add usb2/dvd support via ios 202, kill dvdx/keyboard/mouse support

This commit is contained in:
dborth 2010-03-11 06:04:53 +00:00
parent 0b0ee1698c
commit 306b5437f3
25 changed files with 937 additions and 575 deletions

View File

@ -19,7 +19,7 @@ TARGET := vbagx_wii
TARGETDIR := executables
BUILD := build_wii
SOURCES := source/ngc/images source/ngc/sounds source/ngc/fonts source/ngc/lang \
source/ngc/gui source/ngc source/sz source/unzip \
source/ngc/gui source/ngc/utils source/ngc source/sz source/unzip \
source/vba source/vba/apu source/vba/common \
source/vba/gb source/vba/gba
INCLUDES := source/vba source/ngc source/unzip
@ -41,8 +41,8 @@ LDFLAGS = -g $(MACHDEP) -Wl,-Map,$(notdir $@).map -Wl,--cref
#---------------------------------------------------------------------------------
# any extra libraries we wish to link with
#---------------------------------------------------------------------------------
LIBS := -ldb -ldi -liso9660 -lpng -lmxml -lwiikeyboard \
-lfat -lwiiuse -lz -lbte -lasnd -logc -lvorbisidec -lfreetype -ltinysmb
LIBS := -ldi -liso9660 -lpng -lmxml -lfat -lwiiuse -lz -lbte -lasnd -logc \
-lvorbisidec -lfreetype -ltinysmb
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
@ -90,7 +90,8 @@ export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) \
$(TTFFILES:.ttf=.ttf.o) $(LANGFILES:.lang=.lang.o) \
$(PNGFILES:.png=.png.o) \
$(OGGFILES:.ogg=.ogg.o) $(PCMFILES:.pcm=.pcm.o)
$(OGGFILES:.ogg=.ogg.o) $(PCMFILES:.pcm=.pcm.o) \
$(CURDIR)/source/ngc/utils/ehcmodule.elf.o
#---------------------------------------------------------------------------------
# build a list of include paths

View File

@ -12,7 +12,7 @@ With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, Gamecube controller, Keyboard and Mouse support
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
@ -320,10 +320,6 @@ This document doesn't cover how to do any of that.
×—–­—–­—–­—–­ –­—–­—–­—–­—–­—–­—–­—–­—–­—–­— ­—–­—–­—–­—–­—–­—–­—–­—-­—–­-–•¬
|0O×øo· INSTRUCTIONS ·oø×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
Note! A USB Mouse must be plugged in before starting the emulator, or it
won't be recognised. A mouse or keyboard is not required. Keyboards might or
might not need to be unplugged and replugged to work.
If you have upgraded from a previous version, the emulator may start with a
message that your preferences have been reset. You will need to set your
preferences how you want them.
@ -337,8 +333,6 @@ with the A button. Press the B button to swap between controlling a list box
and controlling the buttons. Pressing the Home button will exit from the
main menu. You can choose what exiting will do by using the settings menu.
Keyboard and mouse do not work in the menu yet.
Click on the logo to see the credits.
When choosing a file, use left and right to go up or down a page.
@ -424,18 +418,9 @@ B = Gameboy B Button
R = Gameboy R Button
L = Gameboy L Button
Keyboard:
X = Gameboy A Button
Z = Gameboy B Button
S = Gameboy R Button
A = Gameboy L Button
Enter = Gameboy Start Button
Backspace = Gameboy Select Button
Space = Fast forward
You can configure the controls how you want from the controls menu. Different
controls will be used depending on what you have plugged into the Wii Remote.
Nunchuk means Nunchuk + Wii Remote. Gamecube controllers and Keyboards can
Nunchuk means Nunchuk + Wii Remote. Gamecube controllers can
be used at the same time as Wii Remotes and all control the same player.
When configuring controls, press HOME to cancel.
@ -829,8 +814,7 @@ C = Change characters, talk to people
Turn "Match Wii Controls" ON to use these controls.
All the Harry Potter games use the same controls as Harry Potter & The Order
Of The Phoenix on the Wii. They also use the keyboard controls from the PC
version of each game. Spell gestures are not supported yet.
Of The Phoenix on the Wii. Spell gestures are not supported yet.
The Harry Potter Wii controls are:
==================================

View File

@ -17,7 +17,6 @@
#include <wiiuse/wpad.h>
#include "button_mapping.h"
#include "wiiusbsupport.h"
/****************************************************************************
* Controller Button Descriptions:
@ -25,7 +24,7 @@
* and for displaying the name of said button
***************************************************************************/
CtrlrMap ctrlr_def[5] = {
CtrlrMap ctrlr_def[4] = {
// Gamecube controller btn def
{
{
@ -113,78 +112,5 @@ CtrlrMap ctrlr_def[5] = {
},
15,
CTRLR_CLASSIC
},
// Keyboard btn def
{
{
{KS_A, "A"},
{KS_B, "B"},
{KS_C, "C"},
{KS_D, "D"},
{KS_E, "E"},
{KS_F, "F"},
{KS_G, "G"},
{KS_H, "H"},
{KS_I, "I"},
{KS_J, "J"},
{KS_K, "K"},
{KS_L, "L"},
{KS_M, "M"},
{KS_N, "N"},
{KS_O, "O"},
{KS_P, "P"},
{KS_Q, "Q"},
{KS_R, "R"},
{KS_S, "S"},
{KS_T, "T"},
{KS_U, "U"},
{KS_V, "V"},
{KS_W, "W"},
{KS_X, "X"},
{KS_Y, "Y"},
{KS_Z, "Z"},
{KS_1, "1"},
{KS_2, "2"},
{KS_3, "3"},
{KS_4, "4"},
{KS_5, "5"},
{KS_6, "6"},
{KS_7, "7"},
{KS_8, "8"},
{KS_9, "9"},
{KS_0, "0"},
{KS_Return, "ENTER"},
{KS_Escape, "ESC"},
{KS_BackSpace, "BKSP"},
{KS_Tab, "TAB"},
{KS_space, "SPACE"},
{KS_F1, "F1"},
{KS_F2, "F2"},
{KS_F3, "F3"},
{KS_F4, "F4"},
{KS_F5, "F5"},
{KS_F6, "F6"},
{KS_F7, "F7"},
{KS_F8, "F8"},
{KS_F9, "F9"},
{KS_F10, "F10"},
{KS_F11, "F11"},
{KS_F12, "F12"},
{KS_Right, "RIGHT"},
{KS_Left, "LEFT"},
{KS_Down, "DOWN"},
{KS_Up, "UP"},
{KS_Control_L, "LCTRL"},
{KS_Shift_L, "LSHFT"},
{KS_Alt_L, "LALT"},
{KS_Control_R, "RCTRL"},
{KS_Shift_R, "RSHFT"},
{KS_Alt_R, "RALT"},
{MOUSEL, "MOUSEL"},
{MOUSER, "MOUSER"},
{MOUSEM, "MOUSEM"}
},
66,
CTRLR_KEYBOARD
}
};

View File

@ -16,12 +16,11 @@ enum {
CTRLR_GCPAD,
CTRLR_WIIMOTE,
CTRLR_NUNCHUK,
CTRLR_CLASSIC,
CTRLR_KEYBOARD
CTRLR_CLASSIC
};
const char ctrlrName[5][20] =
{ "GameCube Controller", "Wiimote", "Nunchuk + Wiimote", "Classic Controller", "Keyboard & Mouse" };
const char ctrlrName[4][20] =
{ "GameCube Controller", "Wiimote", "Nunchuk + Wiimote", "Classic Controller" };
typedef struct _btn_map {
u32 btn; // button 'id'
@ -29,13 +28,11 @@ typedef struct _btn_map {
} BtnMap;
typedef struct _ctrlr_map {
BtnMap map[150]; // controller button map
BtnMap map[15]; // controller button map
int num_btns; // number of buttons on the controller
u16 type; // controller type
} CtrlrMap;
// externs:
extern CtrlrMap ctrlr_def[5];
extern CtrlrMap ctrlr_def[4];
#endif

View File

@ -30,7 +30,6 @@
#include "fileop.h"
#include "input.h"
#include "gcunzip.h"
#include "wiiusbsupport.h"
BROWSERINFO browser;
BROWSERENTRY * browserList = NULL; // list of files/folders in browser

View File

@ -319,6 +319,14 @@ void MountAllFAT()
***************************************************************************/
bool MountDVD(bool silent)
{
#ifdef HW_RVL
if(IOS_GetVersion() != 202)
{
ErrorPrompt("Please install IOS 202 for DVD support.");
return false;
}
#endif
bool mounted = false;
int retry = 1;

View File

@ -17,7 +17,6 @@
#include <ogcsys.h>
#include <unistd.h>
#include <wiiuse/wpad.h>
#include <wiikeyboard/wsksymdef.h>
#include "vba.h"
#include "button_mapping.h"
@ -26,7 +25,6 @@
#include "input.h"
#include "gameinput.h"
#include "vbasupport.h"
#include "wiiusbsupport.h"
#include "gba/GBA.h"
#include "gba/bios.h"
#include "gba/GBAinline.h"
@ -43,7 +41,7 @@ void DebugPrintf(const char *format, ...) {
}
u32 TMNTInput(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | StandardDPad(pad);
static u32 LastDir = VBA_RIGHT;
static bool wait = false;
static int holdcount = 0;
@ -152,7 +150,7 @@ u32 TMNTInput(unsigned short pad) {
}
u32 TMNT1Input(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | StandardDPad(pad);
static u32 LastDir = VBA_RIGHT;
bool Jump=0, Attack=0, SpinKick=0, Roll=0, Pause=0, Select=0;
@ -233,7 +231,7 @@ u32 TMNT1Input(unsigned short pad) {
}
u32 TMNT2Input(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | StandardDPad(pad);
static u32 LastDir = VBA_RIGHT;
bool Jump=0, Attack=0, SpinKick=0, Roll=0, Pause=0, Select=0;
@ -315,7 +313,7 @@ u32 TMNT2Input(unsigned short pad) {
}
u32 TMNT3Input(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | StandardDPad(pad);
static u32 LastDir = VBA_RIGHT;
bool Jump=0, Attack=0, SpinKick=0, Roll=0, Pause=0, Select=0;
@ -396,7 +394,7 @@ u32 TMNT3Input(unsigned short pad) {
}
u32 TMNTGBAInput(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | StandardDPad(pad);
static u32 LastDir = VBA_RIGHT;
bool Jump=0, Attack=0, SpinKick=0, SpecialMove=0, Pause=0, Select=0;
@ -480,7 +478,7 @@ u32 TMNTGBAInput(unsigned short pad) {
}
u32 TMNTGBA2Input(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | StandardDPad(pad);
static u32 LastDir = VBA_RIGHT;
//static bool wait = false;
//static int holdcount = 0;
@ -568,7 +566,7 @@ u32 TMNTGBA2Input(unsigned short pad) {
}
u32 HarryPotter1GBCInput(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad) | DecodeKeyboard(pad)
u32 J = StandardMovement(pad) | StandardDPad(pad)
| DecodeGamecube(pad);
//u8 ScreenMode = gbReadMemory(0xFFCF);
//u8 CursorItem = gbReadMemory(0xFFD5);
@ -612,7 +610,7 @@ u32 HarryPotter1GBCInput(unsigned short pad) {
}
u32 HarryPotter2GBCInput(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad) | DecodeKeyboard(pad)
u32 J = StandardMovement(pad) | StandardDPad(pad)
| DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
@ -653,7 +651,7 @@ u32 HarryPotter2GBCInput(unsigned short pad) {
}
u32 HarryPotter1Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeKeyboard(pad)
u32 J = StandardMovement(pad)
| DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
@ -701,7 +699,7 @@ u32 HarryPotter1Input(unsigned short pad) {
}
u32 HarryPotter2Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeKeyboard(pad)
u32 J = StandardMovement(pad)
| DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
@ -751,7 +749,7 @@ u32 HarryPotter2Input(unsigned short pad) {
}
u32 HarryPotter3Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeKeyboard(pad)
u32 J = StandardMovement(pad)
| DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
@ -801,16 +799,8 @@ u32 HarryPotter3Input(unsigned short pad) {
}
u32 HarryPotter4Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DPadArrowKeys(pad)
| DecodeGamecube(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
#ifdef HW_RVL
if (DownUsbKeys[KS_A]) J |= VBA_BUTTON_L;
if (DownUsbKeys[KS_D]) J |= VBA_BUTTON_R;
if (DownUsbKeys[KS_Return] || DownUsbKeys[KS_X]) J |= VBA_BUTTON_A;
if (DownUsbKeys[KS_C]) J |= VBA_BUTTON_B;
if (DownUsbKeys[KS_Tab]) J |= VBA_BUTTON_SELECT;
if (DownUsbKeys[KS_space]) J |= VBA_BUTTON_START;
if (DownUsbKeys[KS_Shift_L] || DownUsbKeys[KS_Shift_R]) J |= VBA_SPEED;
WPADData * wp = WPAD_Data(pad);
@ -859,16 +849,8 @@ u32 HarryPotter4Input(unsigned short pad) {
}
u32 HarryPotter5Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DPadWASD(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
#ifdef HW_RVL
// Keyboard controls based on Harry Potter 5 for PC
if (DownUsbKeys[KS_Left]) J |= VBA_BUTTON_L;
if (DownUsbKeys[KS_Right]) J |= VBA_BUTTON_R;
if (DownUsbKeys[KS_Up] || DownUsbKeys[KS_Down]) J |= VBA_BUTTON_B;
if (DownUsbKeys[KS_Return]) J |= VBA_BUTTON_A;
if (DownUsbKeys[KS_Tab]) J |= VBA_BUTTON_SELECT;
if (DownUsbKeys[KS_space]) J |= VBA_BUTTON_START;
if (DownUsbKeys[KS_Shift_L] || DownUsbKeys[KS_Shift_R]) J |= VBA_SPEED;
WPADData * wp = WPAD_Data(pad);
@ -929,7 +911,7 @@ u32 HarryPotter5Input(unsigned short pad) {
u32 TwistedInput(unsigned short pad) {
// Change this to true if you want to see the screen tilt.
TiltScreen = false;
u32 J = StandardMovement(pad) | DecodeKeyboard(pad) | DecodeGamecube(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
@ -977,7 +959,7 @@ u32 TwistedInput(unsigned short pad) {
u32 KirbyTntInput(unsigned short pad) {
TiltScreen = false;
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
@ -1021,7 +1003,7 @@ u32 KirbyTntInput(unsigned short pad) {
}
u32 MohInfiltratorInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
if (wp->exp.type == WPAD_EXP_NONE)
@ -1060,7 +1042,7 @@ u32 MohInfiltratorInput(unsigned short pad) {
}
u32 MohUndergroundInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeClassic(pad) | DecodeWiimote(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeClassic(pad) | DecodeWiimote(pad) | DecodeGamecube(pad);
static bool crouched = false;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
@ -1118,7 +1100,7 @@ u32 MohUndergroundInput(unsigned short pad) {
u32 BoktaiInput(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad)
| DecodeKeyboard(pad) | DecodeGamecube(pad) | DecodeClassic(pad);
| DecodeGamecube(pad) | DecodeClassic(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
static bool GunRaised = false;
@ -1167,7 +1149,7 @@ u32 BoktaiInput(unsigned short pad) {
u32 Boktai2Input(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad)
| DecodeKeyboard(pad) | DecodeGamecube(pad) | DecodeClassic(pad);
| DecodeGamecube(pad) | DecodeClassic(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
static bool GunRaised = false;
@ -1220,9 +1202,9 @@ u32 Boktai2Input(unsigned short pad) {
u32 OnePieceInput(unsigned short pad) {
// Only Nunchuk and Gamecube controls available
// Keyboard, Wiimote and Classic controls depend on user configuration
// Wiimote and Classic controls depend on user configuration
u32 J = StandardMovement(pad)
| DecodeKeyboard(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
| DecodeWiimote(pad) | DecodeClassic(pad);
static u32 LastDir = VBA_RIGHT;
bool JumpButton=0, AttackButton=0, ViewButton=0, CharacterButton=0, PauseButton=0,
DashButton=0, GrabButton=0, SpeedButton=0, AttackUpButton = 0;
@ -1272,10 +1254,10 @@ u32 OnePieceInput(unsigned short pad) {
}
u32 HobbitInput(unsigned short pad) {
// Only Nunchuk and Keyboard controls available
// Only Nunchuk controls available
// Wiimote, Gamecube and Classic controls depend on user configuration
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DPadWASD(pad) |
DPadArrowKeys(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad) |
DecodeWiimote(pad) | DecodeClassic(pad);
bool AbilityButton=0, AttackButton=0, UseButton=0, ChangeSkillButton=0, PauseButton=0,
ItemsButton=0, SpeedButton=0;
#ifdef HW_RVL
@ -1292,20 +1274,6 @@ u32 HobbitInput(unsigned short pad) {
AttackButton = (fabs(wp->gforce.x)> 1.5);
}
#endif
if (DownUsbKeys[KS_E]) UseButton = true;
if (DownUsbKeys[KS_Shift_L]) {
if (DownUsbKeys[MOUSEL] || DownUsbKeys[MOUSER]) AbilityButton = true;
} else {
if (DownUsbKeys[MOUSEL] || DownUsbKeys[MOUSER]) AttackButton = true;
}
if (DownUsbKeys[KS_F5]) AbilityButton = true;
if (DownUsbKeys[KS_Control_L]) AttackButton = true;
if (DownUsbKeys[KS_space]) AttackButton = true;
if (DownUsbKeys[KS_Q]) AttackButton = true;
if (DownUsbKeys[KS_C]) ChangeSkillButton = true;
if (DownUsbKeys[KS_Return]) ItemsButton = true;
if (DownUsbKeys[KS_BackSpace]) PauseButton = true;
if (DownUsbKeys[KS_F]) SpeedButton = true;
if (AbilityButton) J |= VBA_BUTTON_B;
if (AttackButton) J |= VBA_BUTTON_L;
@ -1319,10 +1287,10 @@ u32 HobbitInput(unsigned short pad) {
}
u32 FellowshipOfTheRingInput(unsigned short pad) {
// Only Nunchuk and Keyboard controls available
// Only Nunchuk controls available
// Wiimote, Gamecube and Classic controls depend on user configuration
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DPadWASD(pad) |
DPadArrowKeys(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad) |
DecodeWiimote(pad) | DecodeClassic(pad);
bool CancelButton=0, UseButton=0, ChangeCharButton=0, PauseButton=0,
ItemsButton=0, SpeedButton=0, SelectButton=0;
#ifdef HW_RVL
@ -1340,19 +1308,7 @@ u32 FellowshipOfTheRingInput(unsigned short pad) {
SelectButton = wp->btns_h & WPAD_BUTTON_1;
}
#endif
if (DownUsbKeys[KS_E]) UseButton = true;
if (DownUsbKeys[KS_Q]) CancelButton = true;
if (DownUsbKeys[MOUSEL]) UseButton = true;
if (DownUsbKeys[MOUSER]) CancelButton = true;
if (DownUsbKeys[KS_C]) ChangeCharButton = true;
if (DownUsbKeys[KS_Return]) PauseButton = true;
if (DownUsbKeys[KS_BackSpace]) ItemsButton = true;
if (DownUsbKeys[KS_Tab]) SelectButton = true;
if (DownUsbKeys[KS_F]) SpeedButton = true;
if (DownUsbKeys[KS_space]) SpeedButton = true;
if (DownUsbKeys[KS_F5]) UseButton = true;
if (DownUsbKeys[KS_Control_L]) UseButton = true;
if (UseButton) J |= VBA_BUTTON_A;
if (CancelButton) J |= VBA_BUTTON_B;
if (ChangeCharButton) J |= VBA_BUTTON_L;
@ -1365,10 +1321,10 @@ u32 FellowshipOfTheRingInput(unsigned short pad) {
}
u32 ReturnOfTheKingInput(unsigned short pad) {
// Only Nunchuk and Keyboard controls available
// Only Nunchuk controls available
// Wiimote, Gamecube and Classic controls depend on user configuration
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DPadWASD(pad) |
DPadArrowKeys(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad) |
DecodeWiimote(pad) | DecodeClassic(pad);
bool AbilityButton=0, AttackButton=0, UseButton=0, ChangeSkillButton=0, PauseButton=0,
ItemsButton=0, SpeedButton=0;
#ifdef HW_RVL
@ -1385,20 +1341,6 @@ u32 ReturnOfTheKingInput(unsigned short pad) {
AttackButton = (fabs(wp->gforce.x)> 1.5);
}
#endif
if (DownUsbKeys[KS_E]) UseButton = true;
if (DownUsbKeys[KS_Shift_L]) {
if (DownUsbKeys[MOUSEL] || DownUsbKeys[MOUSER]) AbilityButton = true;
} else {
if (DownUsbKeys[MOUSEL] || DownUsbKeys[MOUSER]) AttackButton = true;
}
if (DownUsbKeys[KS_F5]) AbilityButton = true;
if (DownUsbKeys[KS_Control_L]) AttackButton = true;
if (DownUsbKeys[KS_space]) AttackButton = true;
if (DownUsbKeys[KS_Q]) AttackButton = true;
if (DownUsbKeys[KS_C]) ChangeSkillButton = true;
if (DownUsbKeys[KS_Return]) ItemsButton = true;
if (DownUsbKeys[KS_BackSpace]) PauseButton = true;
if (DownUsbKeys[KS_F]) SpeedButton = true;
if (AbilityButton) J |= VBA_BUTTON_A;
if (AttackButton) J |= VBA_BUTTON_B;
@ -1413,8 +1355,8 @@ u32 ReturnOfTheKingInput(unsigned short pad) {
u32 CastlevaniaAdventureInput(unsigned short pad) {
// Only Nunchuk and Classic controls available
// Wiimote, Gamecube and Keyboard controls depend on user configuration
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
// Wiimote and Gamecube controls depend on user configuration
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
bool JumpButton=0, AttackButton=0, GuardButton=0, PauseButton=0, SelectButton=0, SpeedButton=0;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
@ -1452,8 +1394,8 @@ u32 CastlevaniaAdventureInput(unsigned short pad) {
u32 CastlevaniaBelmontInput(unsigned short pad) {
// Only Nunchuk and Classic controls available
// Wiimote, Gamecube and Keyboard controls depend on user configuration
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
// Wiimote and Gamecube controls depend on user configuration
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
bool JumpButton=0, AttackButton=0, ShootButton=0, GuardButton=0, PauseButton=0, SelectButton=0, SpeedButton=0;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
@ -1497,8 +1439,8 @@ u32 CastlevaniaBelmontInput(unsigned short pad) {
u32 CastlevaniaLegendsInput(unsigned short pad) {
// Only Nunchuk and Classic controls available
// Wiimote, Gamecube and Keyboard controls depend on user configuration
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
// Wiimote and Gamecube controls depend on user configuration
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
bool JumpButton=0, AttackButton=0, ShootButton=0, GuardButton=0, PauseButton=0, SelectButton=0, SpeedButton=0, HyperButton=0;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
@ -1545,8 +1487,8 @@ u32 CastlevaniaLegendsInput(unsigned short pad) {
u32 CastlevaniaCircleMoonInput(unsigned short pad) {
// Only Nunchuk and Classic controls available
// Wiimote, Gamecube and Keyboard controls depend on user configuration
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
// Wiimote and Gamecube controls depend on user configuration
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
bool JumpButton=0, AttackButton=0, ShootButton=0, GuardButton=0, PauseButton=0, SelectButton=0, SpeedButton=0, HyperButton=0,
LButton=0, RButton=0;
#ifdef HW_RVL

View File

@ -127,10 +127,6 @@ u32 StandardMovement(unsigned short pad);
u32 StandardSideways(unsigned short pad);
u32 StandardClassic(unsigned short pad);
u32 StandardGamecube(unsigned short pad);
u32 StandardKeyboard(unsigned short pad);
u32 DPadWASD(unsigned short pad);
u32 DPadArrowKeys(unsigned short pad);
u32 DecodeKeyboard(unsigned short pad);
u32 DecodeWiimote(unsigned short pad);
u32 DecodeClassic(unsigned short pad);
u32 DecodeGamecube(unsigned short pad);

View File

@ -24,7 +24,6 @@
#include "input.h"
#include "gameinput.h"
#include "vbasupport.h"
#include "wiiusbsupport.h"
#include "gui/gui.h"
#include "gba/GBA.h"
#include "gba/bios.h"
@ -42,7 +41,7 @@ static bool cartridgeRumble = false, possibleCartridgeRumble = false;
static int gameRumbleCount = 0, menuRumbleCount = 0, rumbleCountAlready = 0;
static unsigned int vbapadmap[10]; // VBA controller buttons
u32 btnmap[5][10]; // button mapping
u32 btnmap[4][10]; // button mapping
void ResetControls(int wiiCtrl)
{
@ -125,22 +124,6 @@ void ResetControls(int wiiCtrl)
btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_2;
btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_1;
}
/*** Keyboard map ***/
if(wiiCtrl == CTRLR_KEYBOARD || wiiCtrl == -1)
{
i=0;
btnmap[CTRLR_KEYBOARD][i++] = KS_X; // VBA stupidly has B on the right instead of left
btnmap[CTRLR_KEYBOARD][i++] = KS_Z;
btnmap[CTRLR_KEYBOARD][i++] = KS_BackSpace;
btnmap[CTRLR_KEYBOARD][i++] = KS_Return;
btnmap[CTRLR_KEYBOARD][i++] = KS_Up;
btnmap[CTRLR_KEYBOARD][i++] = KS_Down;
btnmap[CTRLR_KEYBOARD][i++] = KS_Left;
btnmap[CTRLR_KEYBOARD][i++] = KS_Right;
btnmap[CTRLR_KEYBOARD][i++] = KS_A;
btnmap[CTRLR_KEYBOARD][i++] = KS_S;
}
}
/****************************************************************************
@ -418,13 +401,6 @@ u32 StandardMovement(unsigned short chan)
}
}
}
// Turbo feature, keyboard or gamecube only
if(DownUsbKeys[KS_space])
J |= VBA_SPEED;
// Capture feature
if(DownUsbKeys[KS_Print_Screen] | DownUsbKeys[KS_F12])
J |= VBA_CAPTURE;
#endif
return J;
}
@ -573,83 +549,6 @@ u32 StandardGamecube(unsigned short pad)
return J;
}
u32 StandardKeyboard(unsigned short pad)
{
u32 J = 0;
#ifdef HW_RVL
if (DownUsbKeys[KS_Up])
J |= VBA_UP;
if (DownUsbKeys[KS_Down])
J |= VBA_DOWN;
if (DownUsbKeys[KS_Left])
J |= VBA_LEFT;
if (DownUsbKeys[KS_Right])
J |= VBA_RIGHT;
if (DownUsbKeys[KS_space])
J |= VBA_SPEED;
if (DownUsbKeys[KS_F12] || DownUsbKeys[KS_Print_Screen])
J |= VBA_CAPTURE;
if (DownUsbKeys[KS_X])
J |= VBA_BUTTON_A;
if (DownUsbKeys[KS_Z])
J |= VBA_BUTTON_B;
if (DownUsbKeys[KS_A])
J |= VBA_BUTTON_L;
if (DownUsbKeys[KS_S])
J |= VBA_BUTTON_R;
if (DownUsbKeys[KS_Return])
J |= VBA_BUTTON_START;
if (DownUsbKeys[KS_BackSpace])
J |= VBA_BUTTON_SELECT;
#endif
return J;
}
u32 DPadWASD(unsigned short pad)
{
u32 J = 0;
#ifdef HW_RVL
if (DownUsbKeys[KS_W])
J |= VBA_UP;
if (DownUsbKeys[KS_S])
J |= VBA_DOWN;
if (DownUsbKeys[KS_A])
J |= VBA_LEFT;
if (DownUsbKeys[KS_D])
J |= VBA_RIGHT;
#endif
return J;
}
u32 DPadArrowKeys(unsigned short pad)
{
u32 J = 0;
#ifdef HW_RVL
if (DownUsbKeys[KS_Up])
J |= VBA_UP;
if (DownUsbKeys[KS_Down])
J |= VBA_DOWN;
if (DownUsbKeys[KS_Left])
J |= VBA_LEFT;
if (DownUsbKeys[KS_Right])
J |= VBA_RIGHT;
#endif
return J;
}
u32 DecodeKeyboard(unsigned short pad)
{
u32 J = 0;
#ifdef HW_RVL
for (u32 i = 0; i < MAXJP; ++i)
{
if (DownUsbKeys[btnmap[CTRLR_KEYBOARD][i]]) // keyboard
J |= vbapadmap[i];
}
#endif
return J;
}
u32 DecodeGamecube(unsigned short pad)
{
u32 J = 0;
@ -987,8 +886,7 @@ static u32 DecodeJoy(unsigned short pad)
for (u32 i =0; i < MAXJP; ++i)
{
if ((pad_btns_h & btnmap[CTRLR_GCPAD][i]) // gamecube controller
|| ( (wpad_btns_h & btnmap[CTRLR_WIIMOTE][i]) )
|| ( (DownUsbKeys[btnmap[CTRLR_KEYBOARD][i]]) ) )// keyboard
|| ( (wpad_btns_h & btnmap[CTRLR_WIIMOTE][i]) ))
J |= vbapadmap[i];
}
@ -999,8 +897,7 @@ static u32 DecodeJoy(unsigned short pad)
for (u32 i =0; i < MAXJP; ++i)
{
if ((pad_btns_h & btnmap[CTRLR_GCPAD][i]) // gamecube controller
|| ( (wpad_btns_h & btnmap[CTRLR_CLASSIC][i]) )
|| ( (DownUsbKeys[btnmap[CTRLR_KEYBOARD][i]]) ) )// keyboard
|| ( (wpad_btns_h & btnmap[CTRLR_CLASSIC][i]) ))
J |= vbapadmap[i];
}
@ -1011,8 +908,7 @@ static u32 DecodeJoy(unsigned short pad)
for (u32 i =0; i < MAXJP; ++i)
{
if ((pad_btns_h & btnmap[CTRLR_GCPAD][i]) // gamecube controller
|| ( (wpad_btns_h & btnmap[CTRLR_NUNCHUK][i]) )
|| ( (DownUsbKeys[btnmap[CTRLR_KEYBOARD][i]]) ) )// keyboard
|| ( (wpad_btns_h & btnmap[CTRLR_NUNCHUK][i]) ))
J |= vbapadmap[i];
}
@ -1033,9 +929,7 @@ static u32 DecodeJoy(unsigned short pad)
bool MenuRequested()
{
if( (DownUsbKeys[KS_Escape])
||
(userInput[0].pad.substickX < -70) ||
if( (userInput[0].pad.substickX < -70) ||
(userInput[0].wpad->btns_h & WPAD_BUTTON_HOME) ||
(userInput[0].wpad->btns_h & WPAD_CLASSIC_BUTTON_HOME)
||

View File

@ -32,7 +32,7 @@
#define VBA_CAPTURE 2048
extern int rumbleRequest[4];
extern u32 btnmap[5][10];
extern u32 btnmap[4][10];
void ResetControls(int wc = -1);
void ShutoffRumble();

View File

@ -25,7 +25,6 @@
#include "input.h"
#include "gameinput.h"
#include "vbasupport.h"
#include "wiiusbsupport.h"
#include "gba/GBA.h"
#include "gba/bios.h"
#include "gba/GBAinline.h"
@ -147,7 +146,7 @@ u32 MarioKartInput(unsigned short pad) {
}
u32 Mario1DXInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
@ -233,7 +232,7 @@ u32 Mario1DXInput(unsigned short pad) {
}
u32 Mario1ClassicInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
@ -304,7 +303,7 @@ u32 Mario1ClassicInput(unsigned short pad) {
}
u32 MarioLand1Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeKeyboard(pad) | DecodeGamecube(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
bool run = false;
@ -371,7 +370,7 @@ u32 MarioLand1Input(unsigned short pad) {
}
u32 MarioLand2Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeKeyboard(pad) | DecodeGamecube(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
bool run = false;
@ -460,7 +459,7 @@ u32 MarioLand2Input(unsigned short pad) {
u32 Mario2Input(unsigned short pad)
{
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad) | DecodeWiimote(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeWiimote(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
bool run = false;
@ -539,7 +538,7 @@ u32 Mario2Input(unsigned short pad)
}
u32 MarioWorldInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
u8 CarryState = CPUReadByte(0x3003F06); // 01 = carrying, 00 = not carrying
u8 InYoshisMouth = CPUReadByte(0x3003F53); // FF = nothing, 00 = no level, else thing
u8 FallState = CPUReadByte(0x3003FA1); // 0B = jump, 24 = fall
@ -668,7 +667,7 @@ u32 MarioWorldInput(unsigned short pad) {
u32 Mario3Input(unsigned short pad)
{
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
bool run = false;
@ -745,7 +744,7 @@ u32 Mario3Input(unsigned short pad)
u32 YoshiIslandInput(unsigned short pad)
{
u32 J = StandardMovement(pad) | DecodeWiimote(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeWiimote(pad) | DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
@ -828,7 +827,7 @@ u32 YoshiIslandInput(unsigned short pad)
u32 UniversalGravitationInput(unsigned short pad) {
TiltScreen = true;
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
if (wp->exp.type == WPAD_EXP_NUNCHUK) {

View File

@ -25,13 +25,12 @@
#include "input.h"
#include "gameinput.h"
#include "vbasupport.h"
#include "wiiusbsupport.h"
#include "gba/GBA.h"
#include "gba/bios.h"
#include "gba/GBAinline.h"
u32 MetroidZeroInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeClassic(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeClassic(pad);
u8 BallState = CPUReadByte(0x30015df); // 0 = stand, 1 = crouch, 2 = ball
u16 Health = CPUReadByte(0x3001536); // 0 = stand, 1 = crouch, 2 = ball
static u16 OldHealth = 0;
@ -240,7 +239,7 @@ u32 MetroidZeroInput(unsigned short pad) {
}
u32 MetroidFusionInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeClassic(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeClassic(pad);
u8 BallState = CPUReadByte(0x3001329); // 0 = stand, 2 = crouch, 5 = ball
u16 Health = CPUReadHalfWord(0x3001310);
static u16 OldHealth = 0;
@ -421,7 +420,7 @@ u32 MetroidFusionInput(unsigned short pad) {
}
u32 Metroid1Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeClassic(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeClassic(pad);
u8 BallState = CPUReadByte(0x3007500); // 3 = ball, other = stand
u8 MissileState = CPUReadByte(0x300730E); // 1 = missile, 0 = beam
u16 Health = CPUReadHalfWord(0x3007306); // Binary Coded Decimal
@ -535,7 +534,7 @@ u32 Metroid1Input(unsigned short pad) {
}
u32 Metroid2Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeClassic(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeClassic(pad);
u8 BallState = gbReadMemory(0xD020); // 4 = crouch, 5 = ball, other = stand
u8 MissileState = gbReadMemory(0xD04D); // 8 = missile hatch open, 0 = missile closed
u8 Health = gbReadMemory(0xD051); // Binary Coded Decimal

View File

@ -25,7 +25,6 @@
#include "input.h"
#include "gameinput.h"
#include "vbasupport.h"
#include "wiiusbsupport.h"
#include "gba/GBA.h"
#include "gba/bios.h"
#include "gba/GBAinline.h"
@ -118,7 +117,7 @@ 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);
u32 J = StandardMovement(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!

View File

@ -25,13 +25,12 @@
#include "input.h"
#include "gameinput.h"
#include "vbasupport.h"
#include "wiiusbsupport.h"
#include "gba/GBA.h"
#include "gba/bios.h"
#include "gba/GBAinline.h"
u32 LegoStarWars1Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DPadWASD(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
// Rumble when they lose health!
u8 Health = 0;
static u8 OldHealth = 0;
@ -40,14 +39,6 @@ u32 LegoStarWars1Input(unsigned short pad) {
OldHealth = Health;
#ifdef HW_RVL
if (DownUsbKeys[KS_Return]) J |= VBA_BUTTON_START; // start
if (DownUsbKeys[KS_K] || DownUsbKeys[KS_Control_L]) J |= VBA_BUTTON_SELECT; // change chars
if (DownUsbKeys[KS_U]) J |= VBA_BUTTON_A; // jump
if (DownUsbKeys[KS_H]) J |= VBA_BUTTON_B; // attack
if (DownUsbKeys[KS_J]) J |= VBA_BUTTON_R; // force power, special ability
if (DownUsbKeys[KS_I]) J |= VBA_BUTTON_L; // build, use force (supposed to be J too)
if (DownUsbKeys[KS_space]) J |= VBA_SPEED; // fast forward
WPADData * wp = WPAD_Data(pad);
// Start/Select
@ -85,7 +76,7 @@ u32 LegoStarWars1Input(unsigned short pad) {
}
u32 LegoStarWars2Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DPadWASD(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
// Rumble when they lose health!
u8 Health = 0;
static u8 OldHealth = 0;
@ -94,14 +85,6 @@ u32 LegoStarWars2Input(unsigned short pad) {
OldHealth = Health;
#ifdef HW_RVL
if (DownUsbKeys[KS_Return]) J |= VBA_BUTTON_START; // start
if (DownUsbKeys[KS_K] || DownUsbKeys[KS_Control_L]) J |= VBA_BUTTON_SELECT; // change chars
if (DownUsbKeys[KS_U]) J |= VBA_BUTTON_A; // jump
if (DownUsbKeys[KS_H]) J |= VBA_BUTTON_B; // attack
if (DownUsbKeys[KS_J]) J |= VBA_BUTTON_L; // force power, special ability
if (DownUsbKeys[KS_I]) J |= VBA_BUTTON_R; // build, use force (supposed to be J too)
if (DownUsbKeys[KS_space]) J |= VBA_SPEED; // fast forward
WPADData * wp = WPAD_Data(pad);
// Start/Select
@ -143,7 +126,7 @@ u32 LegoStarWars2Input(unsigned short pad) {
}
u32 SWObiWanInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
// Rumble when they lose health!
u8 Health = gbReadMemory(0xCFF2);
static u8 OldHealth = 0;
@ -191,7 +174,7 @@ u32 SWObiWanInput(unsigned short pad) {
}
u32 SWEpisode2Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
// Rumble when they lose health!
u8 Health = CPUReadByte(0x3002fb3);
static u8 OldHealth = 0;
@ -239,7 +222,7 @@ u32 SWEpisode2Input(unsigned short pad) {
}
u32 SWEpisode3Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
// Rumble when they lose health!
u8 Health = 0;//CPUReadByte(0x3002fb3);
static u8 OldHealth = 0;
@ -292,7 +275,7 @@ u32 SWEpisode3Input(unsigned short pad) {
}
u32 SWJediPowerBattlesInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
// Rumble when they lose health!
u8 Health = 0;//CPUReadByte(0x3002fb3);
static u8 OldHealth = 0;
@ -345,7 +328,7 @@ u32 SWJediPowerBattlesInput(unsigned short pad) {
}
u32 SWTrilogyInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
// Rumble when they lose health!
u8 Health = 0;//CPUReadByte(0x3002fb3);
static u8 OldHealth = 0;
@ -398,7 +381,7 @@ u32 SWTrilogyInput(unsigned short pad) {
}
u32 SWEpisode4Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
// Rumble when they lose health!
u8 Health = 0;
static u8 OldHealth = 0;
@ -451,7 +434,7 @@ u32 SWEpisode4Input(unsigned short pad) {
}
u32 SWEpisode5Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
// Rumble when they lose health!
u8 Health = 0;
static u8 OldHealth = 0;
@ -504,7 +487,7 @@ u32 SWEpisode5Input(unsigned short pad) {
}
u32 SWEpisode6Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
// Rumble when they lose health!
u8 Health = 0;
static u8 OldHealth = 0;
@ -557,7 +540,7 @@ u32 SWEpisode6Input(unsigned short pad) {
}
u32 SWYodaStoriesInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
// Rumble when they lose health!
u8 Health = 0;//gbReadMemory(0xD58A); // actually health bar progress
static u8 OldHealth = 0;
@ -610,7 +593,7 @@ u32 SWYodaStoriesInput(unsigned short pad) {
}
u32 SWNDAInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
u32 J = StandardMovement(pad) | DecodeGamecube(pad);
// Rumble when they lose health!
u8 Health = 0;
static u8 OldHealth = 0;

View File

@ -26,7 +26,6 @@
#include "gui/gui.h"
#include "gameinput.h"
#include "vbasupport.h"
#include "wiiusbsupport.h"
#include "gba/GBA.h"
#include "gba/bios.h"
#include "gba/GBAinline.h"
@ -220,10 +219,9 @@ u32 LinksAwakeningInput(unsigned short pad) // aka Zelda DX
static int DelayCount = 0;
bool OnItemScreen = gbReadMemory(0xC16C) == 0x20; // 0x20 = items, 0x10 = normal
// There are no Zelda games for PC, so let user choose keyboard controls.
// There is Zelda 1 & 2 for Wii VC wiimote but it doesn't make sense to use their controls,
// so let user choose sideways wiimote controls.
u32 J = StandardMovement(pad) | DecodeKeyboard(pad) | DecodeWiimote(pad);
u32 J = StandardMovement(pad) | DecodeWiimote(pad);
u8 CursorPos = gbReadMemory(0xC1B6) + 2;
u8 SelItem = 0;
@ -309,7 +307,7 @@ u32 LinksAwakeningInput(unsigned short pad) // aka Zelda DX
// Must use Wiimote for these buttons
CheatButton = wp->btns_d & WPAD_BUTTON_2;
}
CheatButton = CheatButton || DownUsbKeys[KS_C];
CheatButton = CheatButton;
#endif
// Gamecube controls are based on Twilight Princess for the Gamecube
{
@ -540,10 +538,9 @@ static u32 ZeldaOracleInput(bool Seasons, unsigned short pad) {
if (Seasons) ItemsAddr = 0xC680;
else ItemsAddr = 0xC688;
static u32 OldJ = 0;
// There are no Zelda games for PC, so let user choose keyboard controls.
// There is Zelda 1 & 2 for Wii VC wiimote but it doesn't make sense to use their controls,
// so let user choose sideways wiimote controls.
u32 J = StandardMovement(pad) | DecodeKeyboard(pad) | DecodeWiimote(pad);
u32 J = StandardMovement(pad) | DecodeWiimote(pad);
// Rumble when they lose health!
u8 Health;
@ -640,7 +637,7 @@ static u32 ZeldaOracleInput(bool Seasons, unsigned short pad) {
// Must use Wiimote for these buttons
CheatButton = wp->btns_d & WPAD_BUTTON_2;
}
CheatButton = CheatButton || DownUsbKeys[KS_C];
CheatButton = CheatButton;
#endif
// Gamecube controls are based on Twilight Princess for the Gamecube
{
@ -898,7 +895,7 @@ u32 OracleOfSeasonsInput(unsigned short pad)
u32 MinishCapInput(unsigned short pad)
{
u32 J = StandardMovement(pad) | DecodeKeyboard(pad) | DecodeWiimote(pad);
u32 J = StandardMovement(pad) | DecodeWiimote(pad);
// Rumble when they lose health!
u8 Health = CPUReadByte(0x2002aea);
@ -1236,7 +1233,7 @@ u32 MinishCapInput(unsigned short pad)
// Must use Wiimote for these buttons
CheatButton = wp->btns_h & WPAD_BUTTON_2;
}
CheatButton = CheatButton || DownUsbKeys[KS_C];
CheatButton = CheatButton;
#endif
// Gamecube controls are based on Twilight Princess for the Gamecube
{

View File

@ -34,7 +34,6 @@
#include "filelist.h"
#include "gui/gui.h"
#include "menu.h"
#include "wiiusbsupport.h"
#include "gamesettings.h"
#define THREAD_SLEEP 100
@ -2025,7 +2024,7 @@ static int MenuSettingsMappings()
GuiImage classicBtnIcon(&iconClassic);
GuiButton classicBtn(btnLargeOutline.GetWidth(), btnLargeOutline.GetHeight());
classicBtn.SetAlignment(ALIGN_CENTRE, ALIGN_TOP);
classicBtn.SetPosition(0, 250);
classicBtn.SetPosition(-125, 250);
classicBtn.SetLabel(&classicBtnTxt);
classicBtn.SetImage(&classicBtnImg);
classicBtn.SetImageOver(&classicBtnImgOver);
@ -2035,28 +2034,6 @@ static int MenuSettingsMappings()
classicBtn.SetTrigger(&trigA);
classicBtn.SetEffectGrow();
GuiText keyboardBtnTxt1("Keyboard", 24, (GXColor){0, 0, 0, 255});
GuiText keyboardBtnTxt2("&", 18, (GXColor){0, 0, 0, 255});
GuiText keyboardBtnTxt3("Mouse", 24, (GXColor){0, 0, 0, 255});
keyboardBtnTxt1.SetPosition(0, -20);
keyboardBtnTxt3.SetPosition(0, +20);
GuiImage keyboardBtnImg(&btnLargeOutline);
GuiImage keyboardBtnImgOver(&btnLargeOutlineOver);
//GuiImage keyboardBtnIcon(&iconkeyboard);
GuiButton keyboardBtn(btnLargeOutline.GetWidth(), btnLargeOutline.GetHeight());
keyboardBtn.SetAlignment(ALIGN_LEFT, ALIGN_TOP);
keyboardBtn.SetPosition(50, 250);
keyboardBtn.SetLabel(&keyboardBtnTxt1, 0);
keyboardBtn.SetLabel(&keyboardBtnTxt2, 1);
keyboardBtn.SetLabel(&keyboardBtnTxt3, 2);
keyboardBtn.SetImage(&keyboardBtnImg);
keyboardBtn.SetImageOver(&keyboardBtnImgOver);
//keyboardBtn.SetIcon(&keyboardBtnIcon);
keyboardBtn.SetSoundOver(&btnSoundOver);
keyboardBtn.SetSoundClick(&btnSoundClick);
keyboardBtn.SetTrigger(&trigA);
keyboardBtn.SetEffectGrow();
GuiText nunchukBtnTxt1("Wiimote", 24, (GXColor){0, 0, 0, 255});
GuiText nunchukBtnTxt2("&", 18, (GXColor){0, 0, 0, 255});
GuiText nunchukBtnTxt3("Nunchuk", 24, (GXColor){0, 0, 0, 255});
@ -2066,8 +2043,8 @@ static int MenuSettingsMappings()
GuiImage nunchukBtnImgOver(&btnLargeOutlineOver);
GuiImage nunchukBtnIcon(&iconNunchuk);
GuiButton nunchukBtn(btnLargeOutline.GetWidth(), btnLargeOutline.GetHeight());
nunchukBtn.SetAlignment(ALIGN_RIGHT, ALIGN_TOP);
nunchukBtn.SetPosition(-50, 250);
nunchukBtn.SetAlignment(ALIGN_CENTRE, ALIGN_TOP);
nunchukBtn.SetPosition(125, 250);
nunchukBtn.SetLabel(&nunchukBtnTxt1, 0);
nunchukBtn.SetLabel(&nunchukBtnTxt2, 1);
nunchukBtn.SetLabel(&nunchukBtnTxt3, 2);
@ -2102,7 +2079,6 @@ static int MenuSettingsMappings()
w.Append(&wiimoteBtn);
w.Append(&nunchukBtn);
w.Append(&classicBtn);
w.Append(&keyboardBtn);
#endif
w.Append(&backBtn);
@ -2114,12 +2090,7 @@ static int MenuSettingsMappings()
{
usleep(THREAD_SLEEP);
if(keyboardBtn.GetState() == STATE_CLICKED)
{
menu = MENU_GAMESETTINGS_MAPPINGS_MAP;
mapMenuCtrl = CTRLR_KEYBOARD;
}
else if(wiimoteBtn.GetState() == STATE_CLICKED)
if(wiimoteBtn.GetState() == STATE_CLICKED)
{
menu = MENU_GAMESETTINGS_MAPPINGS_MAP;
mapMenuCtrl = CTRLR_WIIMOTE;
@ -2232,18 +2203,6 @@ ButtonMappingWindow()
if(userInput[0].wpad->btns_d == WPAD_BUTTON_HOME)
pressed = WPAD_BUTTON_HOME;
}
else if(mapMenuCtrl == CTRLR_KEYBOARD)
{
pressed = 0;
for (int i=4; i<=234; i++) {
if (DownUsbKeys[i]) {
pressed = i;
break;
}
}
if(userInput[0].wpad->btns_d == WPAD_BUTTON_HOME)
pressed = KS_Escape;
}
else
{
pressed = userInput[0].wpad->btns_d;
@ -2274,10 +2233,7 @@ ButtonMappingWindow()
}
}
if(mapMenuCtrl == CTRLR_KEYBOARD) {
if (pressed == KS_Escape)
pressed = 0;
} else if(pressed == WPAD_BUTTON_HOME || pressed == WPAD_CLASSIC_BUTTON_HOME)
if(pressed == WPAD_BUTTON_HOME || pressed == WPAD_CLASSIC_BUTTON_HOME)
pressed = 0;
HaltGui();

View File

@ -205,7 +205,6 @@ preparePrefsData ()
createXMLController(btnmap[CTRLR_WIIMOTE], "wmpadmap", "Wiimote");
createXMLController(btnmap[CTRLR_CLASSIC], "ccpadmap", "Classic Controller");
createXMLController(btnmap[CTRLR_NUNCHUK], "ncpadmap", "Nunchuk");
createXMLController(btnmap[CTRLR_KEYBOARD], "kbpadmap", "Keyboard");
int datasize = mxmlSaveString(xml, (char *)savebuffer, SAVEBUFFERSIZE, XMLSaveCallback);
@ -505,7 +504,6 @@ decodePrefsData ()
loadXMLController(btnmap[CTRLR_WIIMOTE], "wmpadmap");
loadXMLController(btnmap[CTRLR_CLASSIC], "ccpadmap");
loadXMLController(btnmap[CTRLR_NUNCHUK], "ncpadmap");
loadXMLController(btnmap[CTRLR_KEYBOARD], "kbpadmap");
}
mxmlDelete(xml);
}

View File

@ -0,0 +1,3 @@
extern const u8 ehcmodule_elf_end[];
extern const u8 ehcmodule_elf[];
extern const u32 ehcmodule_elf_size;

276
source/ngc/utils/mload.c Normal file
View File

@ -0,0 +1,276 @@
/* mload.c (for PPC) (c) 2009, Hermes
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ogcsys.h>
#include <gccore.h>
#include "unistd.h"
#include "ehcmodule_elf.h"
#define MLOAD_MLOAD_THREAD_ID 0x4D4C4400
#define MLOAD_LOAD_MODULE 0x4D4C4480
#define MLOAD_RUN_MODULE 0x4D4C4481
#define MLOAD_RUN_THREAD 0x4D4C4482
#define MLOAD_STOP_THREAD 0x4D4C4484
#define MLOAD_CONTINUE_THREAD 0x4D4C4485
#define MLOAD_GET_LOAD_BASE 0x4D4C4490
#define MLOAD_MEMSET 0x4D4C4491
#define MLOAD_GET_EHCI_DATA 0x4D4C44A0
#define MLOAD_SET_ES_IOCTLV 0x4D4C44B0
#define getbe32(x) ((adr[x]<<24) | (adr[x+1]<<16) | (adr[x+2]<<8) | (adr[x+3]))
typedef struct
{
u32 ident0;
u32 ident1;
u32 ident2;
u32 ident3;
u32 machinetype;
u32 version;
u32 entry;
u32 phoff;
u32 shoff;
u32 flags;
u16 ehsize;
u16 phentsize;
u16 phnum;
u16 shentsize;
u16 shnum;
u16 shtrndx;
} elfheader;
typedef struct
{
u32 type;
u32 offset;
u32 vaddr;
u32 paddr;
u32 filesz;
u32 memsz;
u32 flags;
u32 align;
} elfphentry;
typedef struct
{
void *start;
int prio;
void *stack;
int size_stack;
} data_elf;
static const char mload_fs[] ATTRIBUTE_ALIGN(32) = "/dev/mload";
static s32 mload_fd = -1;
// to init/test if the device is running
int mload_init()
{
int n;
if (mload_fd >= 0)
return 0;
for (n = 0; n < 10; n++) // try 2.5 seconds
{
mload_fd = IOS_Open(mload_fs, 0);
if (mload_fd >= 0)
break;
usleep(250 * 1000);
}
return mload_fd;
}
// to close the device (remember call it when rebooting the IOS!)
int mload_close()
{
int ret;
if (mload_fd < 0)
return -1;
ret = IOS_Close(mload_fd);
mload_fd = -1;
return ret;
}
// fix starlet address to read/write (uses SEEK_SET, etc as mode)
static int mload_seek(int offset, int mode)
{
if (mload_init() < 0)
return -1;
return IOS_Seek(mload_fd, offset, mode);
}
// write bytes from starlet (it update the offset)
static int mload_write(const void * buf, u32 size)
{
if (mload_init() < 0)
return -1;
return IOS_Write(mload_fd, buf, size);
}
// fill a block (similar to memset)
static int mload_memset(void *starlet_addr, int set, int len)
{
int ret;
s32 hid = -1;
if (mload_init() < 0)
return -1;
hid = iosCreateHeap(0x800);
if (hid < 0)
return hid;
ret = IOS_IoctlvFormat(hid, mload_fd, MLOAD_MEMSET, "iii:", starlet_addr,
set, len);
iosDestroyHeap(hid);
return ret;
}
// load a module from the PPC
// the module must be a elf made with stripios
static int mload_elf(void *my_elf, data_elf *data_elf)
{
int n, m;
int p;
u8 *adr;
u32 elf = (u32) my_elf;
if (elf & 3)
return -1; // aligned to 4 please!
elfheader *head = (void *) elf;
elfphentry *entries;
if (head->ident0 != 0x7F454C46)
return -1;
if (head->ident1 != 0x01020161)
return -1;
if (head->ident2 != 0x01000000)
return -1;
p = head->phoff;
data_elf->start = (void *) head->entry;
for (n = 0; n < head->phnum; n++)
{
entries = (void *) (elf + p);
p += sizeof(elfphentry);
if (entries->type == 4)
{
adr = (void *) (elf + entries->offset);
if (getbe32(0) != 0)
return -2; // bad info (sure)
for (m = 4; m < entries->memsz; m += 8)
{
switch (getbe32(m))
{
case 0x9:
data_elf->start = (void *) getbe32(m+4);
break;
case 0x7D:
data_elf->prio = getbe32(m+4);
break;
case 0x7E:
data_elf->size_stack = getbe32(m+4);
break;
case 0x7F:
data_elf->stack = (void *) (getbe32(m+4));
break;
}
}
}
else if (entries->type == 1 && entries->memsz != 0 && entries->vaddr != 0)
{
if (mload_memset((void *) entries->vaddr, 0, entries->memsz) < 0)
return -1;
if (mload_seek(entries->vaddr, SEEK_SET) < 0)
return -1;
if (mload_write((void *) (elf + entries->offset), entries->filesz) < 0)
return -1;
}
}
return 0;
}
// run one thread (you can use to load modules or binary files)
static int mload_run_thread(void *starlet_addr, void *starlet_top_stack,
int stack_size, int priority)
{
int ret;
s32 hid = -1;
if (mload_init() < 0)
return -1;
hid = iosCreateHeap(0x800);
if (hid < 0)
return hid;
ret = IOS_IoctlvFormat(hid, mload_fd, MLOAD_RUN_THREAD, "iiii:",
starlet_addr, starlet_top_stack, stack_size, priority);
iosDestroyHeap(hid);
return ret;
}
bool load_ehci_module()
{
data_elf my_data_elf;
my_data_elf.start = NULL;
my_data_elf.prio = 0;
my_data_elf.stack = NULL;
my_data_elf.size_stack = 0;
if(mload_elf((void *) ehcmodule_elf, &my_data_elf) != 0)
return false;
if (mload_run_thread(my_data_elf.start, my_data_elf.stack,
my_data_elf.size_stack, my_data_elf.prio) < 0)
{
usleep(1000);
if (mload_run_thread(my_data_elf.start, my_data_elf.stack,
my_data_elf.size_stack, 0x47) < 0)
return false;
}
return true;
}

33
source/ngc/utils/mload.h Normal file
View File

@ -0,0 +1,33 @@
/* mload.c (for PPC) (c) 2009, Hermes
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef __MLOAD_H__
#define __MLOAD_H__
#ifdef __cplusplus
extern "C" {
#endif
int mload_init();
bool load_ehci_module();
int mload_close();
#ifdef __cplusplus
}
#endif
#endif

View File

@ -0,0 +1,451 @@
/*-------------------------------------------------------------
usb2storage.c -- USB mass storage support, inside starlet
Copyright (C) 2008 Kwiirk
Improved for homebrew by rodries
If this driver is linked before libogc, this will replace the original
usbstorage driver by svpe from libogc
CIOS_usb2 must be loaded!
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any
damages arising from the use of this software.
Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it and
redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you
must not claim that you wrote the original software. If you use
this software in a product, an acknowledgment in the product
documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and
must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
-------------------------------------------------------------*/
#include <gccore.h>
#include <ogc/lwp_heap.h>
#include <malloc.h>
#include <ogc/disc_io.h>
#include <ogc/usbstorage.h>
#include <ogc/mutex.h>
#include <stdio.h>
#include <string.h>
#include <unistd.h>
#include <ogc/machine/processor.h>
//#define DEBUG_USB2
#ifdef DEBUG_USB2
#define debug_printf(fmt, args...) \
fprintf(stderr, "%s:%d:" fmt, __FUNCTION__, __LINE__, ##args)
#else
#define debug_printf(fmt, args...)
#endif // DEBUG_USB2
#define UMS_BASE (('U'<<24)|('M'<<16)|('S'<<8))
#define USB_IOCTL_UMS_INIT (UMS_BASE+0x1)
#define USB_IOCTL_UMS_GET_CAPACITY (UMS_BASE+0x2)
#define USB_IOCTL_UMS_READ_SECTORS (UMS_BASE+0x3)
#define USB_IOCTL_UMS_WRITE_SECTORS (UMS_BASE+0x4)
#define USB_IOCTL_UMS_READ_STRESS (UMS_BASE+0x5)
#define USB_IOCTL_UMS_SET_VERBOSE (UMS_BASE+0x6)
#define USB_IOCTL_UMS_IS_INSERTED (UMS_BASE+0x7)
#define USB_IOCTL_UMS_UMOUNT (UMS_BASE+0x10)
#define USB_IOCTL_UMS_START (UMS_BASE+0x11)
#define USB_IOCTL_UMS_STOP (UMS_BASE+0x12)
#define USB_IOCTL_UMS_EXIT (UMS_BASE+0x16)
#define UMS_HEAPSIZE 2*1024
#define UMS_MAXPATH 16
static s32 hId = -1;
static s32 fd = -1;
static u32 sector_size;
static s32 usb2 = -1;
static mutex_t usb2_mutex = LWP_MUTEX_NULL;
static u8 *fixed_buffer = NULL;
static s32 usb2_inited = 0;
#define ROUNDDOWN32(v) (((u32)(v)-0x1f)&~0x1f)
#define USB2_BUFFER 128*1024
static heap_cntrl usb2_heap;
static u8 __usb2_heap_created = 0;
static DISC_INTERFACE __io_usb1storage;
static int usb1disc_inited = 0;
extern const DISC_INTERFACE __io_usb2storage;
static int currentMode = 2; // 1 = use USB1 interface, 2 = use USB2 interface
static s32 USB2CreateHeap()
{
u32 level;
void *usb2_heap_ptr;
_CPU_ISR_Disable(level);
if (__usb2_heap_created != 0)
{
_CPU_ISR_Restore(level);
return IPC_OK;
}
usb2_heap_ptr = (void *) ROUNDDOWN32(((u32)SYS_GetArena2Hi() - (USB2_BUFFER+(4*1024))));
if ((u32) usb2_heap_ptr < (u32) SYS_GetArena2Lo())
{
_CPU_ISR_Restore(level);
return IPC_ENOMEM;
}
SYS_SetArena2Hi(usb2_heap_ptr);
__lwp_heap_init(&usb2_heap, usb2_heap_ptr, (USB2_BUFFER + (4 * 1024)), 32);
__usb2_heap_created = 1;
_CPU_ISR_Restore(level);
return IPC_OK;
}
static s32 USB2Storage_Initialize(int verbose)
{
s32 ret = USB_OK;
u32 size = 0;
char *devicepath = NULL;
//if(usb2_inited) return ret;
if (usb2_mutex == LWP_MUTEX_NULL)
LWP_MutexInit(&usb2_mutex, false);
LWP_MutexLock(usb2_mutex);
if (hId == -1)
hId = iosCreateHeap(UMS_HEAPSIZE);
if (hId < 0)
{
LWP_MutexUnlock(usb2_mutex);
debug_printf("error IPC_ENOMEM\n",fd);
return IPC_ENOMEM;
}
if (USB2CreateHeap() != IPC_OK)
{
debug_printf("error USB2 IPC_ENOMEM\n",fd);
return IPC_ENOMEM;
}
if (fixed_buffer == NULL)
fixed_buffer = __lwp_heap_allocate(&usb2_heap, USB2_BUFFER);
if (fd < 0)
{
devicepath = iosAlloc(hId, UMS_MAXPATH);
if (devicepath == NULL)
{
LWP_MutexUnlock(usb2_mutex);
return IPC_ENOMEM;
}
snprintf(devicepath, USB_MAXPATH, "/dev/usb2");
fd = IOS_Open(devicepath, 0);
iosFree(hId, devicepath);
}
ret = fd;
debug_printf("usb2 fd: %d\n",fd);
usleep(500);
if (fd > 0)
{
if (verbose)
ret = IOS_IoctlvFormat(hId, fd, USB_IOCTL_UMS_SET_VERBOSE, ":");
ret = IOS_IoctlvFormat(hId, fd, USB_IOCTL_UMS_INIT, ":");
debug_printf("usb2 init value: %i\n", ret);
if (ret < 0)
debug_printf("usb2 error init\n");
else
size = IOS_IoctlvFormat(hId, fd, USB_IOCTL_UMS_GET_CAPACITY, ":i",
&sector_size);
debug_printf("usb2 GET_CAPACITY: %d\n", size);
if (size == 0)
ret = -2012;
else
ret = 1;
}
else
{
ret = -1;
}
LWP_MutexUnlock(usb2_mutex);
if(ret >= 0)
usb2_inited = 1;
return ret;
}
static inline int is_MEM2_buffer(const void *buffer)
{
u32 high_addr = ((u32) buffer) >> 24;
return (high_addr == 0x90) || (high_addr == 0xD0);
}
void USB2Enable(bool enable)
{
if(!usb1disc_inited)
{
usb1disc_inited = 1;
memcpy(&__io_usb1storage, &__io_usbstorage, sizeof(DISC_INTERFACE));
}
if(!enable)
{
__io_usbstorage = __io_usb1storage;
}
else
{
//USB2Storage_Initialize(0);
__io_usbstorage = __io_usb2storage;
}
}
/*
static s32 USB2Storage_Get_Capacity(u32*_sector_size)
{
if(fd>0)
{
LWP_MutexLock(usb2_mutex);
s32 ret = IOS_IoctlvFormat(hId,fd,USB_IOCTL_UMS_GET_CAPACITY,":i",&sector_size);
if(_sector_size)
*_sector_size = sector_size;
LWP_MutexUnlock(usb2_mutex);
return ret;
}
else
return IPC_ENOENT;
}
s32 GetInitValue()
{
return usb2_init_value;
}
s32 USB2Unmount()
{
return IOS_IoctlvFormat(hId, fd, USB_IOCTL_UMS_UMOUNT, ":");
}
s32 USB2Start()
{
return IOS_IoctlvFormat(hId, fd, USB_IOCTL_UMS_START, ":");
}
s32 USB2Stop()
{
return IOS_IoctlvFormat(hId, fd, USB_IOCTL_UMS_STOP, ":");
}
void USB2Close()
{
if (fd > 0)
IOS_Close(fd);
fd = -1;
}
int USB2ReadSector(u32 sector)
{
void *b;
s32 ret;
b = malloc(1024);
ret = USBStorage_Read_Sectors(sector, 1, b);
free(b);
return ret;
}
*/
static bool __usb2storage_Startup(void)
{
bool ret;
usb2 = USB2Storage_Initialize(0);
if(usb2 >= 0)
{
currentMode = 2;
ret = true;
}
else if (usb2 < 0)
{
ret = __io_usb1storage.startup();
if(ret)
currentMode = 1;
}
return ret;
}
static bool __usb2storage_IsInserted(void)
{
int retval;
bool ret = false;
if (usb2 == -1)
{
retval = __usb2storage_Startup();
debug_printf("__usb2storage_Startup ret: %d fd: %i\n",retval,fd);
}
//else
LWP_MutexLock(usb2_mutex);
if (fd > 0)
{
retval = IOS_IoctlvFormat(hId, fd, USB_IOCTL_UMS_IS_INSERTED, ":");
debug_printf("isinserted usb2 retval: %d ret: %d\n",retval,ret);
if (retval > 0)
{
currentMode = 2;
ret = true;
debug_printf("isinserted(2) usb2 retval: %d ret: %d\n",retval,ret);
}
}
if(ret==false)
{
retval = __io_usb1storage.isInserted();
if (retval > 0)
{
debug_printf("isinserted usb1 retval: %d\n",retval);
currentMode = 1;
ret = true;
}
}
debug_printf("final isinserted usb2 retval: %d ret: %d\n",retval,ret);
LWP_MutexUnlock(usb2_mutex);
return ret;
}
static bool __usb2storage_ReadSectors(u32 sector, u32 numSectors, void *buffer)
{
s32 ret = 1;
u32 sectors = 0;
uint8_t *dest = buffer;
if (currentMode == 1)
return __io_usb1storage.readSectors(sector, numSectors, buffer);
if (fd < 1)
return IPC_ENOENT;
LWP_MutexLock(usb2_mutex);
while (numSectors > 0)
{
if (numSectors * sector_size > USB2_BUFFER)
sectors = USB2_BUFFER / sector_size;
else
sectors = numSectors;
if (!is_MEM2_buffer(dest)) //libfat is not providing us good buffers :-(
{
ret = IOS_IoctlvFormat(hId, fd, USB_IOCTL_UMS_READ_SECTORS, "ii:d",
sector, sectors, fixed_buffer, sector_size * sectors);
memcpy(dest, fixed_buffer, sector_size * sectors);
}
else
ret = IOS_IoctlvFormat(hId, fd, USB_IOCTL_UMS_READ_SECTORS, "ii:d",
sector, sectors, dest, sector_size * sectors);
dest += sector_size * sectors;
if (ret < 1) break;
sector += sectors;
numSectors -= sectors;
}
if(ret<1)usb2 = -1;
LWP_MutexUnlock(usb2_mutex);
if (ret < 1) return false;
return true;
}
static bool __usb2storage_WriteSectors(u32 sector, u32 numSectors, const void *buffer)
{
s32 ret = 1;
u32 sectors = 0;
uint8_t *dest = (uint8_t *) buffer;
if (currentMode == 1)
return __io_usb1storage.writeSectors(sector, numSectors, buffer);
if (fd < 1)
return IPC_ENOENT;
LWP_MutexLock(usb2_mutex);
while (numSectors > 0 && ret > 0)
{
if (numSectors * sector_size > USB2_BUFFER)
sectors = USB2_BUFFER / sector_size;
else
sectors = numSectors;
numSectors -= sectors;
if (!is_MEM2_buffer(dest)) // libfat is not providing us good buffers :-(
{
memcpy(fixed_buffer, dest, sector_size * sectors);
ret = IOS_IoctlvFormat(hId, fd, USB_IOCTL_UMS_WRITE_SECTORS,
"ii:d", sector, sectors, fixed_buffer, sector_size
* sectors);
}
else
ret = IOS_IoctlvFormat(hId, fd, USB_IOCTL_UMS_WRITE_SECTORS,
"ii:d", sector, sectors, dest, sector_size * sectors);
if (ret < 1)break;
dest += sector_size * sectors;
sector += sectors;
}
LWP_MutexUnlock(usb2_mutex);
if(ret < 1 ) return false;
return true;
}
static bool __usb2storage_ClearStatus(void)
{
if (currentMode == 1)
return __io_usb1storage.clearStatus();
return true;
}
static bool __usb2storage_Shutdown(void)
{
if (currentMode == 1)
return __io_usb1storage.shutdown();
LWP_MutexLock(usb2_mutex);
debug_printf("__usb2storage_Shutdown\n");
usb2 = -1;
LWP_MutexUnlock(usb2_mutex);
return true;
}
const DISC_INTERFACE __io_usb2storage = {
DEVICE_TYPE_WII_USB,
FEATURE_MEDIUM_CANREAD | FEATURE_MEDIUM_CANWRITE | FEATURE_WII_USB,
(FN_MEDIUM_STARTUP) & __usb2storage_Startup,
(FN_MEDIUM_ISINSERTED) & __usb2storage_IsInserted,
(FN_MEDIUM_READSECTORS) & __usb2storage_ReadSectors,
(FN_MEDIUM_WRITESECTORS) & __usb2storage_WriteSectors,
(FN_MEDIUM_CLEARSTATUS) & __usb2storage_ClearStatus,
(FN_MEDIUM_SHUTDOWN) & __usb2storage_Shutdown
};

View File

@ -0,0 +1,16 @@
#ifndef __USB2STORAGE_H__
#define __USB2STORAGE_H__
#ifdef __cplusplus
extern "C" {
#endif
void USB2Enable(bool enable);
#ifdef __cplusplus
}
#endif
#endif

View File

@ -25,6 +25,8 @@
#include "gba/Sound.h"
#include "utils/usb2storage.h"
#include "utils/mload.h"
#include "vba.h"
#include "vbasupport.h"
#include "preferences.h"
@ -36,7 +38,6 @@
#include "input.h"
#include "video.h"
#include "gamesettings.h"
#include "wiiusbsupport.h"
extern "C" {
extern void __exception_setreload(int t);
@ -175,6 +176,48 @@ static void ipl_set_config(unsigned char c)
}
#endif
/****************************************************************************
* IOS 202
***************************************************************************/
#ifdef HW_RVL
static bool FindIOS(u32 ios)
{
s32 ret;
u32 n;
u64 *titles = NULL;
u32 num_titles=0;
ret = ES_GetNumTitles(&num_titles);
if (ret < 0)
return false;
if(num_titles < 1)
return false;
titles = (u64 *)memalign(32, num_titles * sizeof(u64) + 32);
if (!titles)
return false;
ret = ES_GetTitles(titles, num_titles);
if (ret < 0)
{
free(titles);
return false;
}
for(n=0; n < num_titles; n++)
{
if((titles[n] & 0xFFFFFFFF)==ios)
{
free(titles);
return true;
}
}
free(titles);
return false;
}
#endif
/****************************************************************************
* USB Gecko Debugging
***************************************************************************/
@ -244,7 +287,16 @@ int main(int argc, char *argv[])
#endif
#ifdef HW_RVL
DI_Init(); // first
// try to load IOS 202
if(IOS_GetVersion() != 202 && FindIOS(202))
IOS_ReloadIOS(202);
DI_LoadDVDX(false);
DI_Init();
// load usb2 driver
if(mload_init() >= 0 && load_ehci_module())
USB2Enable(true);
#endif
InitDeviceThread();
@ -281,8 +333,6 @@ int main(int argc, char *argv[])
CreateAppPath(argv[0]);
#endif
StartWiiKeyboardMouse();
while(1) // main loop
{
// go back to checking if devices were inserted/removed

View File

@ -1,119 +0,0 @@
/****************************************************************************
* Visual Boy Advance GX
*
* Tantric August 2009
*
* wiiusbsupport.cpp
*
* Wii USB Keyboard and USB Mouse support
***************************************************************************/
#include <gccore.h>
#include <ogcsys.h>
#include <ogc/ipc.h>
#include <wiiuse/wpad.h>
#include <cstdio>
#include <string.h>
#include <stdlib.h>
#include <unistd.h>
#include <malloc.h>
#include <ogc/usbmouse.h>
#include <wiikeyboard/keyboard.h>
#include "wiiusbsupport.h"
u16 DownUsbKeys[65536];
#ifdef HW_RVL
static lwp_t eventthread = LWP_THREAD_NULL;
u16 DownUsbShiftKeys = 0;
s32 MouseDirectInputX = 0;
s32 MouseDirectInputY = 0;
static void KeyPress(u16 key)
{
if(key >= 0x61 && key <= 0x7a) // lowercase letter
DownUsbKeys[key-32] = 1; // press the uppercase letter too
else if(key >= 0x41 && key <= 0x5a) // uppercase letter
DownUsbKeys[key+32] = 1; // press the lowercase letter too
DownUsbKeys[key] = 1;
}
static void KeyRelease(u16 key)
{
if(key >= 0x61 && key <= 0x7a) // lowercase letter
DownUsbKeys[key-32] = 0; // unpress the uppercase letter too
else if(key >= 0x41 && key <= 0x5a) // uppercase letter
DownUsbKeys[key+32] = 0; // unpress the lowercase letter too
DownUsbKeys[key] = 0;
}
static void * eventcallback(void *arg)
{
s32 stat;
s32 mstat;
keyboard_event ke;
mouse_event me;
while(1)
{
stat = KEYBOARD_GetEvent(&ke);
mstat = MOUSE_GetEvent(&me);
if (stat)
{
if(ke.type == KEYBOARD_PRESSED)
KeyPress(ke.symbol);
else if(ke.type == KEYBOARD_RELEASED)
KeyRelease(ke.symbol);
}
if (mstat)
{
MouseDirectInputX += me.rx;
MouseDirectInputY += me.ry;
DownUsbKeys[MOUSEL] = (me.button & 1);
DownUsbKeys[MOUSER] = (me.button & 2);
DownUsbKeys[MOUSEM] = (me.button & 4);
}
usleep(10000);
}
return NULL;
}
bool AnyKeyDown()
{
for (int i=0; i<65536; i++)
{
if (DownUsbKeys[i])
return true;
}
return false;
}
void StartWiiKeyboardMouse()
{
memset(DownUsbKeys, 0, sizeof(DownUsbKeys));
MOUSE_Init();
KEYBOARD_Init(NULL);
if(eventthread == LWP_THREAD_NULL)
LWP_CreateThread(&eventthread, eventcallback, NULL, NULL, 0, 80);
}
#else // GameCube stub
bool AnyKeyDown()
{
return false;
}
void StartWiiKeyboardMouse()
{
memset(DownUsbKeys, 0, sizeof(DownUsbKeys));
}
#endif

View File

@ -1,26 +0,0 @@
/****************************************************************************
* Visual Boy Advance GX
*
* Tantric August 2009
*
* wiiusbsupport.h
*
* Wii USB Keyboard and USB Mouse support
***************************************************************************/
#ifndef _WIIUSBSUPPORT_H_
#define _WIIUSBSUPPORT_H_
#include <wiikeyboard/wsksymdef.h>
#define MOUSEL 65533
#define MOUSER 65534
#define MOUSEM 65535
void StartWiiKeyboardMouse();
bool AnyKeyDown();
extern u16 DownUsbKeys[65536];
extern u16 DownUsbShiftKeys;
#endif