SONYA 6
#define MK1_GORO 7
#define MK1_SHANGTSUNG 8
#define MK2_LIUKANG 0
#define MK2_SUBZERO 1
#define MK2_KITANA 2
#define MK2_REPTILE 3
#define MK2_SHANGTSUNG 4
#define MK2_MILEENA 5
#define MK2_SCORPION 6
#define MK2_JAX 7
// boss and secret characters
#define MK2_KINTARO 8
#define MK2_KHAN 9
#define MK2_SMOKE 10
#define MK2_JADE 11
#define MK3_SINDEL 0
#define MK3_SEKTOR 1
#define MK3_KABAL 2
#define MK3_SHEEVA 3
#define MK3_SMOKE 4
#define MK3_SUBZERO 5
#define MK3_KANO 6
#define MK3_SONYA 7
#define MK3_CYRAX 8
// boss
#define MK3_SHAOKHAN 9
#define MK3_RAND 10
#define MK4_RAIDEN 0
#define MK4_QUANCHI 1
#define MK4_FUJIN 2
#define MK4_LIUKANG 3
#define MK4_REPTILE 4
#define MK4_SUBZERO 5
#define MK4_REIKO 6
#define MK4_TANYA 7
#define MK4_SCORPION 8
// boss
#define MK4_SHINNOK 9
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#define MKA_Rain 0
#define MKA_Reptile 1
#define MKA_Stryker 2
#define MKA_Jax 3
#define MKA_Nightwolf 4
#define MKA_Jade 5
#define MKA_NoobSaibot 6
#define MKA_Sonya 7
#define MKA_Kano 8
#define MKA_Mileena 9
#define MKA_Ermac 10
#define MKA_SubZero 11
#define MKA_SubZero2 12
#define MKA_KungLao 13
#define MKA_Sektor 14
#define MKA_Kitana 15
#define MKA_Mystery 16
#define MKA_Scorpion 17
#define MKA_Cyrax 18
#define MKA_Kabal 19
#define MKA_Sindel 20
#define MKA_Smoke 21
#define MKA_LiuKang 22
#define MKA_ShangTsung 23
#define MKA_Motaro 24
#define MKA_ShaoKhan 25
static bool HP=0,LP=0,HK=0,LK=0,BL=0,Throw=0,CS=0,F=0,B=0,Select=0,Start=0,SpecialMove=0;
static u16 OurHealth=0,OpponentHealth=0,OurOldHealth=0;
static s16 OurX=0,OpponentX=1;
static u32 VBA_FORWARD=VBA_RIGHT, VBA_BACK=VBA_LEFT;
static int ChameleonChangeTime = 0;
u32 GetMKInput(unsigned short pad, int rumbleTime=4) {
u32 J = StandardMovement(pad) | DecodeKeyboard(pad) | DecodeWiimote(pad);
HP=0;LP=0;HK=0;LK=0;BL=0;Throw=0;CS=0;F=0;B=0;Select=0;Start=0;SpecialMove=0;
// Rumble when they lose health!
if (OurHealth < OurOldHealth)
systemGameRumble(rumbleTime);
OurOldHealth = OurHealth;
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#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
// Punch
if (wp->btns_h & WPAD_BUTTON_LEFT) LP = true;
if (wp->btns_h & WPAD_BUTTON_UP) HP = true;
// Kick
if (wp->btns_h & WPAD_BUTTON_DOWN) LK = true;
if (wp->btns_h & WPAD_BUTTON_RIGHT) HK = true;
// Block
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) BL = true;
// Throw
if (wp->btns_h & WPAD_BUTTON_A) Throw = true;
// Run / Change Styles
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) CS = true;
// Start and Select
if (wp->btns_h & WPAD_BUTTON_MINUS) Select=true;
if (wp->btns_h & WPAD_BUTTON_PLUS) Start=true;
// Special move
if (wp->btns_h & WPAD_BUTTON_B) SpecialMove=true;
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
// D-Pad
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_UP) J |= VBA_UP;
if (wp->btns_h & WPAD_CLASSIC_BUTTON_DOWN) J |= VBA_DOWN;
if (wp->btns_h & WPAD_CLASSIC_BUTTON_LEFT) J |= VBA_LEFT;
if (wp->btns_h & WPAD_CLASSIC_BUTTON_RIGHT) J |= VBA_RIGHT;
// Punch
if (wp->btns_h & WPAD_CLASSIC_BUTTON_Y) LP = true;
if (wp->btns_h & WPAD_CLASSIC_BUTTON_X) HP = true;
// Kick
if (wp->btns_h & WPAD_CLASSIC_BUTTON_B) LK = true;
if (wp->btns_h & WPAD_CLASSIC_BUTTON_A) HK = true;
// Throw
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR) Throw = true;
// Block
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R) BL = true; // block
// Run / Change Styles
if (wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_L | WPAD_CLASSIC_BUTTON_ZL)) CS = true;
// Start and Select
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS) Select = true;
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS) Start = true;
// Special move
if (wp->btns_h & WPAD_BUTTON_B) SpecialMove=true;
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}
#endif
{
u32 gc = PAD_ButtonsHeld(pad);
// DPad moves
if (gc & PAD_BUTTON_UP) J |= VBA_UP;
if (gc & PAD_BUTTON_DOWN) J |= VBA_DOWN;
if (gc & PAD_BUTTON_LEFT) J |= VBA_LEFT;
if (gc & PAD_BUTTON_RIGHT) J |= VBA_RIGHT;
// Start and Select
if (gc & PAD_BUTTON_START) Start = true;
// Punch
if (gc & PAD_BUTTON_B) LP = true;
if (gc & PAD_BUTTON_Y) HP = true;
// Kick
if (gc & PAD_BUTTON_A) LK = true;
if (gc & PAD_BUTTON_X) HK = true;
// Block
if (gc & PAD_TRIGGER_R) BL = true;
// Run / Change Style
if (gc & PAD_TRIGGER_L) CS = true;
// Throw
if (gc & PAD_TRIGGER_Z) Throw = true;
}
// Check which side they are on
if (OurX < OpponentX) {
VBA_FORWARD = VBA_RIGHT;
VBA_BACK = VBA_LEFT;
} else {
VBA_FORWARD = VBA_LEFT;
VBA_BACK = VBA_RIGHT;
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}
if (J & VBA_FORWARD) F = true;
if (J & VBA_BACK) B = true;
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return J;
}
// Allows writes to the ROM memory for hacking
void gbaWriteMemory(u32 addr, u32 value) {
if (addr<0x8000000 || addr>=0xD000000) CPUWriteMemory(addr, value);
#ifndef USE_VM
else WRITE32LE(((u16 *)&rom[addr&0x1FFFFFC]), value);
#endif
}
void gbaWriteHalfWord(u32 addr, u16 value) {
if (addr<0x8000000 || addr>=0xD000000) CPUWriteHalfWord(addr, value);
#ifndef USE_VM
else WRITE16LE(((u16 *)&rom[addr&0x1FFFFFC]), value);
#endif
}
void gbaWriteByte(u32 addr, u8 value) {
if (addr<0x8000000 || addr>=0xD000000) CPUWriteByte(addr, value);
#ifndef USE_VM
else rom[addr & 0x1FFFFFF] = value;
#endif
}
void gbWriteByte(u16 addr, u8 value) {
if (addr>=0x8000) gbWriteMemory(addr, value);
else gbRom[addr] = value;
}
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u32 MK1Input(unsigned short pad) {
OurHealth = gbReadMemory(0xD695);
OpponentHealth = gbReadMemory(0xD696);
OurX = gbReadMemory(0xCF00);
OpponentX = gbReadMemory(0xCF26);
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//u8 OurChar = gbReadMemory(0xD685);
//u8 OpponentChar = gbReadMemory(0xD686);
u8 MenuChar = gbReadMemory(0xD61D)+1;
static u8 OldMenuChar = 0;
// Rumble when they change character
if (MenuChar != OldMenuChar) {
systemGameRumble(4);
OldMenuChar = MenuChar;
}
u32 J = GetMKInput(pad, 8);
if (LK || HK || BL) J |= VBA_BUTTON_A;
if (LP || HP || BL) J |= VBA_BUTTON_B;
if (Start) J |= VBA_BUTTON_START;
if (Select) J |= VBA_BUTTON_SELECT;
// Fix kick controls to what they should be!
if (!(J & (VBA_UP | VBA_DOWN))) {
if (B && HK) { // Make B+HK do roundhouse, while B+LK does sweep!
J &= ~VBA_BACK;
J |= VBA_FORWARD;
} else if (F && HK) { // Make F+HK do normal high kick
J &= ~VBA_FORWARD;
} else if (F && LK) { // Make F+LK also do normal high kick, since no low kicks
J &= ~VBA_FORWARD;
}
}
if (Throw) J |= VBA_FORWARD | VBA_BUTTON_B;
if (CS) J |= VBA_SPEED;
return J;
}
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u32 MK2Input(unsigned short pad) {
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//u8 OurChar = gbReadMemory(0xDD01);
//u8 OpponentChar = gbReadMemory(0xDD01+0x40);
OurX = gbReadMemory(0xDD12) | (gbReadMemory(0xDD13) << 8);
OpponentX = gbReadMemory(0xDD12+0x40) | (gbReadMemory(0xDD13+0x40) << 8);
OurHealth = gbReadMemory(0xDD20);
OpponentHealth = gbReadMemory(0xDD20+0x40);
u32 J = GetMKInput(pad, 5);
if (LK || HK) J |= VBA_BUTTON_A;
if (LP || HP) J |= VBA_BUTTON_B;
if (BL) J |= VBA_BUTTON_START;
if (Start || Select) J |= VBA_BUTTON_SELECT;
// Can't fix kick controls to what they should be! Sorry
if (Throw) J |= VBA_FORWARD | VBA_BUTTON_B;
if (CS) J |= VBA_SPEED;
return J;
}
u32 MK12Input(unsigned short pad) {
OurHealth = 0;
OpponentHealth = 0;
OurX = 0;
OpponentX = 1;
u32 J = GetMKInput(pad, 5);
if (LK || HK) J |= VBA_BUTTON_A;
if (LP || HP) J |= VBA_BUTTON_B;
if (BL) J |= VBA_BUTTON_START;
// Fix kick controls to what they should be!
if (!(J & (VBA_UP | VBA_DOWN))) {
if (B && HK) { // Make B+HK do roundhouse, while B+LK does sweep!
J &= ~VBA_BACK;
J |= VBA_FORWARD;
} else if (F && HK) { // Make F+HK do normal high kick
J &= ~VBA_FORWARD;
} else if (F && LK) { // Make F+LK also do normal high kick, since no low kicks
J &= ~VBA_FORWARD;
}
}
if (Throw) J |= VBA_FORWARD | VBA_BUTTON_B;
if (Start || Select) J |= VBA_BUTTON_SELECT;
if (CS) J |= VBA_SPEED;
return J;
}
void MK3SetPal(int player, u8 NewChar, u8 SubChar=0) {
switch (NewChar) {
case MK3_SHEEVA:
gbSetSpritePal(player, 0xF5CCAC,0x9A7057,0x800000);
break;
case MK3_KANO:
gbSetSpritePal(player, 0xA87860,0x882020,0x000000);
break;
case MK3_SINDEL:
gbSetSpritePal(player, 0xB8B8B8,0x7F5644,0xA818F0);
break;
case MK3_SUBZERO:
if (SubChar==2) gbSetSpritePal(player, 0x101010,0x080808,0x000000); // noob saibot
else if (SubChar==4) gbSetSpritePal(player, 0xB39890,0x909090,0x000000); // Chameleon
else gbSetSpritePal(player, 0xB39890,0x707BFF,0x000020); // sub zero or frost
break;
case MK3_SMOKE:
if (SubChar==2) gbSetSpritePal(player, 0xB3A080,0x50A050,0x003000); // Reptile
else gbSetSpritePal(player, 0xFFFFFF,0xA0A0A0,0x636363); // Smoke
break;
case MK3_CYRAX:
gbSetSpritePal(player, 0xC0C0B0,0x90A000,0x303800);
break;
case MK3_SEKTOR:
gbSetSpritePal(player, 0xA09090,0xC00000,0x300000);
break;
case MK3_SONYA:
if (SubChar==1) gbSetSpritePal(player, 0xC6A040,0x909090,0x000000); // Khameleon
else gbSetSpritePal(player, 0xC6A040,0x96964D,0x000000); // Sonya
break;
case MK3_KABAL:
gbSetSpritePal(player, 0xB6B6B6,0x866232,0x1A1211);
break;
case MK3_SHAOKHAN:
if (SubChar==1) gbSetSpritePal(player, 0xB3A080,0xFF1070,0x200008); // Reiko
else gbSetSpritePal(player, 0xC0C0C0,0x7F5644,0x700000); // Shao Khan
break;
}
return;
}
// Name must be 8 chars or less (preferably 7), fullname must be 9 chars or less
void MK3Rename(int n, const char *name, const char *fullname = NULL) {
if (n<0 || n>10) return;
// Rename the Player 1 health bar
u16 addr = 0x2DD9 + n*8;
int i;
for (i=0; i<8; i++) {
if (name[i]=='\0') {
gbRom[addr+i] = '*';
i++;
while (i<8) {
gbRom[addr+i] = ' ';
i++;
}
break;
} else gbRom[addr+i] = name[i];
}
// Rename the player wins message which is right aligned
if (n>9) return;
if (!fullname) fullname = name;
addr = 0x2E9F + n*9;
int len = strlen(fullname);
if (len>9) len=9;
int j = len-1;
for (i=8; i>=0; i--) {
if (j<0) gbRom[addr+i]=' ';
else gbRom[addr+i]=fullname[j];
j--;
}
}
void MK3RenameEveryoneProperlyExcept(u8 n) {
const char *names[MK3_SHAOKHAN+1] = {
"SINDEL", "SEKTOR", "KABAL", "SHEEVA", "SMOKE", "SUBZERO", "KANO", "SONYA", "CYRAX", "SHAO"};
const char *longnames[MK3_SHAOKHAN+1] = {
NULL, NULL, NULL, NULL, NULL, "SUB-ZERO", NULL, NULL, NULL, "SHAO KHAN"};
for (int i=0; i<=MK3_SHAOKHAN; i++) {
if (i!=n) MK3Rename(i, names[i], longnames[i]);
}
}
void MK3RandomNinja() {
if (ChameleonChangeTime>0) {
ChameleonChangeTime--;
return;
} else ChameleonChangeTime = 80;
switch (rand() % 4) {
case 0: // Sub-Zero
MK3SetPal(1, MK3_SUBZERO);
gbWriteMemory(0xCD00,MK3_SUBZERO); // use moves from...
break;
case 1: // Smoke
MK3SetPal(1, MK3_SMOKE);
gbWriteMemory(0xCD00,MK3_SMOKE); // use moves from...
break;
case 2: // Sektor
MK3SetPal(1, MK3_SEKTOR, 1);
gbWriteMemory(0xCD00,MK3_SEKTOR); // use moves from...
break;
case 3: // Cyrax
MK3SetPal(1, MK3_CYRAX, 1);
gbWriteMemory(0xCD00,MK3_CYRAX); // use moves from...
break;
}
}
void MK3RandomFemale() {
if (ChameleonChangeTime>0) {
ChameleonChangeTime--;
return;
} else ChameleonChangeTime = 80;
switch (rand() % 3) {
case 0: // Sonya
MK3SetPal(1, MK3_SONYA);
gbWriteMemory(0xCD00,MK3_SONYA); // use moves from...
break;
case 1: // Sindel
MK3SetPal(1, MK3_SINDEL);
gbWriteMemory(0xCD00,MK3_SINDEL); // use moves from...
break;
case 2: // Sheeva
MK3SetPal(1, MK3_SHEEVA);
gbWriteMemory(0xCD00,MK3_SHEEVA); // use moves from...
break;
}
}
void MK3Impersonate(u8 appearance, u8 moves, const char *name, const char *longname = NULL) {
gbWriteMemory(0xC0F0, appearance);
MK3Rename(appearance, name, longname);
if (moves!=MK3_RAND)
gbWriteMemory(0xCD00, moves);
}
u8 MK3SetSubchar(int Char, int Subchar, bool menu=false) {
switch (Char) {
case MK3_SUBZERO:
if (Subchar>=5) Subchar = 0;
switch (Subchar) {
// Subzero Unmasked
case 0:
MK3Impersonate(MK3_SUBZERO, MK3_SUBZERO, "SUBZERO", "SUB-ZERO");
break;
// Cyborg
case 1:
MK3Impersonate(MK3_SEKTOR, MK3_SUBZERO, "SUBZERO", "SUB-ZERO");
break;
// Noob Saibot
case 2:
MK3Impersonate(MK3_SUBZERO, MK3_SUBZERO, "NOOB", "N. SAIBOT");
break;
// Frost
case 3:
MK3Impersonate(MK3_SINDEL, MK3_SUBZERO, "FROST");
break;
// Chameleon
case 4:
MK3Impersonate(MK3_SUBZERO, MK3_RAND, "CAMELEON", "CHAMELEON");
break;
}
break;
case MK3_SONYA:
if (Subchar>=2) Subchar = 0;
switch (Subchar) {
// Sonya Blade
case 0:
MK3Impersonate(MK3_SONYA, MK3_SONYA, "SONYA");
break;
// Khameleon
case 1:
MK3Impersonate(MK3_SONYA, MK3_RAND, "KAMELEON", "KHAMELEON");
break;
}
break;
case MK3_KANO:
if (Subchar>=2) Subchar = 0;
switch (Subchar) {
// Kano
case 0:
MK3Impersonate(MK3_KANO, MK3_KANO, "KANO");
break;
// Cyborg Kano
case 1:
MK3Impersonate(MK3_SEKTOR, MK3_KANO, "KANO");
break;
}
break;
case MK3_KABAL:
if (Subchar>=2) Subchar = 0;
switch (Subchar) {
// Kabal
case 0:
MK3Impersonate(MK3_KABAL, MK3_KABAL, "KABAL");
break;
// Cyborg Kabal
case 1:
MK3Impersonate(MK3_SEKTOR, MK3_KABAL, "KABAL");
break;
}
break;
case MK3_SHAOKHAN:
if (Subchar>=1) Subchar = 0; // disable reiko because he crashes too much
switch (Subchar) {
// Shao Khan
case 0:
MK3Impersonate(MK3_SHAOKHAN, MK3_SHAOKHAN, "KHAN", "SHAO KHAN");
break;
// Reiko
case 1:
MK3Impersonate(MK3_SUBZERO, MK3_SHAOKHAN, "REIKO");
break;
}
break;
case MK3_SEKTOR:
if (Subchar>=2) Subchar = 0;
switch (Subchar) {
// Cyborg
case 0:
MK3Impersonate(MK3_SEKTOR, MK3_SEKTOR, "SEKTOR");
break;
// Human
case 1:
MK3Impersonate(MK3_SUBZERO, MK3_SEKTOR, "SEKTOR");
break;
}
break;
case MK3_CYRAX:
if (Subchar>=2) Subchar = 0;
switch (Subchar) {
// Cyborg
case 0:
MK3Impersonate(MK3_CYRAX, MK3_CYRAX, "CYRAX");
break;
// Human
case 1:
MK3Impersonate(MK3_SUBZERO, MK3_CYRAX, "CYRAX");
break;
}
break;
case MK3_SMOKE:
if (Subchar>=4) Subchar = 0;
switch (Subchar) {
// Cyborg
case 0:
MK3Impersonate(MK3_SMOKE, MK3_SMOKE, "SMOKE");
break;
// Human
case 1:
MK3Impersonate(MK3_SUBZERO, MK3_SMOKE, "SMOKE");
break;
// Reptile
case 2:
MK3Impersonate(MK3_SUBZERO, MK3_SMOKE, "REPTILE");
break;
// Scorpion
case 3:
MK3Impersonate(MK3_SUBZERO, MK3_SMOKE, "SCORPION");
break;
}
break;
default:
Subchar = 0;
break;
}
if (Char==MK3_SONYA && Subchar==1 && !menu) {
MK3RandomFemale();
} else if (Char==MK3_SUBZERO && Subchar==4 && !menu) {
MK3RandomNinja();
} else MK3SetPal(1, Char, Subchar);
return Subchar;
}
u32 MK3Input(unsigned short pad) {
OurHealth = gbReadMemory(0xC0D6);
OpponentHealth = gbReadMemory(0xC0D7);
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//u8 OurChar = gbReadMemory(0xC0F0); //
u8 OpponentChar = gbReadMemory(0xC0F1); // also CD40, D526
OurX = gbReadMemory(0xCD02) | (gbReadMemory(0xCD03) << 8);
OpponentX = gbReadMemory(0xCD42) | (gbReadMemory(0xCD43) << 8);
bool InSelectScreen=false, InGame=false;
if (gbReadMemory(0xC51E)==0x00 && gbReadMemory(0xC522)==0xFF) InSelectScreen = true;
if (gbReadMemory(0xC080)==0x00 && gbReadMemory(0xC522)==0x00) InGame = true;
static bool WasInSelectScreen = false;
static u8 MenuChar = 0;
static u8 MenuSubChar = 0;
if (InSelectScreen) MenuChar = gbReadMemory(0xD4CE);
static u8 OldMenuChar = 0;
// Rumble when they change character
if (MenuChar != OldMenuChar) {
if (InSelectScreen && !InGame) {
systemGameRumble(4);
MK3SetPal(1,MenuChar);
MK3RenameEveryoneProperlyExcept(255);
MenuSubChar=0;
}
OldMenuChar = MenuChar;
}
// Special Characters in-game
if (!InSelectScreen) {
// Set opponent colour
MK3SetPal(2, OpponentChar);
// Our colour
if (MenuSubChar!=0) {
MK3SetSubchar(MenuChar, MenuSubChar);
}
}
// Get input, and rumble for 2 frames if hurt
u32 J = GetMKInput(pad, 2);
if (LK || HK) J |= VBA_BUTTON_A;
if (LP || HP) J |= VBA_BUTTON_B;
if (BL) J |= VBA_BUTTON_START;
if (Throw) {
if (InGame) J |= VBA_BUTTON_B;
else J |= VBA_BUTTON_START;
}
if (Start) {
if (InGame) J |= VBA_BUTTON_SELECT;
else J |= VBA_BUTTON_START;
}
if (Select) J |= VBA_BUTTON_SELECT;
if (InSelectScreen && (Start || Throw || HP || LP || HK || LK || BL)) {
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J |= VBA_BUTTON_START;
}
// Fix kick controls to what they should be!
if (!InSelectScreen && !(J & (VBA_UP | VBA_DOWN))) {
if (B && HK && !LK) { // Make B+HK do roundhouse, while B+LK does sweep!
J &= ~VBA_BACK;
J |= VBA_FORWARD;
} else if (F && HK) { // Make F+HK do normal high kick
J &= ~VBA_FORWARD;
} else if (F && LK) { // Make F+LK also do normal high kick, since no low kicks
J &= ~VBA_FORWARD;
}
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}
// Fix punch controls to what they should be!
if ((!InSelectScreen) && (J & VBA_DOWN)) {
// Make D+LP do crouch punch instead of uppercut
if (LP && !F && !B && !LK && !HK && !HP) {
J &= ~VBA_BACK;
J |= VBA_FORWARD;
}
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}
// Run, sometimes does roundhouse kick (Midway's fault, not mine)
if (CS && InGame) J |= VBA_FORWARD | VBA_BUTTON_A | VBA_BUTTON_B;
// Allow to choose secret characters from menu
static bool CancelMovement = false;
if (InSelectScreen) {
if ((MenuChar==1 && (J & VBA_DOWN))
|| (MenuChar==3 && (J & VBA_RIGHT))
|| (MenuChar==5 && (J & VBA_LEFT))
|| (MenuChar==7 && (J & VBA_UP))) {
CancelMovement = true;
gbWriteMemory(0xD4CE,4);
} else if (MenuChar==8 && (J & VBA_RIGHT)) {
gbWriteMemory(0xD4CE,MK3_SHAOKHAN);
}
if (CancelMovement) {
if (J & (VBA_RIGHT | VBA_LEFT | VBA_UP | VBA_DOWN))
J &= ~(VBA_RIGHT | VBA_LEFT | VBA_UP | VBA_DOWN);
else CancelMovement = false;
}
WasInSelectScreen = true;
} else {
CancelMovement = false;
if (WasInSelectScreen) {
// We just chose a character, so apply anything special here
// Cyborg Sub-Zero
if (MenuChar==MK3_SUBZERO && MenuSubChar==1)
gbWriteMemory(0xD4CE,MK3_SEKTOR);
// Frost
else if (MenuChar==MK3_SUBZERO && MenuSubChar==3)
gbWriteMemory(0xD4CE,MK3_SINDEL);
// Cyborg Kano
else if (MenuChar==MK3_KANO && MenuSubChar==1)
gbWriteMemory(0xD4CE,MK3_SEKTOR);
// Cyborg Kabal
else if (MenuChar==MK3_KABAL && MenuSubChar==1)
gbWriteMemory(0xD4CE,MK3_SEKTOR);
// Human Cyrax
else if (MenuChar==MK3_CYRAX && MenuSubChar==1)
gbWriteMemory(0xD4CE,MK3_SUBZERO);
// Human Sektor
else if (MenuChar==MK3_SEKTOR && MenuSubChar==1)
gbWriteMemory(0xD4CE,MK3_SUBZERO);
// Human Smoke, Reptile, Scorpion
else if (MenuChar==MK3_SMOKE && MenuSubChar>=1)
gbWriteMemory(0xD4CE,MK3_SUBZERO);
// Reiko
else if (MenuChar==MK3_SHAOKHAN && MenuSubChar==1)
gbWriteMemory(0xD4CE,MK3_SUBZERO);
WasInSelectScreen = false;
}
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}
bool CostumeButton = InSelectScreen && (CS || (J & VBA_BUTTON_SELECT)); // Change Style/Select changes costume
static bool OldCostumeButton = 0;
if (CostumeButton && !OldCostumeButton) {
int OldSubChar = MenuSubChar;
MenuSubChar = MK3SetSubchar(MenuChar, MenuSubChar+1, true);
if (MenuSubChar!=OldSubChar) systemGameRumble(8);
}
OldCostumeButton = CostumeButton;
//DebugPrintf("%d,%d C=%d M=%d", MenuChar,MenuSubChar,gbReadMemory(0xC0F0),gbReadMemory(0xCD00));
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return J;
}
u32 MK4Input(unsigned short pad)
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{
OurHealth = gbReadMemory(0xC0D6);
OpponentHealth = gbReadMemory(0xC0D7);
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//u8 OurChar = gbReadMemory(0xC0F0); // also CD00?
//u8 OpponentChar = gbReadMemory(0xC0F1); // also CD40, D526
OurX = gbReadMemory(0xCD02) | (gbReadMemory(0xCD03) << 8);
OpponentX = gbReadMemory(0xCD42) | (gbReadMemory(0xCD43) << 8);
bool InMenu = false; // CAKTODO
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u32 J = GetMKInput(pad);
if (LK || HK) J |= VBA_BUTTON_A;
if (LP || HP) J |= VBA_BUTTON_B;
if (BL) J |= VBA_BUTTON_START;
if (Start || Select) J |= VBA_BUTTON_SELECT;
// Fix kick controls to what they should be!
if (!InMenu && !(J & (VBA_UP | VBA_DOWN))) {
if (B && HK && !LK) { // Make B+HK do roundhouse, while B+LK does sweep!
J &= ~VBA_BACK;
J |= VBA_FORWARD;
} else if (F && HK) { // Make F+HK do normal high kick
J &= ~VBA_FORWARD;
} else if (F && LK) { // Make F+LK also do normal high kick, since no low kicks
J &= ~VBA_FORWARD;
}
}
// Fix punch controls to what they should be!
if ((!InMenu) && (J & VBA_DOWN)) {
// Make D+LP do crouch punch instead of uppercut
if (LP && !F && !B && !LK && !HK && !HP) {
J &= ~VBA_BACK;
J |= VBA_FORWARD;
}
}
// Run?
if (CS) J |= VBA_FORWARD | VBA_BUTTON_A | VBA_BUTTON_B;
if (Throw) J |= VBA_BUTTON_B;
return J;
}
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void MKASetYPos(s16 y) {
s16 def = 0;
switch (CPUReadHalfWord(0x200005c)) {
case 0x5F3C: def = 0x3B; break; // Jax (actually tall not short)
case 0x89E4: def = 0x39; break; // shang tsung (shortest)
case 0x704C: def = 0x37; break;
case 0x3494: case 0x45A4: def = 0x36; break;
case 0x9AF4: case 0xA37C: def = 0x35; break;
case 0x67C4: case 0x78D4: case 0x56B4: def = 0x34; break;
case 0x815C: def = 0x33; break; // sonya
case 0xB48C: case 0x926C: def = 0x32; break;
case 0x3D1C: case 0x4E2C: def = 0x31; break;
case 0xAC04: def = 0x1E; break; // Motaro (tallest)
default: def = 0x33; break;
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}
y-=def;
gbaWriteHalfWord(0x200000A, (u16)((s16)CPUReadHalfWord(0x200000A)+y));
}
bool MKAIsStanding() {
switch (CPUReadHalfWord(0x2000040)) {
case 0x039b:
case 0x03F8:
case 0x02DF:
case 0x04BC:
case 0x04F3:
case 0x0362: // shao khan
case 0x01D3: // motaro
case 0x0427:
case 0x02A2:
case 0x052D:
case 0x0561:
case 0x034C:
case 0x0488:
case 0x0591:
case 0x0456:
case 0x0316:
return true;
default:
return false;
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}
}
void MKARename(u8 n, const char *name) {
#ifndef USE_VM
if (n>=MKA_SubZero2) n--; // second sub zero is not in names list!
u32 addr = 0x80285CC+n*16;
char *s = (char *)&rom[addr & 0x1FFFFFF];
int L = strlen(s)-1-strlen(name);
int i;
strcpy(s, " ");
strncpy(s, name, 12);
strcat(s, " ");
for (i=0; i<L; i++) strcat(s, " ");
for (int i=strlen(s)+1; i<12; i++) s[i]=' ';
s[12]='\0';
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#endif
}
void MKARenameEveryoneProperlyExcept(u8 n) {
const char *names[MKA_ShaoKhan+1] = {
"RAIN", "REPTILE", "STRYKER", "JAX", "NIGHT WOLF", "JADE", "NOOB SAIBOT", "SONYA",
"KANO", "MILEENA", "ERMAC", "SUB ZERO", "SUB ZERO", "KUNG LAO", "SEKTOR", "KITANA", "SMOKE",
"SCORPION", "CYRAX", "KABAL", "SINDEL", "SMOKE", "LIU KANG", "SHANG TSUNG", "MOTARO",
"SHAO KHAN"};
int i;
if (n==MKA_SubZero || n==MKA_SubZero2) {
for (i=0; i<=MKA_ShaoKhan; i++) {
if (i!=MKA_SubZero && i!=MKA_SubZero2) MKARename(i, names[i]);
}
} else {
for (i=0; i<=MKA_ShaoKhan; i++) {
if (i!=n) MKARename(i, names[i]);
}
}
}
void MKAMakeRainCyborg() {
// cyrax victory pose
gbaWriteHalfWord(0x87EBE64, 0x03B8);
gbaWriteHalfWord(0x87EBE6C, 0x0506);
gbaWriteMemory(0x87EBE78, 0x87E33BD);
// cyborg open chest pose
gbaWriteHalfWord(0x87EBE7C, 0x03C1);
gbaWriteHalfWord(0x87EBE84, 0x0502);
gbaWriteHalfWord(0x87EBE88, 0x01);
gbaWriteMemory(0x87EBE90, 0x87E33C1);
// partial cyborg victory pose (instead of raising one hand to sky)
gbaWriteHalfWord(0x87EBE94, 0x03B8);
gbaWriteHalfWord(0x87EBE9C, 0x0505);
gbaWriteHalfWord(0x87EBEA0, 0x03);
gbaWriteMemory(0x87EBEA8, 0x87E338E);
}
void MKAMakeRainHuman() {
// reptile victory pose
gbaWriteHalfWord(0x87EBE64, 0x0374);
gbaWriteHalfWord(0x87EBE6C, 0x0505);
gbaWriteMemory(0x87EBE78, 0x87E33BE);
// ninja shoot magic pose
gbaWriteHalfWord(0x87EBE7C, 0x03B3);
gbaWriteHalfWord(0x87EBE84, 0x0503);
gbaWriteHalfWord(0x87EBE88, 0x02);
gbaWriteMemory(0x87EBE90, 0x87E33CE);
// ninja raising one hand to sky
gbaWriteHalfWord(0x87EBE94, 0x036E);
gbaWriteHalfWord(0x87EBE9C, 0x0505);
gbaWriteHalfWord(0x87EBEA0, 0x03);
gbaWriteMemory(0x87EBEA8, 0x87E338E);
}
void MKAMakeRainUnmasked() {
// unmasked victory pose
gbaWriteHalfWord(0x87EBE64, 0x02E8);
gbaWriteHalfWord(0x87EBE6C, 0x0504);
gbaWriteMemory(0x87EBE78, 0x87E33BF);
// unmasked shoot magic pose
gbaWriteHalfWord(0x87EBE7C, 0x02E5);
gbaWriteHalfWord(0x87EBE84, 0x0503);
gbaWriteHalfWord(0x87EBE88, 0x02);
gbaWriteMemory(0x87EBE90, 0x87E33CE);
// unmasked raising both hands to sky
gbaWriteHalfWord(0x87EBE94, 0x02DC);
gbaWriteHalfWord(0x87EBE9C, 0x0503);
gbaWriteHalfWord(0x87EBEA0, 0x02);
gbaWriteMemory(0x87EBEA8, 0x87E3385);
}
void MKAMakeNinja() {
if (MKAIsStanding()) {
MKASetYPos(0x36); // y offset
gbaWriteHalfWord(0x2000040, 0x039b);
gbaWriteHalfWord(0x2000048, 0x0409);
}
gbaWriteHalfWord(0x200005c, 0x3494);
}
void MKAMakeCyborg() {
if (MKAIsStanding()) {
MKASetYPos(0x31); // y offset
gbaWriteHalfWord(0x2000040, 0x03F8);
gbaWriteHalfWord(0x2000048, 0x0509);
}
gbaWriteHalfWord(0x200005c, 0x3D1C);
}
void MKAMakeUnmasked() {
if (MKAIsStanding()) {
MKASetYPos(0x35); // y offset
gbaWriteHalfWord(0x2000040, 0x02DF);
gbaWriteHalfWord(0x2000048, 0x0509);
}
gbaWriteHalfWord(0x200005c, 0x9AF4);
}
void MKAMakeFemale() {
if (MKAIsStanding()) {
MKASetYPos(0x35); // y offset
gbaWriteHalfWord(0x2000040, 0x04BC);
gbaWriteHalfWord(0x2000048, 0x0608);
}
gbaWriteHalfWord(0x200005c, 0xA37C);
}
void MKAMakeKano() {
if (MKAIsStanding()) {
MKASetYPos(0x34); // y offset
gbaWriteHalfWord(0x2000040, 0x04F3);
gbaWriteHalfWord(0x2000048, 0x0509);
}
gbaWriteHalfWord(0x200005c, 0x67C4);
}
void MKAMakeShaoKhan() {
if (MKAIsStanding()) {
MKASetYPos(0x32); // y offset
gbaWriteHalfWord(0x2000040, 0x0362);
gbaWriteHalfWord(0x2000048, 0x0407);
}
gbaWriteHalfWord(0x200005c, 0xB48C);
}
void MKAMakeMotaro() {
if (MKAIsStanding()) {
MKASetYPos(0x1E); // y offset
gbaWriteHalfWord(0x2000040, 0x01D3);
gbaWriteHalfWord(0x2000048, 0x040B);
}
gbaWriteHalfWord(0x200005c, 0xAC04);
}
void MKAMakeLiuKang() {
if (MKAIsStanding()) {
MKASetYPos(0x36); // y offset
gbaWriteHalfWord(0x2000040, 0x0427);
gbaWriteHalfWord(0x2000048, 0x0411);
}
gbaWriteHalfWord(0x200005c, 0x45A4);
}
void MKAMakeShangTsung() {
if (MKAIsStanding()) {
MKASetYPos(0x39); // y offset
gbaWriteHalfWord(0x2000040, 0x0316);
gbaWriteHalfWord(0x2000048, 0x0905);
}
gbaWriteHalfWord(0x200005c, 0x89E4);
}
void MKAMakeJax() {
if (MKAIsStanding()) {
MKASetYPos(0x3B); // y offset
gbaWriteHalfWord(0x2000040, 0x052D);
gbaWriteHalfWord(0x2000048, 0x0508);
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}
gbaWriteHalfWord(0x200005c, 0x5F3C);
}
void MKAMakeSindel() {
if (MKAIsStanding()) {
MKASetYPos(0x34); // y offset
gbaWriteHalfWord(0x2000040, 0x0456);
gbaWriteHalfWord(0x2000048, 0x0509);
}
gbaWriteHalfWord(0x200005c, 0x78D4);
}
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void MKAMakeKabal() {
if (MKAIsStanding()) {
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MKASetYPos(0x31); // y offset
gbaWriteHalfWord(0x2000040, 0x0591);
gbaWriteHalfWord(0x2000048, 0x050A);
}
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gbaWriteHalfWord(0x200005c, 0x4E2C);
}
#define CYBORG_RED 0x94
#define CYBORG_DARKRED 0x95
#define CYBORG_GREY 0x96
#define CYBORG_GREY2 0x97
#define CYBORG_YELLOW 0x9A
#define CYBORG_YELLOW2 0x9B
#define NINJA_BROWNRED 0x04
#define NINJA_REDGREY 0x06
#define NINJA_ICE 0x08
#define NINJA_WHITE 0x0A
#define NINJA_GREY 0x0B
#define NINJA_PINKPURPLE 0x8E
#define NINJA_PURPLE 0x8F
#define NINJA_GREEN 0x90
#define NINJA_GREENISH 0x91
#define NINJA_RED 0x9C
#define NINJA_BRIGHTRED 0x9D
#define SHADOW_BLACK 0x9E
#define SHADOW_GREY 0x9F
#define NINJA_BLUE 0xA0
#define NINJA_BLUE2 0xA1
#define NINJA_YELLOW 0xA2
#define NINJA_YELLOW2 0xA3
#define NINJA_BROWN 0x98
#define NINJA_BROWN2 0x99
#define UNMASKED_PURPLE 0xA8
#define UNMASKED_DARKGREEN 0xA9
#define UNMASKED_BLUE 0xB6
#define UNMASKED_BRIGHTGREEN 0xB7
#define FEMALE_FADEDBLUE 0x1A
#define FEMALE_BLUE 0x1B
#define FEMALE_CYAN 0x1C
#define FEMALE_GREEN 0x1D
#define FEMALE_YELLOW 0x1F
#define FEMALE_PURPLE 0x20
#define FEMALE_PINK 0x21
#define BOSS_RED 0x1E
#define BOSS_YELLOW 0xB2
#define BOSS_PINK 0xB3
void MKAChangeColour(u8 colour) {
gbaWriteHalfWord(0x2000004, colour);
}
void MKARandomNinja() {
// 7: SubZero, Scorpion, Reptile, Smoke, Ermac, Rain, Noob Saibot,
// +3: Tremor, Cyrax, Sektor
switch (rand() % 10) {
case 0: MKAChangeColour(NINJA_BLUE); break;
case 1: MKAChangeColour(NINJA_YELLOW); break;
case 2: MKAChangeColour(NINJA_GREEN); break;
case 3: MKAChangeColour(NINJA_WHITE); break;
case 4: MKAChangeColour(NINJA_RED); break;
case 5: MKAChangeColour(NINJA_PURPLE); break;
case 6: MKAChangeColour(SHADOW_GREY); break;
case 7: MKAChangeColour(NINJA_BROWN); break;
case 8: MKAChangeColour(CYBORG_YELLOW); break;
case 9: MKAChangeColour(CYBORG_RED); break;
}
}
void MKARandomCyborg() {
// 3: Cyrax, Sektor, Smoke
// +6: SubZero, Scorpion, Reptile, Ermac, Rain, Noob Saibot,
// +1: Tremor (Note, Jax and Kano can also be cyborgs but are not ninjas like Chameleon)
switch (rand() % 10) {
case 0: MKAChangeColour(CYBORG_YELLOW); break;
case 1: MKAChangeColour(CYBORG_RED); break;
case 2: MKAChangeColour(CYBORG_GREY); break;
case 3: MKAChangeColour(NINJA_BLUE); break;
case 4: MKAChangeColour(CYBORG_YELLOW2); break;
case 5: MKAChangeColour(NINJA_GREEN); break;
case 6: MKAChangeColour(CYBORG_DARKRED); break;
case 7: MKAChangeColour(NINJA_PINKPURPLE); break;
case 8: MKAChangeColour(SHADOW_GREY); break;
case 9: MKAChangeColour(NINJA_BROWN); break;
}
}
void MKARandomFemale() {
// 3: Kitana, Mileena, Jade
// +3: Tanya, Ruby, Skarlet
// (Note, Sonya, Sindel, and Frost are also females, but not ninjas like Khameleon)
switch (rand() % 6) {
case 0: MKAChangeColour(FEMALE_BLUE); break;
case 1: MKAChangeColour(FEMALE_PURPLE); break;
case 2: MKAChangeColour(FEMALE_GREEN); break;
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case 3: MKAChangeColour(NINJA_YELLOW); break;
case 4: MKAChangeColour(NINJA_RED); break;
case 5: MKAChangeColour(NINJA_BRIGHTRED); break;
}
}
u8 MKANextSubchar(int Char, int Subchar, u16 OriginalColour) {
Subchar++;
switch (Char) {
case MKA_Reptile:
if (Subchar>=5) Subchar = 0;
switch (Subchar) {
// Reptile
case 0:
MKARename(MKA_Reptile, "REPTILE");
MKAMakeNinja();
MKAChangeColour(OriginalColour);
break;
case 1:
MKARename(MKA_Reptile, "REPTILE");
MKAMakeCyborg();
MKAChangeColour(NINJA_GREEN);
break;
case 2:
MKARename(MKA_Reptile, "REPTILE");
MKAMakeUnmasked();
MKAChangeColour(UNMASKED_DARKGREEN); // different from green subzero
break;
// Chameleon
case 3:
MKARename(MKA_Reptile, "CHAMELEON");
MKAMakeNinja();
MKAChangeColour(NINJA_GREY);
break;
case 4:
MKARename(MKA_Reptile, "CHAMELEON");
MKAMakeCyborg();
MKAChangeColour(CYBORG_GREY);
break;
}
break;
case MKA_NoobSaibot:
if (Subchar>=4) Subchar = 0;
switch (Subchar) {
// Noob-Saibot
case 0:
MKAMakeNinja();
MKAChangeColour(OriginalColour);
gbaWriteByte(0x202F6A8, MKA_NoobSaibot);
gbaWriteByte(0x2000025, MKA_NoobSaibot);
MKARename(MKA_Kano, "KANO");
break;
// As a Cyborg
case 1:
MKAMakeCyborg();
MKAChangeColour(SHADOW_GREY);
gbaWriteByte(0x202F6A8, MKA_NoobSaibot);
gbaWriteByte(0x2000025, MKA_NoobSaibot);
MKARename(MKA_Kano, "KANO");
break;
// Looks like Kano
case 2:
MKAMakeKano();
MKAChangeColour(SHADOW_BLACK);
gbaWriteByte(0x202F6A8, MKA_Kano);
gbaWriteByte(0x2000025, MKA_Kano);
MKARename(MKA_Kano, "NOOB SAIBOT");
break;
// Looks like Classic Sub Zero (because he is)
case 3:
MKAMakeNinja();
MKAChangeColour(NINJA_BLUE);
gbaWriteByte(0x202F6A8, MKA_NoobSaibot);
gbaWriteByte(0x2000025, MKA_NoobSaibot);
MKARename(MKA_Kano, "KANO");
break;
}
break;
case MKA_Ermac:
if (Subchar>=3) Subchar = 0;
switch (Subchar) {
// Ermac
case 0:
MKARename(MKA_Ermac, "ERMAC");
MKAMakeNinja();
MKAChangeColour(OriginalColour);
break;
case 1:
MKARename(MKA_Ermac, "ERMAC");
MKAMakeCyborg();
MKAChangeColour(CYBORG_RED);
break;
case 2:
MKARename(MKA_Ermac, "RUBY");
MKAMakeFemale();
MKAChangeColour(NINJA_RED);
break;
}
break;
case MKA_SubZero:
if (Subchar>=5) Subchar = 0;
switch (Subchar) {
// Classic Subzero
case 0:
MKARename(MKA_SubZero, "SUB ZERO");
MKAMakeNinja();
MKAChangeColour(OriginalColour);
break;
case 1:
MKARename(MKA_SubZero, "SUB ZERO");
MKAMakeCyborg();
MKAChangeColour(NINJA_BLUE);
break;
case 2:
MKARename(MKA_SubZero, "SUB ZERO");
MKAMakeUnmasked();
MKAChangeColour(UNMASKED_BLUE);
break;
// Looking like Noob Saibot (which he is)
case 3:
MKARename(MKA_SubZero, "SUB ZERO");
MKAMakeNinja();
MKAChangeColour(SHADOW_BLACK);
break;
// Frost
case 4:
MKARename(MKA_SubZero, "FROST");
MKAMakeFemale();
MKAChangeColour(NINJA_ICE);
break;
}
break;
case MKA_SubZero2:
if (Subchar>=4) Subchar = 0;
switch (Subchar) {
// Subzero Unmasked
case 0:
MKARename(MKA_SubZero2, "SUB ZERO");
MKAMakeUnmasked();
MKAChangeColour(OriginalColour);
break;
// As a cyborg
case 1:
MKARename(MKA_SubZero2, "SUB ZERO");
MKAMakeCyborg();
MKAChangeColour(NINJA_BLUE);
break;
// Masked in his MK2 coloured costume
case 2:
MKARename(MKA_SubZero2, "SUB ZERO");
MKAMakeNinja();
MKAChangeColour(FEMALE_CYAN);
break;
// Frost
case 3:
MKARename(MKA_SubZero2, "FROST");
MKAMakeFemale();
MKAChangeColour(NINJA_ICE);
break;
}
break;
case MKA_Scorpion:
if (Subchar>=3) Subchar = 0;
switch (Subchar) {
// Human Scorpion
case 0:
MKARename(MKA_Scorpion, "SCORPION");
MKAMakeNinja();
MKAChangeColour(OriginalColour);
break;
// As a cyborg
case 1:
MKARename(MKA_Scorpion, "SCORPION");
MKAMakeCyborg();
MKAChangeColour(CYBORG_YELLOW2);
break;
// Monster
case 2:
MKARename(MKA_Scorpion, "MONSTER");
MKAMakeShaoKhan();
MKAChangeColour(SHADOW_GREY);
break;
}
break;
case MKA_Mystery:
if (Subchar>=2) Subchar = 0;
switch (Subchar) {
// Human Smoke
case 0:
MKARename(MKA_Mystery, "SMOKE");
gbaWriteByte(0x20001A8, 1); // unlock
MKAMakeNinja();
MKAChangeColour(OriginalColour);
gbaWriteByte(0x202F6A8, MKA_Mystery);
gbaWriteByte(0x2000025, MKA_Mystery);
break;
// Looking like a Cyborg
case 1:
MKARename(MKA_Mystery, "SMOKE");
MKAMakeCyborg();
MKAChangeColour(CYBORG_GREY);
gbaWriteByte(0x202F6A8, MKA_Smoke);
gbaWriteByte(0x2000025, MKA_Smoke);
break;
}
break;
case MKA_Rain:
if (Subchar>=3) Subchar = 0;
switch (Subchar) {
// Human Rain
case 0:
MKARename(MKA_Rain, "RAIN");
MKARename(MKA_Jax, "JAX");
MKAMakeRainHuman();
MKAMakeNinja();
MKAChangeColour(OriginalColour);
gbaWriteByte(0x202F6A8, MKA_Rain);
gbaWriteByte(0x2000025, MKA_Rain);
break;
// Cyborg Rain
case 1:
MKARename(MKA_Rain, "RAIN");
MKARename(MKA_Jax, "JAX");
MKAMakeRainCyborg();
MKAMakeCyborg();
MKAChangeColour(NINJA_PINKPURPLE);
gbaWriteByte(0x202F6A8, MKA_Rain);
gbaWriteByte(0x2000025, MKA_Rain);
break;
// Unmasked Rain
case 2:
MKARename(MKA_Rain, "RAIN");
MKARename(MKA_Jax, "JAX");
MKAMakeRainUnmasked();
MKAMakeUnmasked();
MKAChangeColour(UNMASKED_PURPLE);
gbaWriteByte(0x202F6A8, MKA_Rain);
gbaWriteByte(0x2000025, MKA_Rain);
break;
// Tremor
case 3:
MKARename(MKA_Rain, "TREMOR");
MKARename(MKA_Jax, "TREMOR");
MKAMakeNinja();
MKAChangeColour(NINJA_BROWN);
gbaWriteByte(0x202F6A8, MKA_Jax);
gbaWriteByte(0x2000025, MKA_Jax);
break;
case 4:
MKARename(MKA_Rain, "TREMOR");
MKARename(MKA_Jax, "TREMOR");
MKAMakeCyborg();
MKAChangeColour(NINJA_BROWN);
gbaWriteByte(0x202F6A8, MKA_Jax);
gbaWriteByte(0x2000025, MKA_Jax);
break;
}
break;
case MKA_Sektor:
if (Subchar>=2) Subchar = 0;
switch (Subchar) {
// Cyborg Sektor
case 0:
MKAMakeCyborg();
MKAChangeColour(OriginalColour);
break;
// Human Sektor
case 1:
MKAMakeNinja();
MKAChangeColour(NINJA_RED);
break;
}
break;
case MKA_Cyrax:
if (Subchar>=2) Subchar = 0;
switch (Subchar) {
// Cyborg Cyrax
case 0:
MKAMakeCyborg();
MKAChangeColour(OriginalColour);
break;
// Human Cyrax
case 1:
MKAMakeNinja();
MKAChangeColour(OriginalColour);
break;
}
break;
case MKA_Kano:
if (Subchar>=2) Subchar = 0;
switch (Subchar) {
// Human Kano
case 0:
MKAMakeKano();
MKAChangeColour(OriginalColour);
break;
// Cyborg Kano
case 1:
MKAMakeCyborg();
MKAChangeColour(CYBORG_DARKRED);
break;
}
break;
case MKA_Kabal:
if (Subchar>=2) Subchar = 0;
switch (Subchar) {
// Human Kabal
case 0:
MKAMakeKabal();
MKAChangeColour(OriginalColour);
break;
// Cyborg Kabal
case 1:
MKAMakeCyborg();
MKAChangeColour(OriginalColour); // Brown cyborg, like Tremor
break;
}
break;
case MKA_Jax:
if (Subchar>=3) Subchar = 0;
switch (Subchar) {
// Half Cyborg Jax
case 0:
MKAMakeJax();
MKAChangeColour(OriginalColour);
break;
// Human Jax (a bit glitchy, but OK)
case 1:
MKAMakeJax();
MKAChangeColour(NINJA_YELLOW2);
break;
// Cyborg Jax
case 2:
MKAMakeCyborg();
MKAChangeColour(NINJA_WHITE);
break;
}
break;
case MKA_Smoke:
if (Subchar>=2) Subchar = 0;
switch (Subchar) {
// Cyborg Smoke
case 0:
MKAMakeCyborg();
MKAChangeColour(OriginalColour);
gbaWriteByte(0x202F6A8, MKA_Smoke);
gbaWriteByte(0x2000025, MKA_Smoke);
break;
// Human Smoke
case 1:
gbaWriteByte(0x20001A8, 1);
MKAMakeNinja();
MKAChangeColour(NINJA_WHITE);
gbaWriteByte(0x202F6A8, MKA_Mystery);
gbaWriteByte(0x2000025, MKA_Mystery);
break;
}
break;
case MKA_Jade:
if (Subchar>=2) Subchar = 0;
switch (Subchar) {
// Jade
case 0:
MKARename(MKA_Jade, "JADE");
//MKAMakeFemale();
MKAChangeColour(OriginalColour);
break;
// Khameleon
case 1:
MKARename(MKA_Jade, "KHAMELEON");
//MKAMakeFemale();
MKAChangeColour(NINJA_GREY);
break;
}
break;
case MKA_Kitana:
if (Subchar>=2) Subchar = 0;
switch (Subchar) {
// Kitana
case 0:
MKARename(MKA_Kitana, "KITANA");
//MKAMakeFemale();
MKAChangeColour(OriginalColour);
break;
// Skarlet (a red version of kitana, supposed to be faster but isn't here)
case 1:
MKARename(MKA_Kitana, "SKARLET");
//MKAMakeFemale();
MKAChangeColour(NINJA_BRIGHTRED);
break;
}
break;
case MKA_Mileena:
if (Subchar>=2) Subchar = 0;
switch (Subchar) {
// Mileena
case 0:
MKARename(MKA_Mileena, "MILEENA");
MKARename(MKA_LiuKang, "LIU KANG");
MKAMakeFemale();
MKAChangeColour(OriginalColour);
gbaWriteByte(0x202F6A8, MKA_Mileena);
gbaWriteByte(0x2000025, MKA_Mileena);
break;
// Tanya
case 1:
MKARename(MKA_Mileena, "TANYA");
MKARename(MKA_LiuKang, "TANYA");
MKAMakeFemale();
MKAChangeColour(NINJA_YELLOW);
gbaWriteByte(0x202F6A8, MKA_LiuKang);
gbaWriteByte(0x2000025, MKA_LiuKang);
break;
}
break;
case MKA_ShangTsung:
if (Subchar>=3) Subchar = 0;
switch (Subchar) {
// Shang Tsung
case 0:
MKARename(MKA_ShangTsung, "SHANG TSUNG");
MKAMakeShangTsung();
MKAChangeColour(OriginalColour);
gbaWriteByte(0x202F6A8, MKA_ShangTsung);
gbaWriteByte(0x2000025, MKA_ShangTsung);
break;
// Motaro
case 1:
gbaWriteByte(0x20001A8, 2); // unlock
MKARename(MKA_ShangTsung, "MOTARO");
MKAMakeMotaro();
MKAChangeColour(NINJA_BROWN);
gbaWriteByte(0x202F6A8, MKA_Motaro);
gbaWriteByte(0x2000025, MKA_Motaro);
//MKAMakeShaoKhan();
//gbaWriteByte(0x202F6A8, MKA_ShaoKhan);
break;
// Shao Khan
case 2:
gbaWriteByte(0x20001A8, 3); // unlock
MKARename(MKA_ShangTsung, "SHAO KHAN");
MKARename(MKA_ShaoKhan, "SHAO KHAN");
MKAChangeColour(BOSS_RED);
gbaWriteByte(0x202F6A8, MKA_ShaoKhan);
gbaWriteByte(0x2000025, MKA_ShaoKhan);
MKAMakeShaoKhan();
//gbaWriteByte(0x202F6A8, MKA_ShaoKhan);
break;
// Reiko
case 3:
gbaWriteByte(0x20001A8, 3); // unlock Shao Khan
MKARename(MKA_ShangTsung, "REIKO");
MKARename(MKA_ShaoKhan, "REIKO");
gbaWriteByte(0x202F6A8, MKA_ShaoKhan);
gbaWriteByte(0x2000025, MKA_ShaoKhan);
MKAMakeNinja();
MKAChangeColour(FEMALE_PURPLE);
//gbaWriteByte(0x202F6A8, MKA_ShaoKhan);
break;
}
break;
case MKA_LiuKang:
if (Subchar>=4) Subchar = 0;
switch (Subchar) {
// Liu Kang
case 0:
MKARename(MKA_LiuKang, "LIU KANG");
MKAMakeLiuKang();
MKAChangeColour(OriginalColour);
gbaWriteByte(0x202F6A8, MKA_LiuKang);
gbaWriteByte(0x2000025, MKA_LiuKang);
break;
// Johnny Cage
case 1:
MKARename(MKA_LiuKang, "JOHNNY CAGE");
MKAMakeLiuKang();
MKAChangeColour(0x92); // Stryker's Blue
gbaWriteByte(0x202F6A8, MKA_Jade);
gbaWriteByte(0x2000025, MKA_Jade);
break;
// Blaze
case 2:
MKARename(MKA_LiuKang, "BLAZE");
MKAMakeLiuKang();
MKAChangeColour(0x63); // Yellowy orange
gbaWriteByte(0x202F6A8, MKA_LiuKang);
gbaWriteByte(0x2000025, MKA_LiuKang);
break;
// Hornbuckle
case 3:
MKARename(MKA_LiuKang, "HORNBUCKLE");
MKAMakeLiuKang();
MKAChangeColour(UNMASKED_DARKGREEN);
gbaWriteByte(0x202F6A8, MKA_LiuKang);
gbaWriteByte(0x2000025, MKA_LiuKang);
break;
}
break;
default:
Subchar = 0;
break;
}
return Subchar;
}
u32 MKAInput(unsigned short pad)
{
bool InMenu= false;
if (CPUReadHalfWord(0x2000008)==0xFFFC) InMenu=true;
else InMenu = false;
OurHealth = CPUReadByte(0x2000020);
OpponentHealth = CPUReadByte(0x2000020+0x68);
OurX = (s16)CPUReadHalfWord(0x2000008);
OpponentX = (s16)CPUReadHalfWord(0x2000008+0x68);
u8 OurChar = CPUReadByte(0x2000025); // also 202f6a8
2009-05-21 06:16:41 +02:00
//u8 OpponentChar = CPUReadByte(0x2000025+0x68);
// Special characters
static int MenuChar = 0;
static int MenuSubchar = 0;
static bool WasInMenu = false;
static u8 OurOldChar = 255;
static u8 OriginalColour = 0;
static bool OldCostumeButton = false;
bool CostumeButton = false;
if (OriginalColour == 0) OriginalColour = CPUReadByte(0x2000004);
// Manually changed characters, so reset MenuChar and SubChar
if (InMenu && OurChar!=OurOldChar && OurChar!=0) {
//DebugPrintf("%d %d %d", OurChar, OurOldChar, MenuChar);
MenuChar = OurChar;
MenuSubchar = 0;
OriginalColour = CPUReadByte(0x2000004);
systemGameRumble(4);
MKARenameEveryoneProperlyExcept(255);
} else if (InMenu && OurChar!=OurOldChar) {
// Either changing character to Rain, or more likely starting combat
// if changing to rain, they might actually end up changing to Cyborg Rain or Tremor
MenuChar = OurChar;
OriginalColour = CPUReadByte(0x2000004);
}
// Special Characters in-game
if (!InMenu) {
// in the game we just changed from 0 back to our real character
// unless OurChar is Jax and Subchar is 3 or 4 in which case MenuChar should be 0
// So check for Tremor, also check for Shao Khan
if (OurOldChar==0 && OurChar!=0) {
if (OurChar==MKA_Jax && (MenuSubchar==3 || MenuSubchar==4))
MenuChar=0;
else if (OurChar==MKA_ShaoKhan && (MenuSubchar==2 || MenuSubchar==3))
MenuChar=MKA_ShangTsung;
else
MenuChar=OurChar;
}
if (MenuSubchar!=0) {
//u8 OldMaxFrame = CPUReadByte(0x2000048);
MKANextSubchar(MenuChar, MenuSubchar-1, OriginalColour);
if (OurOldChar==0 && OurChar!=0) MKARenameEveryoneProperlyExcept(OurChar);
if (CPUReadByte(0x200001D)>=CPUReadByte(0x2000048))
gbaWriteByte(0x200001D,CPUReadByte(0x2000048)-1);
//if (CPUReadByte(0x200001D)>=OldMaxFrame && OldMaxFrame>0)
// gbaWriteByte(0x200001D,OldMaxFrame-1);
if (MenuChar==MKA_Reptile && MenuSubchar==3)
MKARandomNinja();
else if (MenuChar==MKA_Reptile && MenuSubchar==4)
MKARandomCyborg();
else if (MenuChar==MKA_Jade && MenuSubchar==1)
MKARandomFemale();
} else {
if (OurOldChar==0 && OurChar!=0)
MKARenameEveryoneProperlyExcept(OurChar);
}
OurOldChar=CPUReadByte(0x2000025);
}
WasInMenu = InMenu;
//DebugPrintf("M=%d O=%d MC=%d,%d Old=%d",InMenu,OurChar,MenuChar,MenuSubchar,OurOldChar);
// CONTROLS
u32 J = GetMKInput(pad);
if (LK || HK) J |= VBA_BUTTON_A;
if (LP || HP) J |= VBA_BUTTON_B;
if (BL) J |= VBA_BUTTON_R;
if (CS) J |= VBA_BUTTON_L;
if (Throw) {
if (InMenu) J |= VBA_BUTTON_A;
else J |= VBA_FORWARD | VBA_BUTTON_B;
}
if (Start) J |= VBA_BUTTON_START;
if (Select) J |= VBA_BUTTON_SELECT;
// Fix kick controls to what they should be!
if (!InMenu && !(J & (VBA_UP | VBA_DOWN))) {
if (B && LK && !HK) { // Make B+HK do roundhouse, while B+LK does sweep!
J |= VBA_DOWN;
}
} else if (!InMenu && (J & VBA_DOWN)) { // Make D+HK do crouch HK, while D+LK does crouch LK
if (HK && !LK && !B && !F && !LP && !HP) {
J &= ~VBA_BACK;
J |= VBA_FORWARD;
}
}
// Fix punch controls to what they should be!
if ((!InMenu) && (J & VBA_DOWN)) {
// Make D+LP do crouch punch instead of uppercut
if (LP && !F && !B && !LK && !HK && !HP) {
J &= ~VBA_BACK;
J |= VBA_FORWARD;
}
}
CostumeButton = InMenu && (CS || (J & VBA_BUTTON_SELECT)); // Change Style/Select changes costume
if (CostumeButton && !OldCostumeButton) {
int OldSubChar = MenuSubchar;
u8 OldMaxFrame = CPUReadByte(0x2000048);
MenuSubchar = MKANextSubchar(MenuChar, MenuSubchar, OriginalColour);
if (MenuSubchar!=OldSubChar) systemGameRumble(8);
OurOldChar = CPUReadByte(0x2000025);
// apply change instantly and safely by skipping to last frame of new animation
gbaWriteByte(0x200001D,CPUReadByte(0x2000048)-1);
if (CPUReadByte(0x200001D)>=OldMaxFrame && OldMaxFrame>0)
gbaWriteByte(0x200001D,OldMaxFrame-1);
}
OurOldChar = CPUReadByte(0x2000025);
OldCostumeButton = CostumeButton;
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return J;
}
u32 MKDAInput(unsigned short pad)
2009-04-09 10:51:51 +02:00
{
static u32 prevJ = 0, prevPrevJ = 0;
OurHealth = CPUReadByte(0x3000760); // 731 or 760
u8 Side = CPUReadByte(0x3000747);
2009-04-09 10:51:51 +02:00
u32 Forwards, Back;
if (Side == 0) {
OurX = 0; OpponentX = 1;
2009-04-09 10:51:51 +02:00
Forwards = VBA_RIGHT;
Back = VBA_LEFT;
} else {
OurX = 1; OpponentX = 0;
2009-04-09 10:51:51 +02:00
Forwards = VBA_LEFT;
Back = VBA_RIGHT;
}
u32 J = GetMKInput(pad, 10);
if (HP || LP) J |= VBA_BUTTON_B;
if (HK || LK) J |= VBA_BUTTON_A;
if (BL) J |= VBA_BUTTON_R;
if (CS) J |= VBA_BUTTON_L;
if (Select) J |= VBA_BUTTON_SELECT;
if (Start) J |= VBA_BUTTON_START;
if (Throw) {
if ((prevJ & Forwards && prevJ & VBA_BUTTON_A && prevJ & VBA_BUTTON_B) || ((prevPrevJ & Forwards) && !(prevJ & Forwards)))
J |= Forwards | VBA_BUTTON_A | VBA_BUTTON_B; // R, R+1+2 = throw
2009-04-09 10:51:51 +02:00
else if (prevJ & Forwards) {
J &= ~Forwards;
J &= ~VBA_BUTTON_A;
J &= ~VBA_BUTTON_B;
} else
J |= Forwards;
2009-04-09 10:51:51 +02:00
}
if ((J & 48) == 48)
J &= ~16;
if ((J & 192) == 192)
J &= ~128;
prevPrevJ = prevJ;
prevJ = J;
return J;
}
u32 MKTEInput(unsigned short pad)
{
static u32 prevJ = 0, prevPrevJ = 0;
OurHealth = CPUReadByte(0x3000760); // 731 or 760
u8 Side = CPUReadByte(0x3000777);
u32 Forwards, Back;
if (Side == 0) {
OurX = 0; OpponentX = 1;
Forwards = VBA_RIGHT;
Back = VBA_LEFT;
} else {
OurX = 1; OpponentX = 0;
Forwards = VBA_LEFT;
Back = VBA_RIGHT;
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}
u32 J = GetMKInput(pad, 10);
if (HP || LP) J |= VBA_BUTTON_B;
if (HK || LK) J |= VBA_BUTTON_A;
if (BL) J |= VBA_BUTTON_R;
if (CS) J |= VBA_BUTTON_L;
if (Select) J |= VBA_BUTTON_SELECT;
if (Start) J |= VBA_BUTTON_START;
if (Throw) {
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if ((prevJ & Forwards && prevJ & VBA_BUTTON_A && prevJ & VBA_BUTTON_B) || ((prevPrevJ & Forwards) && !(prevJ & Forwards)))
J |= Forwards | VBA_BUTTON_A | VBA_BUTTON_B; // R, R+1+2 = throw
else if (prevJ & Forwards) {
2009-04-09 10:51:51 +02:00
J &= ~Forwards;
J &= ~VBA_BUTTON_A;
J &= ~VBA_BUTTON_B;
} else
2009-04-09 10:51:51 +02:00
J |= Forwards;
}
if ((J & 48) == 48)
J &= ~16;
if ((J & 192) == 192)
J &= ~128;
prevPrevJ = prevJ;
prevJ = J;
return J;
}