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More Wii controls for Metroid games.
This commit is contained in:
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cba63e69a6
commit
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@ -1900,6 +1900,16 @@ u32 MetroidZeroInput(unsigned short pad)
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u32 J = StandardMovement(pad);
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u32 jp = PAD_ButtonsHeld(pad);
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u8 BallState = CPUReadByte(0x30015df); // 0 = stand, 1 = crouch, 2 = ball
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u16 Health = CPUReadByte(0x3001536); // 0 = stand, 1 = crouch, 2 = ball
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static u16 OldHealth = 0;
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static int RumbleCount = 0;
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// Rumble when they lose health!
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if (Health < OldHealth)
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if (RumbleCount < 20)
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RumbleCount = 20;
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OldHealth = Health;
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static int Morph = 0;
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static int AimCount = 0;
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static int MissileCount = 0;
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@ -1911,9 +1921,15 @@ u32 MetroidZeroInput(unsigned short pad)
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WPADData * wp = WPAD_Data(pad);
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// Visor
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if (wp->btns_h & WPAD_BUTTON_UP)
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J |= VBA_SPEED;
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if (wp->btns_h & WPAD_BUTTON_LEFT)
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J |= VBA_BUTTON_L;
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if (wp->btns_h & WPAD_BUTTON_RIGHT)
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J |= VBA_BUTTON_R;
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// Visor doesn't exist, use as start button
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if (wp->btns_h & WPAD_BUTTON_MINUS)
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;
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J |= VBA_BUTTON_START;
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// Hyper (toggle super missiles)
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if (wp->btns_h & WPAD_BUTTON_PLUS)
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J |= VBA_BUTTON_SELECT;
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@ -1969,7 +1985,7 @@ u32 MetroidZeroInput(unsigned short pad)
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}
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// Morph Bdall
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if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_C))
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if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_d & WPAD_NUNCHUK_BUTTON_C))
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{
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if (BallState == 2)
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{ // ball
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@ -2049,6 +2065,227 @@ u32 MetroidZeroInput(unsigned short pad)
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break;
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}
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switch (Morph)
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{
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case 1:
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J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
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J |= VBA_DOWN;
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Morph = 2;
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break;
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case 2:
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J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
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Morph = 3;
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break;
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case 3:
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J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
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J |= VBA_DOWN;
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Morph = 0;
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break;
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case -1:
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case -2:
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case -3:
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J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
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J |= VBA_UP;
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Morph--;
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break;
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case -4:
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case -5:
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case -6:
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J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
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Morph--;
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break;
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case -7:
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case -8:
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case -9:
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J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
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J |= VBA_UP;
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Morph--;
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break;
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case -10:
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Morph = 0;
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break;
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}
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// Menu
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if (jp & PAD_BUTTON_START)
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J |= VBA_BUTTON_START;
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if (RumbleCount>0)
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{
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WPAD_Rumble(pad, 1);
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RumbleCount--;
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}
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else WPAD_Rumble(pad, 0);
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if ((J & 48) == 48)
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J &= ~16;
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if ((J & 192) == 192)
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J &= ~128;
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return J;
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}
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u32 MetroidFusionInput(unsigned short pad)
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{
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u32 J = StandardMovement(pad);
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u32 jp = PAD_ButtonsHeld(pad);
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u8 BallState = CPUReadByte(0x3001329); // 0 = stand, 2 = crouch, 5 = ball
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u16 Health = CPUReadHalfWord(0x3001310);
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static u16 OldHealth = 0;
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static int RumbleCount = 0;
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// Rumble when they lose health!
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if (Health < OldHealth)
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if (RumbleCount < 20)
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RumbleCount = 20;
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OldHealth = Health;
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static int Morph = 0;
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static int AimCount = 0;
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static int MissileCount = 0;
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if (BallState == 5) // Can't exit morph ball without pressing C!
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J &= ~VBA_UP;
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if (BallState == 2) // Can't enter morph ball without pressing C!
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J &= ~VBA_DOWN;
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WPADData * wp = WPAD_Data(pad);
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if (wp->btns_h & WPAD_BUTTON_LEFT)
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J |= VBA_BUTTON_L;
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if (wp->btns_h & WPAD_BUTTON_RIGHT)
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J |= VBA_BUTTON_R;
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// Visor doesn't exist, just use as select button
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if (wp->btns_h & WPAD_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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// Hyper isn't available, just use start button as start
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if (wp->btns_h & WPAD_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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// Map
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if (wp->btns_h & WPAD_BUTTON_1)
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J |= VBA_BUTTON_START;
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// Hint
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if (wp->btns_h & WPAD_BUTTON_2)
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J |= VBA_BUTTON_R;
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// Z-Target
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if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
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J |= VBA_SPEED;
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// Jump
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if (wp->btns_h & WPAD_BUTTON_B && BallState!=5)
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J |= VBA_BUTTON_A;
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else if (BallState==5 && fabs(wp->gforce.y)> 1.5)
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J |= VBA_BUTTON_A;
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// Fire
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if (wp->btns_h & WPAD_BUTTON_A)
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J |= VBA_BUTTON_B;
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// Aim
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if (wp->orient.pitch < -45 && BallState !=5)
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{
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J |= VBA_UP;
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AimCount = 0;
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}
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else if (wp->orient.pitch < -22 && BallState !=5)
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{
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if (AimCount>=0) AimCount = -1;
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}
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else if (wp->orient.pitch> 45 && BallState !=5)
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{
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if (AimCount<10) AimCount=10;
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}
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else if (wp->orient.pitch> 22 && BallState !=5)
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{
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if (AimCount<=0 || AimCount>=10) AimCount = 1;
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}
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else
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{
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AimCount=0;
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}
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// Morph Bdall
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if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_d & WPAD_NUNCHUK_BUTTON_C))
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{
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if (BallState == 5)
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{ // ball
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Morph = -1;
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}
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else if (BallState == 2)
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{
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Morph = 2;
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}
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else
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{
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Morph = 1;
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}
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}
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// Missile
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if (wp->btns_h & WPAD_BUTTON_DOWN)
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{
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MissileCount = 1;
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}
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switch (AimCount)
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{
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case 1:
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J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
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J |= VBA_BUTTON_L;
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AimCount++;
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break;
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case 2:
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J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
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J |= VBA_BUTTON_L | VBA_DOWN;
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AimCount++;
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break;
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case 3:
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J |= VBA_BUTTON_L;
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break;
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case -1:
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J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
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J |= 0;
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AimCount--;
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break;
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case -2:
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J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
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J |= VBA_BUTTON_L;
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AimCount--;
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break;
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case -3:
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J |= VBA_BUTTON_L;
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break;
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case 10:
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case 11:
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J |= VBA_BUTTON_A;
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AimCount++;
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break;
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case 12:
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case 13:
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J |= VBA_DOWN;
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AimCount++;
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break;
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case 14:
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J |= VBA_DOWN;
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break;
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}
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switch (MissileCount)
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{
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case 1:
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case 2:
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J |= VBA_BUTTON_R;
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MissileCount++;
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break;
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case 3:
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case 4:
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J |= VBA_BUTTON_R | VBA_BUTTON_B;
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MissileCount++;
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break;
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case 5:
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MissileCount = 0;
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break;
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}
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switch (Morph)
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{
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case 1:
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@ -2091,6 +2328,321 @@ u32 MetroidZeroInput(unsigned short pad)
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if (jp & PAD_BUTTON_START)
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J |= VBA_BUTTON_START;
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if (RumbleCount>0)
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{
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WPAD_Rumble(pad, 1);
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RumbleCount--;
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}
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else WPAD_Rumble(pad, 0);
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if ((J & 48) == 48)
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J &= ~16;
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if ((J & 192) == 192)
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J &= ~128;
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return J;
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}
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u32 Metroid1Input(unsigned short pad)
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{
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u32 J = StandardMovement(pad);
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u32 jp = PAD_ButtonsHeld(pad);
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u8 BallState = CPUReadByte(0x3007500); // 3 = ball, other = stand
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u8 MissileState = CPUReadByte(0x300730E); // 1 = missile, 0 = beam
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u16 Health = CPUReadHalfWord(0x3007306); // Binary Coded Decimal
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static u16 OldHealth = 0;
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static int RumbleCount = 0;
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// Rumble when they lose health!
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if (Health < OldHealth)
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if (RumbleCount < 20)
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RumbleCount = 20;
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OldHealth = Health;
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static int Morph = 0;
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if (BallState == 3) // Can't exit morph ball without pressing C!
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J &= ~VBA_UP;
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if (BallState != 3) // Can't enter morph ball without pressing C!
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J &= ~VBA_DOWN;
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WPADData * wp = WPAD_Data(pad);
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// No visors
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if (wp->btns_h & WPAD_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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// Start button just pauses
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if (wp->btns_h & WPAD_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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// Map (doesn't exist)
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if (wp->btns_h & WPAD_BUTTON_1)
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J |= VBA_BUTTON_START;
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// Hint (doesn't exist)
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if (wp->btns_h & WPAD_BUTTON_2)
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J |= VBA_SPEED;
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// Z-Target
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if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
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;
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// Jump
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if (wp->btns_h & WPAD_BUTTON_B && BallState!=5)
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J |= VBA_BUTTON_A;
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else if (BallState==5 && fabs(wp->gforce.y)> 1.5)
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J |= VBA_BUTTON_A;
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// Fire
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if (wp->btns_h & WPAD_BUTTON_A) {
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if (MissileState)
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J |= VBA_BUTTON_SELECT;
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else
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J |= VBA_BUTTON_B;
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}
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// Aim
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if (wp->orient.pitch < -45 && BallState !=3)
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J |= VBA_UP;
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// Morph Ball
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if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_d & WPAD_NUNCHUK_BUTTON_C))
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{
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if (BallState == 3)
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{ // ball
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Morph = -1;
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}
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else
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{
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Morph = 2;
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}
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}
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// Missile
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if (wp->btns_h & WPAD_BUTTON_DOWN)
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{
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if (!(MissileState))
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J |= VBA_BUTTON_SELECT;
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else
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J |= VBA_BUTTON_B;
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}
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if (wp->btns_u & WPAD_BUTTON_DOWN)
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{
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if (MissileState)
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J |= VBA_BUTTON_SELECT;
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}
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switch (Morph)
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{
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case 1:
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J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
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J |= VBA_DOWN;
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Morph = 2;
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break;
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case 2:
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J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
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Morph = 3;
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break;
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case 3:
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J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
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J |= VBA_DOWN;
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Morph = 0;
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break;
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case -1:
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case -2:
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J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
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J |= VBA_UP;
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Morph--;
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break;
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case -3:
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case -4:
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J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
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Morph--;
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break;
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case -5:
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case -6:
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J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
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J |= VBA_UP;
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Morph--;
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break;
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case -7:
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Morph = 0;
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break;
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}
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// Menu
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if (jp & PAD_BUTTON_START)
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J |= VBA_BUTTON_START;
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if (RumbleCount>0)
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{
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WPAD_Rumble(pad, 1);
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RumbleCount--;
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}
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else WPAD_Rumble(pad, 0);
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if ((J & 48) == 48)
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J &= ~16;
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if ((J & 192) == 192)
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J &= ~128;
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return J;
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}
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u32 Metroid2Input(unsigned short pad)
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{
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u32 J = StandardMovement(pad);
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u32 jp = PAD_ButtonsHeld(pad);
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u8 BallState = gbReadMemory(0xD020); // 4 = crouch, 5 = ball, other = stand
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u8 MissileState = gbReadMemory(0xD04D); // 8 = missile hatch open, 0 = missile closed
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u8 Health = gbReadMemory(0xD051); // Binary Coded Decimal
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static u8 OldHealth = 0;
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static int RumbleCount = 0;
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// Rumble when they lose (or gain) health! (since I'm not checking energy tanks)
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if (Health != OldHealth)
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if (RumbleCount < 20)
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RumbleCount = 20;
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OldHealth = Health;
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static int Morph = 0;
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static int AimCount = 0;
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if (BallState == 5) // Can't exit morph ball without pressing C!
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J &= ~VBA_UP;
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if (BallState == 4) // Can't enter morph ball without pressing C!
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J &= ~VBA_DOWN;
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WPADData * wp = WPAD_Data(pad);
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// No visors
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if (wp->btns_h & WPAD_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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// Start button just pauses
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if (wp->btns_h & WPAD_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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// Map (doesn't exist)
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if (wp->btns_h & WPAD_BUTTON_1)
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J |= VBA_BUTTON_START;
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// Hint (doesn't exist)
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if (wp->btns_h & WPAD_BUTTON_2)
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J |= VBA_SPEED;
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// Z-Target
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if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
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;
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// Jump
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if (wp->btns_h & WPAD_BUTTON_B && BallState!=5)
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J |= VBA_BUTTON_A;
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else if (BallState==5 && fabs(wp->gforce.y)> 1.5)
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J |= VBA_BUTTON_A;
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// Fire
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if (wp->btns_h & WPAD_BUTTON_A) {
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if (MissileState & 8)
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J |= VBA_BUTTON_SELECT;
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else
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J |= VBA_BUTTON_B;
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}
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|
||||
// 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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// Menu
|
||||
if (jp & PAD_BUTTON_START)
|
||||
J |= VBA_BUTTON_START;
|
||||
|
||||
if (RumbleCount>0)
|
||||
{
|
||||
WPAD_Rumble(pad, 1);
|
||||
RumbleCount--;
|
||||
}
|
||||
else WPAD_Rumble(pad, 0);
|
||||
|
||||
if ((J & 48) == 48)
|
||||
J &= ~16;
|
||||
if ((J & 192) == 192)
|
||||
|
@ -26,6 +26,9 @@
|
||||
#define MINISHCAP gid('B','Z','M')
|
||||
|
||||
#define METROID0 gid('B','M','X')
|
||||
#define METROID1 gid('F','M','R')
|
||||
#define METROID2 0xFF0009
|
||||
#define METROID4 gid('A','M','T')
|
||||
|
||||
#define MARIO1CLASSIC gid('F','S','M')
|
||||
#define MARIO1DX gid('A','H','Y')
|
||||
@ -103,6 +106,9 @@ u32 LinksAwakeningInput(unsigned short pad);
|
||||
u32 OracleOfAgesInput(unsigned short pad);
|
||||
u32 MinishCapInput(unsigned short pad);
|
||||
u32 MetroidZeroInput(unsigned short pad);
|
||||
u32 Metroid1Input(unsigned short pad);
|
||||
u32 Metroid2Input(unsigned short pad);
|
||||
u32 MetroidFusionInput(unsigned short pad);
|
||||
u32 TMNTInput(unsigned short pad);
|
||||
u32 HarryPotter1Input(unsigned short pad);
|
||||
u32 HarryPotter1GBCInput(unsigned short pad);
|
||||
|
@ -523,6 +523,12 @@ static u32 DecodeJoy(unsigned short pad)
|
||||
// Metroid
|
||||
case METROID0:
|
||||
return MetroidZeroInput(pad);
|
||||
case METROID1:
|
||||
return Metroid1Input(pad);
|
||||
case METROID2:
|
||||
return Metroid2Input(pad);
|
||||
case METROID4:
|
||||
return MetroidFusionInput(pad);
|
||||
|
||||
// TMNT
|
||||
case TMNT:
|
||||
|
@ -704,6 +704,8 @@ static void gbApplyPerImagePreferences()
|
||||
RomIdCode = MARIOLAND1;
|
||||
else if (strcmp(title, "MARIOLAND2") == 0)
|
||||
RomIdCode = MARIOLAND2;
|
||||
else if (strcmp(title, "METROID2") == 0)
|
||||
RomIdCode = METROID2;
|
||||
}
|
||||
}
|
||||
|
||||
@ -873,9 +875,14 @@ bool LoadVBAROM(int method)
|
||||
cartridgeType = 2;
|
||||
else if(utilIsGBImage(zippedFilename))
|
||||
cartridgeType = 1;
|
||||
else {
|
||||
WaitPrompt("Rom must be 1st file in zip, or unzipped!");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else // loading the file failed
|
||||
{
|
||||
WaitPrompt("Empty or invalid zip file!");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@ -883,7 +890,8 @@ bool LoadVBAROM(int method)
|
||||
// leave before we do anything
|
||||
if(cartridgeType != 1 && cartridgeType != 2)
|
||||
{
|
||||
WaitPrompt("Unknown game image!");
|
||||
// Not zip gba agb gbc cgb sgb gb mb bin elf or dmg!
|
||||
WaitPrompt("Invalid filename extension! Not a rom?");
|
||||
return false;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user