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Much improved Wii controls, especially Zelda, now falls through to configured controls.
Added controls for One Piece. Fixed in-game cursor. Removed annoying rumble from Minish Cap items screen. Added change list and instructions to readme.txt. Moved some of the functions from gameinput.cpp. I think it is ready for release.
This commit is contained in:
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readme.txt
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readme.txt
@ -12,7 +12,8 @@ With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
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-=[ Features ]=-
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* Wiimote, Nunchuk, Classic, Gamecube controller, Keyboard, and Mouse support
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* Wiimote, Nunchuk, Classic, Gamecube controller, and Keyboard support
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* Rotation sensors, Solar sensors, and Rumble support
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* Optional special Wii controls built-in for some games
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* SRAM and State saving
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* IPS/UPS/PPF patch support
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@ -27,6 +28,23 @@ With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
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|0O×øo· UPDATE HISTORY ·oø×O0|
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`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
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[What's New 1.0.8 - April 4, 2009]
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* "Match Wii Game" controls option! Games that have a Wii equivalent can be
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played using the controls for that Wii game. For example all Zelda games can
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be played with Twilight Princess controls. See the Instructions section
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below for important details.
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* Rotation/Tilt sensor games all work
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* Solar sensors (Boktai 1/2/3)
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* Rumble (except for games that rely on Gameboy Player)
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* Keyboard
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* PAL support, finally!
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* New scaling options, choose how much stretching you want
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* Colourised games now partially work but still have distortion
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* "Corvette" no longer has a screwed up palette (but still crashes)
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* triggers net reconnection on SMB failure
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* source code refactored, and project file added
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* instructions section added to this readme file
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[What's New 1.0.7 - January 27, 2009]
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* Updated to VBA-M r847
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* Corrected sound interpolation
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@ -155,6 +173,558 @@ it to your Gamecube, or by booting a bootable DVD with VBAGX on it.
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This document doesn't cover how to do any of that. A good source for information
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on these topics is the tehskeen forums: http://www.tehskeen.com/forums/
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×—–—–—–—– –—–—–—–—–—–—–—–—–—–— —–—–—–—–—–—–—–—-—–-–•¬
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|0O×øo· INSTRUCTIONS ·oø×O0|
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`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
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Note! You will need to unplug and replug the USB keyboard (perhaps more than
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once) while in the emulator to get it to work. A keyboard is not required.
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If you have upgraded from a previous version, the emulator will start with a
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message that your preferences have been reset. Press A and you will be taken
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to the preferences menu. You will need to set your preferences how you want
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them.
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Otherwise the emulator will start at the main menu.
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Navigate the menu with the D-Pad, and select options with the A button.
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Press B to cancel out of a menu. Cancelling out of the main menu with B will
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return you to the game, if you have chosen one.
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When choosing a file, the B button takes you up a folder. Once you get to
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the root directory pressing B will cancel and take you back to the menu.
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There may be more than one page of files, even if it doesn't look like it.
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Keep pressing down or up to go to the next page, or use left and right.
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If you don't want to load ROMs from the SD card, you can go to the
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preferences menu and choose where to load from. You can load from SD cards,
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USB memory sticks/hard drives, DVD (if you installed DVDX), gamecube memory
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cards, or from shared folders over the network (this is called SMB).
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ROMs can be in ZIP files, but the ROM must be the first file in the ZIP. If
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not, you will get an error. ROMs can also be in .7z files, or ordinary rom
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files.
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Patches can be used to colourise a monochrome gameboy game, or to translate
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a game into your language, or to stop the game from needing special hardware.
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Search the internet for patches. Many games have been translated by fans.
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They can be in IPS or UPS format. You don't need to patch anything yourself.
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Just put the IPS or UPS file in the vbagx/roms folder along with the rom
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itself. The patch must have the same name as the rom. Patches can not be put
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inside the ZIP file. If a rom is zipped, you might need to check inside the
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zip for the actual rom filename.
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Colourised games still have some distortion in this version, but it is
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improved from the previous version, and better than VBA-M.
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You must not use patched versions of Boktai roms! (Except for the translation
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patch for Boktai 3, which is highly recommended). The patches are for old
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emulators that don't support the solar sensor. VBA GX and NO$GBA support the
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solar sensor natively, and the patch will stop them from working.
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You must also not use patched versions of WarioWare Twisted, Kirby's Tilt n
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Tumble, or Yoshi's Universal Gravitation (Topsy Turvy). The original roms
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are fully supported, and the patch will stop them from working.
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-=[ Controls ]=-
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The default controls are...
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+ = Gameboy Start Button
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- = Gameboy Select Button
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Home = Show emulator's game menu
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Wii Remote by itself:
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Hold the Wii Remote sideways.
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2 = Gameboy A Button
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1 = Gameboy B Button
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A = Gameboy R Button
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B = Gameboy L Button
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Wii Remote + Nunchuk:
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Hold the Nunchuk and ignore the Wii Remote.
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Z = Gameboy A Button
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C = Gameboy B Button
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Classic Controller:
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Use the buttons as labelled.
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A = Gameboy A Button
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B = Gameboy B Button
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R = Gameboy R Button
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L = Gameboy L Button
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Keyboard:
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X = Gameboy A Button
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Z = Gameboy B Button
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S = Gameboy R Button
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A = Gameboy L Button
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Enter = Gameboy Start Button
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Backspace = Gameboy Select Button
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Space = Fast forward
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You can configure the controls how you want from the controls menu. Different
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controls will be used depending on what you have plugged into the Wii Remote.
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Nunchuk means Nunchuk + Wii Remote. Gamecube controllers and Keyboards can
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be used at the same time as Wii Remotes and all control the same player.
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When configuring controls, press HOME to cancel.
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But the controls you choose will be overridden for certain games if you
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choose "Match Wii Game" (or "Match Gamecube Game" on a Gamecube) and you have
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the appropriate expansion plugged in. If the game does not have special Wii
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controls, then the controls you chose will be used.
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Gameboy and Gameboy colour games don't have L and R buttons. Those buttons
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only work in Gameboy Advance games.
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In addition to the controls you can configure, these other controls apply:
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HOME, Escape: returns you to the emulator's game menu. Then press B to go
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to the main menu and B again to return to the game.
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A+B, Spacebar, or right analog stick: fast forward
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Right analog stick: zoom (if enabled)
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-=[ Match Wii Controls ]=-
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Special Wii controls exist for the following games:
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These Zelda games can be played with Twilight Princess controls:
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The Legend Of Zelda, Zelda 2, A Link To The Past, Link's Awakening (DX), Oracle of Ages,
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Oracle of Seasons, Minish Cap
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These Mario games can be played with Mario Galaxy controls:
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Super Mario Bros., Super Mario Bros. DX, Super Mario 2, Super Mario (2)
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Advance, Super Mario 3, Super Mario World, Yoshi's Island,
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Yoshi's Universal Gravitation (Topsy Turvy)
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Mario Kart can be played with Mario Kart wii controls
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These Metroid games can be played with Metroid Prime 3 controls:
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Metroid Zero Mission, Metroid 1, Metroid 2, Metroid Fusion
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These Mortal Kombat games can be played with Mortal Kombat Armageddon controls:
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Mortal Kombat, Mortal Kombat II, Mortal Kombat 3, Mortal Kombat 4, Mortal
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Kombat Advance, Mortal Kombat Deadly Alliance, Mortal Kombat Tournament
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Edition
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These Lego games can be played with Lego Star Wars the Complete Saga
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controls:
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Lego Star Wars The Video Game, Lego Star Wars The Original Trilogy
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TMNT can be played with TMNT Wii controls.
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These Harry Potter games can be played with Harry Potter and the Order of
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the Phoenix Wii controls:
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Harry Potter 1, Harry Potter 1 GBC, Harry Potter 2, Harry Potter 2 GBC, Harry Potter 3, Harry Potter 4, Harry Potter 5
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These Medal Of Honour games can be played with Medal Of Honour Wii controls:
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Medal Of Honour Underground, Medal Of Honour Infiltrator
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One Piece can be played with One Piece Unlimited Adventure controls.
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Boktai 1, Boktai 2, Boktai 3, Kirby's Tilt n Tumble, and WarioWare Twisted can be played with
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controls I designed for them.
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-=[ Zelda, Match Wii Controls ]=-
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Turn "Match Wii Controls" ON to use these controls.
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All Zelda games use the same controls as Twilight Princess on the Wii or
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Gamecube. You can also connect a Classic Controller to use similar controls
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to the Ocarina Of Time for the Virtual Console, but with the R trigger
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acting as the B button and an inventory like Twilight Princess. With nothing
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plugged in to the Wii Remote, your configured controls are used instead.
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The Wii Zelda controls are:
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===========================
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Swing your Wii Remote to draw or swing your sword. Press A to put your sword
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away again. The 2 handed sword can't be drawn this way, and must be drawn
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manually from the items menu, but you can swing it like normal.
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Shake your Nunchuk to do a spin attack.
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Use the Z Button to Z-Target and to draw and use your shield. While
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Z-Targetting you will sidestep in some games. If you have a Gust Jar
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equipped instead of a shield, it will be used for Z-Targetting.
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Use the A Button to perform an action, such as rolling, talking to people,
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reading signs, picking things up, throwing things, shrinking or growing,
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pulling things, etc. It will also put away your sword or shield. In Zelda 2,
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it will jump.
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Use the C Button to fast forward. It was originally the camera button in
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Twilight Princess.
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Press the B Button to use the currently selected item. 3 other items will be
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mapped to Left, Down, and Right D-Pad buttons. Swap the currently selected
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item with one of those items by pressing that D-Pad button. The three slots
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correspond to the first 3 slots in your inventory. In Minish Cap, the D-Pad
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buttons use the item directly instead of swapping it with the B Button, and
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the B Button is the same as the down button. In Minish Cap the left item is
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always the Kinstones and the down and right items correspond to the B and A
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slots.
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Up on the D-Pad talks to Midna, or to your hat. It will take you to the save
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screen in Link's Awakening, or to the secondary items screen in the Oracle
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games.
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The 1 Button goes to the Map screen.
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The - Button goes to the Items screen.
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The + Button goes to the Quest Status screen
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On the Items screen, choose an item and then press either the B Button or the
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D-Pad button to move it to that slot. The change may not be visible until you
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go to another screen and back. In Link's Awakening you can toggle Bomb
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Arrows by choosing the bombs and pressing Z. It will rumble for a short time
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when bomb arrows are deactivated, and for a long time when bomb arrows are
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activated. You still need to equip the bow to use bomb arrows. In Minish Cap
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you should be able to use the IR pointer function to select items.
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The Gamecube controller Zelda controls are:
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===========================================
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B is the sword button. Use it to draw or swing your sword. Hold B for a spin
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attack. Press A to put the sword away again. The 2 handed sword can't be
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drawn this way, and must be selected manually from the items screen, but can
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be swung with this (or any other) button.
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Use the L Trigger to L-Target and to draw and use your shield. While
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L-Targetting you will sidestep in some games. If you have a Gust Jar
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equipped instead of a shield, it will be used for L-Targetting.
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Use the A Button to perform an action, such as rolling, talking to people,
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reading signs, picking things up, throwing things, shrinking or growing,
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etc. It will also put away your sword or shield. In Zelda 2, it will jump.
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Use the R Trigger to pull on blocks or walls, or to lift things. You must
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have a bracelet or gloves to lift some objects. The bracelet or gloves will
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be equipped automatically. This feature is unique to the Gamecube controller.
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Use the right analog stick to fast forward. It was originally the camera
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control in Twilight Princess.
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Press the X or Y buttons to use the two equipped items. These two items both
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share the B slot, except in Minish Cap where one is in the A slot. The item
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that was not used last will be in the first slot in your inventory.
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Right on the D-Pad takes you to the map.
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Up on the D-Pad takes you to the items screen.
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Start takes you to the quest status screen.
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The Z trigger talks to Midna, or to your hat. It will take you to the save
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screen in Link's Awakening, or to the secondary items screen in the Oracle
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games.
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The Classic controller Zelda controls are:
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==========================================
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B is the sword button. Use it to draw or swing your sword. Hold B for a spin
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attack. Press A to put the sword away again. The 2 handed sword can't be
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drawn this way, and must be selected manually from the items screen, but can
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be swung with this (or any other) button.
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Use the L Trigger to L-Target and to draw and use your shield. While
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L-Targetting you will sidestep in some games. If you have a Gust Jar
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equipped instead of a shield, it will be used for L-Targetting.
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Use the A Button to perform an action, such as rolling, talking to people,
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reading signs, picking things up, throwing things, shrinking or growing,
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pulling, etc. It will also put away your sword or shield. In Zelda 2, it
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will jump.
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Use the ZL Button to fast forward.
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Press the R Button to use the currently selected item. 3 other items will be
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mapped to Left, Down, and Right on the right analog stick. They are also
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mapped to ZR, Y, and X. Swap the currently selected item with one of those
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items by pressing that button or direction. The three slots correspond to
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the first 3 slots in your inventory. In Minish Cap, the D-Pad buttons use the
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item directly instead of swapping it with the B Button, and the B Button is
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the same as the down button. In Minish Cap the left item is always the
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Kinstones and the down and right items correspond to the B and A slots.
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+ (Start) takes you to the subscreens.
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- (Select) takes you to the map or changes subscreens.
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Up on the analog stick talks to Midna, or to your hat.
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-=[ Mario, Match Wii Controls ]=-
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Turn "Match Wii Controls" ON to use these controls.
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All Mario or Yoshi games use the same controls as Super Mario Galaxy on the
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Wii. You can also connect a Classic Controller to use similar controls to
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Super Mario World on the SNES.
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The Wii Mario controls are:
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===========================
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Shake the Wii Remote to do a spin attack, or to shoot fireballs when you are
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fire Mario. In some games that have a spin attack, you will need to use the
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B Button instead to shoot fireballs. You can also dismount Yoshi by shaking.
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Walk by moving the joystick a little, run by moving the joystick a lot.
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A = jump
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B = shoot, run, hold on to things, yoshi's tongue, etc.
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Z = crouch or lay egg. Press Z while in the air to butt stomp.
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C = camera. Hold C to look around with the joystick.
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D-Pad = look around, or walk in some games
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+ = pause
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1 = throw egg if you are Yoshi
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The Classic Controller Mario controls are:
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==========================================
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Walk by moving the joystick a little, run by moving the joystick a lot.
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B = jump
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A = spin attack
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X/Y = shoot, run, hold on to things, yoshi's tongue, etc.
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ZL or sometimes L = crouch or lay egg. Press in the air to butt stomp.
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+ = pause
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L/R sometimes look around
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-=[ Yoshi's Universal Gravitation (Topsy Turvy), Match Wii Controls ]=-
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Turn "Match Wii Controls" ON to use these controls.
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The controls are the same as all other Mario or Yoshi games, except that
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tilting the Wii Remote tilts the world and the screen. This affects
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everything in the world and also how you move.
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-=[ Metroid, Match Wii Controls ]=-
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Turn "Match Wii Controls" ON to use these controls.
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All Metroid games use the same controls as Metroid Prime 3: Corruption on
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the Wii. You aim up and down by pointing the Wii Remote up and down.
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The Wii Metroid controls are:
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=============================
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Aim up and down by pointing the Wii Remote up and down.
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Flick the Wii remote up while in Morph Ball to spring jump.
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A = shoot
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B = jump
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Down on D-Pad = fire missile
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C = toggle Morph Ball
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- = start
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+ = toggle super missiles
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1 = map
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2 = hint
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-=[ TMNT, Match Wii Controls ]=-
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Turn "Match Wii Controls" ON to use these controls.
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The TMNT game based on the CGI movie uses the same controls as TMNT on Wii.
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They are not fully implemented yet.
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The Wii TMNT controls are:
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==========================
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Shake the Wii Remote or Nunchuk to attack or to throw away a weapon if
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in the air. Also shake to pick up a weapon.
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A = jump
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B = swap turtle
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-=[ Boktai, Match Wii Controls ]=-
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Turn "Match Wii Controls" ON to use these controls.
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The 3 Boktai games use special controls that I created. They are not based on
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||||
anything, since the real game uses a solar sensor.
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The controls are the same with or without a Nunchuk.
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The Wii Boktai controls are:
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============================
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Point your Wii Remote at the sky to quickly charge your Gun Del Sol. Point
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your Wii Remote at the ground to block the sunlight and prevent it from
|
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charging or overheating. Or hold it like normal to use it like normal.
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|
||||
Press Home to set the real life weather in the emulator's game menu. Note
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that if it is night time in real life, there will not be any sun, regardless
|
||||
of what you set the weather to. Please set the weather honestly or it spoils
|
||||
the fun. Note that maximum sun is not actually the best, since it rots fruit,
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and overheats your gun. The weather must be set each time you play, it is not
|
||||
saved.
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Swing your Wii Remote to swing your sword or other weapon, if you have one.
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||||
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D-Pad or Nunchuk joystick walks.
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Press B to fire your Gun Del Sol.
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A = read signs, open chests, talk to people
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C or 2 = look around, or change subscreen (R)
|
||||
+ = start
|
||||
- = select
|
||||
Z or 1 = change element, or change subscreen (L)
|
||||
1 (if Nunchuk plugged in) = fast forward
|
||||
|
||||
-=[ WarioWare Twisted, Match Wii Controls ]=-
|
||||
|
||||
Turn "Match Wii Controls" ON to use these controls.
|
||||
|
||||
WarioWare Twisted uses similar controls to the Gameboy game.
|
||||
|
||||
The Wii WarioWare Twisted controls are:
|
||||
=======================================
|
||||
|
||||
Rotate the Wii Remote to rotate.
|
||||
|
||||
Hold Z to lock the current menu item.
|
||||
|
||||
A = Select
|
||||
B = Cancel
|
||||
+ = Start
|
||||
|
||||
-=[ Kirby's Tilt n Tumble, Match Wii Controls ]=-
|
||||
|
||||
Turn "Match Wii Controls" ON to use these controls.
|
||||
|
||||
Kirby's Tilt n Tumble uses similar controls to the Gameboy game.
|
||||
|
||||
The Kirby Tilt n Tumble controls are:
|
||||
=====================================
|
||||
|
||||
Tilt the Wii Remote to tilt the world. Shake the Wii Remote to flick Kirby
|
||||
and the monsters up into the air.
|
||||
|
||||
A = shoot yourself out of holes in the ground, or jump from clouds.
|
||||
|
||||
-=[ Mortal Kombat, Match Wii Controls ]=-
|
||||
|
||||
Turn "Match Wii Controls" ON to use these controls.
|
||||
|
||||
All Mortal Kombat games use the same controls as Mortal Kombat Armaggedon
|
||||
for the Wii, except that special moves gestures are not implemented yet.
|
||||
Note that the Gameboy games all only have 1 punch and 1 kick, rather than
|
||||
the 4 attacks on other consoles.
|
||||
|
||||
The Mortal Kombat Wii controls are:
|
||||
===================================
|
||||
|
||||
Use the Nunchuk joystick to move and jump.
|
||||
|
||||
D-Pad up/left = punch
|
||||
D-Pad down/right = kick
|
||||
|
||||
Z = block
|
||||
A = throw
|
||||
C = change style, run
|
||||
- = pause
|
||||
|
||||
-=[ Lego Star Wars, Match Wii Controls ]=-
|
||||
|
||||
Turn "Match Wii Controls" ON to use these controls.
|
||||
|
||||
Both Lego Star Wars games use the same controls as Lego Star Wars: The
|
||||
Complete Saga for the Wii.
|
||||
|
||||
The Lego Star Wars Wii controls are:
|
||||
====================================
|
||||
Swing the Wii Remote to swing your lightsaber.
|
||||
Flick the Wii Remote up to grapple.
|
||||
|
||||
A = Jump
|
||||
B = Shoot
|
||||
Z = Use the force, build lego
|
||||
C = Change characters, talk to people
|
||||
- = force power, special ability
|
||||
+ = start
|
||||
1/2 = fast forward
|
||||
|
||||
-=[ Harry Potter, Match Wii Controls ]=-
|
||||
|
||||
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.
|
||||
|
||||
The Harry Potter Wii controls are:
|
||||
==================================
|
||||
Wave the Wii Remote to cast a spell.
|
||||
Nunchuk joystick walks.
|
||||
D-Pad changes subscreen in the map and navigates menu.
|
||||
In Harry Potter and the Order of the Phoenix you must use the IR Pointer
|
||||
to select where to cast a spell.
|
||||
|
||||
A = Talk, open door, push button, interract, etc. / Jinx
|
||||
B = Use your wand / charm / cancel
|
||||
Z = run (fast forward) / sneak
|
||||
C = show location name / flute / jump
|
||||
- = Maurauders map / Tasks
|
||||
+ = pause / menu
|
||||
1/2 = change spells
|
||||
|
||||
-=[ Medal of Honour, Match Wii Controls ]=-
|
||||
|
||||
Turn "Match Wii Controls" ON to use these controls.
|
||||
|
||||
All the Medal of Honour games use the same controls as various
|
||||
Medal of Honour games and modes on the Wii.
|
||||
|
||||
The Medal of Honour Wii controls are:
|
||||
=====================================
|
||||
|
||||
In Medal of Honour Underground you turn by aiming with the Wii Remote IR
|
||||
pointer on the screen like any FPS game. In Medal of Honour Infiltrator,
|
||||
you don't.
|
||||
|
||||
Swing the Wiimote up to reload.
|
||||
Move with the Nunchuk joystick.
|
||||
|
||||
B = shoot
|
||||
- = use
|
||||
+ = pause, objectives, menu
|
||||
2 / D-Pad Up = reload
|
||||
D-Pad Left/Right = change weapons
|
||||
D-Pad Down = toggle crouch
|
||||
C = strafe
|
||||
1 = run
|
||||
|
||||
-=[ One Piece, Match Wii Controls ]=-
|
||||
|
||||
Turn "Match Wii Controls" ON to use these controls.
|
||||
|
||||
One Piece uses the same controls as One Piece Unlimited Adventure on the Wii
|
||||
or One Piece Grand Adventure (and others) on the Gamecube.
|
||||
|
||||
The One Piece Wii controls are:
|
||||
===============================
|
||||
|
||||
A = attack
|
||||
B = jump
|
||||
- = change character
|
||||
+ = pause
|
||||
C = dash (double click and hold)
|
||||
Z = grab
|
||||
2 = fast forward
|
||||
1 = select (maybe does nothing)
|
||||
|
||||
The One Piece Gamecube controls are:
|
||||
===============================
|
||||
|
||||
A = attack
|
||||
X = attack up
|
||||
Y = jump
|
||||
B = grab
|
||||
R Trigger = change character
|
||||
start = pause
|
||||
L Trigger = dash (double click and hold)
|
||||
Z = grab
|
||||
right analog stick = fast forward
|
||||
1 = select (maybe does nothing)
|
||||
|
||||
¸,ø¤°`°¤ø,¸¸,ø¤°`°¤ø,¸,ø¤°`°¤ø,¸¸,ø¤°`°¤ø,¸,ø¤°`°¤ø,¸¸,ø¤°`°¤ø,¸,ø¤°`°¤ø,¸¸,ø¤
|
||||
|
||||
-=[ Credits ]=-
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -82,6 +82,8 @@
|
||||
|
||||
#define CORVETTE gid('A','V','C')
|
||||
|
||||
#define ONEPIECE gid('B','O','N')
|
||||
|
||||
u8 gbReadMemory(register u16 address);
|
||||
void gbWriteMemory(register u16 address, register u8 value);
|
||||
|
||||
@ -91,6 +93,18 @@ 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);
|
||||
u32 DecodeNunchuk(unsigned short pad);
|
||||
|
||||
// For developers who don't have gamecube pads but need to test gamecube input
|
||||
u32 PAD_ButtonsDownFake(unsigned short pad);
|
||||
u32 PAD_ButtonsHeldFake(unsigned short pad);
|
||||
u32 PAD_ButtonsUpFake(unsigned short pad);
|
||||
|
||||
u32 MarioLand1Input(unsigned short pad);
|
||||
u32 MarioLand2Input(unsigned short pad);
|
||||
@ -106,6 +120,7 @@ u32 Zelda2Input(unsigned short pad);
|
||||
u32 ALinkToThePastInput(unsigned short pad);
|
||||
u32 LinksAwakeningInput(unsigned short pad);
|
||||
u32 OracleOfAgesInput(unsigned short pad);
|
||||
u32 OracleOfSeasonsInput(unsigned short pad);
|
||||
u32 MinishCapInput(unsigned short pad);
|
||||
u32 MetroidZeroInput(unsigned short pad);
|
||||
u32 Metroid1Input(unsigned short pad);
|
||||
@ -132,6 +147,7 @@ u32 TwistedInput(unsigned short pad);
|
||||
u32 KirbyTntInput(unsigned short pad);
|
||||
u32 BoktaiInput(unsigned short pad);
|
||||
u32 Boktai2Input(unsigned short pad);
|
||||
u32 OnePieceInput(unsigned short pad);
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -537,6 +537,160 @@ u32 StandardKeyboard(unsigned short pad)
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 DPadWASD(unsigned short pad)
|
||||
{
|
||||
u32 J = 0;
|
||||
#ifdef HW_RVL
|
||||
if (DownUsbKeys[KB_W])
|
||||
J |= VBA_UP;
|
||||
if (DownUsbKeys[KB_S])
|
||||
J |= VBA_DOWN;
|
||||
if (DownUsbKeys[KB_A])
|
||||
J |= VBA_LEFT;
|
||||
if (DownUsbKeys[KB_D])
|
||||
J |= VBA_RIGHT;
|
||||
#endif
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 DPadArrowKeys(unsigned short pad)
|
||||
{
|
||||
u32 J = 0;
|
||||
#ifdef HW_RVL
|
||||
if (DownUsbKeys[KB_UP])
|
||||
J |= VBA_UP;
|
||||
if (DownUsbKeys[KB_DOWN])
|
||||
J |= VBA_DOWN;
|
||||
if (DownUsbKeys[KB_LEFT])
|
||||
J |= VBA_LEFT;
|
||||
if (DownUsbKeys[KB_RIGHT])
|
||||
J |= VBA_RIGHT;
|
||||
#endif
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 DecodeKeyboard(unsigned short pad)
|
||||
{
|
||||
u32 J = 0;
|
||||
#ifdef HW_RVL
|
||||
for (int i = 0; i < MAXJP; i++)
|
||||
{
|
||||
if (DownUsbKeys[kbpadmap[i]]) // keyboard
|
||||
J |= vbapadmap[i];
|
||||
}
|
||||
#endif
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 DecodeGamecube(unsigned short pad)
|
||||
{
|
||||
u32 J = 0;
|
||||
u32 jp = PAD_ButtonsHeld(pad);
|
||||
for (int i = 0; i < MAXJP; i++)
|
||||
{
|
||||
if (jp & gcpadmap[i])
|
||||
J |= vbapadmap[i];
|
||||
}
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 DecodeWiimote(unsigned short pad)
|
||||
{
|
||||
u32 J = 0;
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
for (int i = 0; i < MAXJP; i++)
|
||||
{
|
||||
if ( (wp->exp.type == WPAD_EXP_NONE) && (wp->btns_h & wmpadmap[i]) )
|
||||
J |= vbapadmap[i];
|
||||
}
|
||||
#endif
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 DecodeClassic(unsigned short pad)
|
||||
{
|
||||
u32 J = 0;
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
for (int i = 0; i < MAXJP; i++)
|
||||
{
|
||||
if ( (wp->exp.type == WPAD_EXP_CLASSIC) && (wp->btns_h & ccpadmap[i]) )
|
||||
J |= vbapadmap[i];
|
||||
}
|
||||
#endif
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 DecodeNunchuk(unsigned short pad)
|
||||
{
|
||||
u32 J = 0;
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
for (int i = 0; i < MAXJP; i++)
|
||||
{
|
||||
if ( (wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & ncpadmap[i]) )
|
||||
J |= vbapadmap[i];
|
||||
}
|
||||
#endif
|
||||
return J;
|
||||
}
|
||||
|
||||
#ifdef HW_RVL
|
||||
static u32 CCToGC(u32 w) {
|
||||
u32 gc = 0;
|
||||
if (w & WPAD_CLASSIC_BUTTON_A) gc |= PAD_BUTTON_A;
|
||||
if (w & WPAD_CLASSIC_BUTTON_B) gc |= PAD_BUTTON_B;
|
||||
if (w & WPAD_CLASSIC_BUTTON_X) gc |= PAD_BUTTON_X;
|
||||
if (w & WPAD_CLASSIC_BUTTON_Y) gc |= PAD_BUTTON_Y;
|
||||
if (w & WPAD_CLASSIC_BUTTON_PLUS) gc |= PAD_BUTTON_START;
|
||||
if (w & WPAD_CLASSIC_BUTTON_MINUS) gc |= 0;
|
||||
if (w & (WPAD_CLASSIC_BUTTON_ZL | WPAD_CLASSIC_BUTTON_ZR)) gc |= PAD_TRIGGER_Z;
|
||||
if (w & WPAD_CLASSIC_BUTTON_FULL_L) gc |= PAD_TRIGGER_L;
|
||||
if (w & WPAD_CLASSIC_BUTTON_FULL_R) gc |= PAD_TRIGGER_R;
|
||||
if (w & WPAD_CLASSIC_BUTTON_UP) gc |= PAD_BUTTON_UP;
|
||||
if (w & WPAD_CLASSIC_BUTTON_DOWN) gc |= PAD_BUTTON_DOWN;
|
||||
if (w & WPAD_CLASSIC_BUTTON_LEFT) gc |= PAD_BUTTON_LEFT;
|
||||
if (w & WPAD_CLASSIC_BUTTON_RIGHT) gc |= PAD_BUTTON_RIGHT;
|
||||
return gc;
|
||||
}
|
||||
#endif
|
||||
|
||||
// For developers who don't have gamecube pads but need to test gamecube input
|
||||
u32 PAD_ButtonsHeldFake(unsigned short pad)
|
||||
{
|
||||
u32 gc = 0;
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
||||
gc = CCToGC(wp->btns_h);
|
||||
}
|
||||
#endif
|
||||
return gc;
|
||||
}
|
||||
u32 PAD_ButtonsDownFake(unsigned short pad)
|
||||
{
|
||||
u32 gc = 0;
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
||||
gc = CCToGC(wp->btns_d);
|
||||
}
|
||||
#endif
|
||||
return gc;
|
||||
}
|
||||
u32 PAD_ButtonsUpFake(unsigned short pad)
|
||||
{
|
||||
u32 gc = 0;
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
||||
gc = CCToGC(wp->btns_u);
|
||||
}
|
||||
#endif
|
||||
return gc;
|
||||
}
|
||||
|
||||
/****************************************************************************
|
||||
* DecodeJoy
|
||||
*
|
||||
@ -547,132 +701,138 @@ u32 StandardKeyboard(unsigned short pad)
|
||||
static u32 DecodeJoy(unsigned short pad)
|
||||
{
|
||||
TiltScreen = false;
|
||||
CursorVisible = false;
|
||||
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
CursorX = wp->ir.x;
|
||||
CursorY = wp->ir.y;
|
||||
CursorValid = wp->ir.valid;
|
||||
|
||||
// check for games that should have special Wii controls (uses wiimote + nunchuk)
|
||||
if (GCSettings.WiiControls && wp->exp.type == WPAD_EXP_NUNCHUK)
|
||||
{
|
||||
switch (RomIdCode & 0xFFFFFF)
|
||||
{
|
||||
// Zelda
|
||||
case ZELDA1:
|
||||
return Zelda1Input(pad);
|
||||
case ZELDA2:
|
||||
return Zelda2Input(pad);
|
||||
case ALINKTOTHEPAST:
|
||||
return ALinkToThePastInput(pad);
|
||||
case LINKSAWAKENING:
|
||||
return LinksAwakeningInput(pad);
|
||||
case ORACLEOFAGES:
|
||||
case ORACLEOFSEASONS:
|
||||
return OracleOfAgesInput(pad);
|
||||
case MINISHCAP:
|
||||
return MinishCapInput(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:
|
||||
return TMNTInput(pad);
|
||||
|
||||
// Medal Of Honor
|
||||
case MOHUNDERGROUND:
|
||||
return MohUndergroundInput(pad);
|
||||
case MOHINFILTRATOR:
|
||||
return MohInfiltratorInput(pad);
|
||||
|
||||
// Harry Potter
|
||||
case HARRYPOTTER1GBC:
|
||||
return HarryPotter1GBCInput(pad);
|
||||
case HARRYPOTTER2GBC:
|
||||
return HarryPotter2GBCInput(pad);
|
||||
case HARRYPOTTER1:
|
||||
return HarryPotter1Input(pad);
|
||||
case HARRYPOTTER2:
|
||||
return HarryPotter2Input(pad);
|
||||
case HARRYPOTTER3:
|
||||
return HarryPotter3Input(pad);
|
||||
case HARRYPOTTER4:
|
||||
return HarryPotter4Input(pad);
|
||||
case HARRYPOTTER5:
|
||||
return HarryPotter5Input(pad);
|
||||
|
||||
// Mario
|
||||
case MARIO1CLASSIC:
|
||||
case MARIO2CLASSIC:
|
||||
return Mario1ClassicInput(pad);
|
||||
case MARIO1DX:
|
||||
return Mario1DXInput(pad);
|
||||
case MARIO2ADV:
|
||||
return Mario2Input(pad);
|
||||
case MARIO3ADV:
|
||||
return Mario3Input(pad);
|
||||
case MARIOWORLD:
|
||||
return MarioWorldInput(pad);
|
||||
case YOSHIISLAND:
|
||||
return YoshiIslandInput(pad);
|
||||
case MARIOLAND1:
|
||||
return MarioLand1Input(pad);
|
||||
case MARIOLAND2:
|
||||
return MarioLand2Input(pad);
|
||||
case YOSHIUG:
|
||||
return UniversalGravitationInput(pad);
|
||||
|
||||
// Mario Kart
|
||||
case MARIOKART:
|
||||
return MarioKartInput(pad);
|
||||
|
||||
// Lego Star Wars
|
||||
case LSW1:
|
||||
return LegoStarWars1Input(pad);
|
||||
case LSW2:
|
||||
return LegoStarWars2Input(pad);
|
||||
|
||||
// Mortal Kombat
|
||||
case MK1:
|
||||
return MK1Input(pad);
|
||||
case MK2:
|
||||
case MK3:
|
||||
case MK4:
|
||||
return MK4Input(pad);
|
||||
case MKA:
|
||||
return MKAInput(pad);
|
||||
case MKDA:
|
||||
case MKTE:
|
||||
return MKTEInput(pad);
|
||||
|
||||
// WarioWare
|
||||
case TWISTED: //CAKTODO move this somewhere not depended on WiiControls setting
|
||||
return TwistedInput(pad);
|
||||
|
||||
// Kirby
|
||||
case KIRBYTNT:
|
||||
case KIRBYTNTJ:
|
||||
return KirbyTntInput(pad);
|
||||
|
||||
// Boktai
|
||||
case BOKTAI1:
|
||||
return BoktaiInput(pad);
|
||||
case BOKTAI2:
|
||||
case BOKTAI3:
|
||||
return Boktai2Input(pad);
|
||||
}
|
||||
}
|
||||
#else
|
||||
CursorX = CursorY = CursorValid = 0;
|
||||
#endif
|
||||
|
||||
// check for games that should have special Wii controls
|
||||
if (GCSettings.WiiControls)
|
||||
switch (RomIdCode & 0xFFFFFF)
|
||||
{
|
||||
// Zelda
|
||||
case ZELDA1:
|
||||
return Zelda1Input(pad);
|
||||
case ZELDA2:
|
||||
return Zelda2Input(pad);
|
||||
case ALINKTOTHEPAST:
|
||||
return ALinkToThePastInput(pad);
|
||||
case LINKSAWAKENING:
|
||||
return LinksAwakeningInput(pad);
|
||||
case ORACLEOFAGES:
|
||||
return OracleOfAgesInput(pad);
|
||||
case ORACLEOFSEASONS:
|
||||
return OracleOfSeasonsInput(pad);
|
||||
case MINISHCAP:
|
||||
return MinishCapInput(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:
|
||||
return TMNTInput(pad);
|
||||
|
||||
// Medal Of Honor
|
||||
case MOHUNDERGROUND:
|
||||
return MohUndergroundInput(pad);
|
||||
case MOHINFILTRATOR:
|
||||
return MohInfiltratorInput(pad);
|
||||
|
||||
// Harry Potter
|
||||
case HARRYPOTTER1GBC:
|
||||
return HarryPotter1GBCInput(pad);
|
||||
case HARRYPOTTER2GBC:
|
||||
return HarryPotter2GBCInput(pad);
|
||||
case HARRYPOTTER1:
|
||||
return HarryPotter1Input(pad);
|
||||
case HARRYPOTTER2:
|
||||
return HarryPotter2Input(pad);
|
||||
case HARRYPOTTER3:
|
||||
return HarryPotter3Input(pad);
|
||||
case HARRYPOTTER4:
|
||||
return HarryPotter4Input(pad);
|
||||
case HARRYPOTTER5:
|
||||
return HarryPotter5Input(pad);
|
||||
|
||||
// Mario
|
||||
case MARIO1CLASSIC:
|
||||
case MARIO2CLASSIC:
|
||||
return Mario1ClassicInput(pad);
|
||||
case MARIO1DX:
|
||||
return Mario1DXInput(pad);
|
||||
case MARIO2ADV:
|
||||
return Mario2Input(pad);
|
||||
case MARIO3ADV:
|
||||
return Mario3Input(pad);
|
||||
case MARIOWORLD:
|
||||
return MarioWorldInput(pad);
|
||||
case YOSHIISLAND:
|
||||
return YoshiIslandInput(pad);
|
||||
case MARIOLAND1:
|
||||
return MarioLand1Input(pad);
|
||||
case MARIOLAND2:
|
||||
return MarioLand2Input(pad);
|
||||
case YOSHIUG:
|
||||
return UniversalGravitationInput(pad);
|
||||
|
||||
// Mario Kart
|
||||
case MARIOKART:
|
||||
return MarioKartInput(pad);
|
||||
|
||||
// Lego Star Wars
|
||||
case LSW1:
|
||||
return LegoStarWars1Input(pad);
|
||||
case LSW2:
|
||||
return LegoStarWars2Input(pad);
|
||||
|
||||
// Mortal Kombat
|
||||
case MK1:
|
||||
return MK1Input(pad);
|
||||
case MK2:
|
||||
case MK3:
|
||||
case MK4:
|
||||
return MK4Input(pad);
|
||||
case MKA:
|
||||
return MKAInput(pad);
|
||||
case MKDA:
|
||||
case MKTE:
|
||||
return MKTEInput(pad);
|
||||
|
||||
// WarioWare
|
||||
case TWISTED:
|
||||
return TwistedInput(pad);
|
||||
|
||||
// Kirby
|
||||
case KIRBYTNT:
|
||||
case KIRBYTNTJ:
|
||||
return KirbyTntInput(pad);
|
||||
|
||||
// Boktai
|
||||
case BOKTAI1:
|
||||
return BoktaiInput(pad);
|
||||
case BOKTAI2:
|
||||
case BOKTAI3:
|
||||
return Boktai2Input(pad);
|
||||
|
||||
// One Piece
|
||||
case ONEPIECE:
|
||||
return OnePieceInput(pad);
|
||||
}
|
||||
|
||||
// the function result, J, is a combination of flags for all the VBA buttons that are down
|
||||
u32 J = StandardMovement(pad);
|
||||
|
||||
|
891
source/ngc/inputmario.cpp
Normal file
891
source/ngc/inputmario.cpp
Normal file
@ -0,0 +1,891 @@
|
||||
/****************************************************************************
|
||||
* Visual Boy Advance GX
|
||||
*
|
||||
* Carl Kenner Febuary 2009
|
||||
*
|
||||
* gameinput.cpp
|
||||
*
|
||||
* Wii/Gamecube controls for individual games
|
||||
***************************************************************************/
|
||||
|
||||
#include <gccore.h>
|
||||
#include <stdio.h>
|
||||
#include <stdarg.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
#include <ogcsys.h>
|
||||
#include <unistd.h>
|
||||
#include <wiiuse/wpad.h>
|
||||
|
||||
#include "vba.h"
|
||||
#include "button_mapping.h"
|
||||
#include "audio.h"
|
||||
#include "video.h"
|
||||
#include "input.h"
|
||||
#include "gameinput.h"
|
||||
#include "vbasupport.h"
|
||||
#include "wiiusbsupport.h"
|
||||
#include "gba/GBA.h"
|
||||
#include "gba/bios.h"
|
||||
#include "gba/GBAinline.h"
|
||||
|
||||
u32 MarioKartInput(unsigned short pad) {
|
||||
u32 J = StandardMovement(pad);
|
||||
static u32 frame = 0;
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
|
||||
u8 Health = 0;
|
||||
static u8 OldHealth = 0;
|
||||
float fraction;
|
||||
|
||||
// Rumble when they lose health!
|
||||
if (Health < OldHealth)
|
||||
systemGameRumble(20);
|
||||
OldHealth = Health;
|
||||
|
||||
// Start/Select
|
||||
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
|
||||
if (wp->exp.type == WPAD_EXP_NONE)
|
||||
{
|
||||
// Use item
|
||||
if (wp->btns_h & WPAD_BUTTON_RIGHT)
|
||||
{
|
||||
J |= VBA_BUTTON_L | VBA_UP;
|
||||
J &= ~VBA_DOWN;
|
||||
}
|
||||
else if (wp->btns_h & WPAD_BUTTON_LEFT)
|
||||
{
|
||||
J |= VBA_BUTTON_L | VBA_DOWN;
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
else if (wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_DOWN)
|
||||
J |= VBA_BUTTON_L;
|
||||
// Accelerate
|
||||
if (wp->btns_h & WPAD_BUTTON_2)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Brake
|
||||
if (wp->btns_h & WPAD_BUTTON_1)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Jump/Power slide
|
||||
if (wp->btns_h & WPAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_R;
|
||||
if (wp->btns_h & WPAD_BUTTON_B)
|
||||
J |= VBA_BUTTON_R;
|
||||
if (wp->orient.pitch> 12) {
|
||||
fraction = (wp->orient.pitch - 12)/60.0f;
|
||||
if ((frame % 60)/60.0f < fraction)
|
||||
J |= VBA_LEFT;
|
||||
} else if (wp->orient.pitch <- 12) {
|
||||
fraction = -(wp->orient.pitch + 10)/60.0f;
|
||||
if ((frame % 60)/60.0f < fraction)
|
||||
J |= VBA_RIGHT;
|
||||
}
|
||||
} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
|
||||
// Use item
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
|
||||
J |= VBA_BUTTON_L;
|
||||
// Accelerate
|
||||
if (wp->btns_h & WPAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Brake
|
||||
if (wp->btns_h & WPAD_BUTTON_B)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Jump
|
||||
if (fabs(wp->gforce.y)> 1.5 )
|
||||
J |= VBA_BUTTON_R;
|
||||
if (wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_LEFT || wp->btns_h & WPAD_BUTTON_RIGHT || wp->btns_h & WPAD_BUTTON_DOWN)
|
||||
J |= VBA_BUTTON_R;
|
||||
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
||||
// Use item
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L)
|
||||
J |= VBA_BUTTON_L;
|
||||
// Accelerate
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Brake
|
||||
if (wp->btns_h & WPAD_BUTTON_B)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
|
||||
J |= VBA_BUTTON_R;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_UP || wp->btns_h & WPAD_CLASSIC_BUTTON_LEFT || wp->btns_h & WPAD_CLASSIC_BUTTON_RIGHT || wp->btns_h & WPAD_CLASSIC_BUTTON_DOWN)
|
||||
J |= VBA_BUTTON_R;
|
||||
// Start/Select
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
}
|
||||
#endif
|
||||
|
||||
u32 gc = PAD_ButtonsHeld(pad);
|
||||
if (gc & PAD_BUTTON_START)
|
||||
J |= VBA_BUTTON_START;
|
||||
if (gc & PAD_BUTTON_X || gc & PAD_BUTTON_Y)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
if (gc & PAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
if (gc & PAD_BUTTON_B)
|
||||
J |= VBA_BUTTON_B;
|
||||
if (gc & PAD_TRIGGER_L)
|
||||
J |= VBA_BUTTON_L;
|
||||
if (gc & PAD_TRIGGER_R)
|
||||
J |= VBA_BUTTON_R;
|
||||
if (gc & PAD_BUTTON_UP || gc & PAD_BUTTON_DOWN || gc & PAD_BUTTON_LEFT
|
||||
|| gc & PAD_BUTTON_RIGHT)
|
||||
J |= VBA_BUTTON_R;
|
||||
|
||||
frame++;
|
||||
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 Mario1DXInput(unsigned short pad) {
|
||||
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
|
||||
bool run = false;
|
||||
run = (wp->exp.type==WPAD_EXP_NUNCHUK && wp->exp.nunchuk.js.mag> 0.83) || (wp->exp.type==WPAD_EXP_CLASSIC && wp->exp.classic.ljs.mag> 0.83);
|
||||
run = run && ((J & VBA_LEFT) || (J & VBA_RIGHT));
|
||||
|
||||
if (wp->exp.type==WPAD_EXP_NUNCHUK) {
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select
|
||||
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Run, pick up
|
||||
if (wp->btns_h & WPAD_BUTTON_B || run)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Starspin shoots when using fireflower
|
||||
if (fabs(wp->gforce.x)> 1.5)
|
||||
J |= VBA_BUTTON_B;
|
||||
|
||||
// Camera (must come before Crouch)
|
||||
if (!(wp->btns_h & WPAD_NUNCHUK_BUTTON_C))
|
||||
J &= ~(VBA_DOWN | VBA_UP);
|
||||
if (wp->btns_h & WPAD_BUTTON_UP)
|
||||
J |= VBA_UP;
|
||||
if (wp->btns_h & WPAD_BUTTON_DOWN)
|
||||
J |= VBA_DOWN;
|
||||
// Crouch (must come after Camera)
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
|
||||
J |= VBA_DOWN;
|
||||
|
||||
// Speed
|
||||
if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2)
|
||||
J |= VBA_SPEED;
|
||||
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Run, pick up, throw, fire
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y || run)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Spin attack
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_A)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Camera
|
||||
J &= ~(VBA_DOWN | VBA_UP);
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L)
|
||||
J |= VBA_DOWN;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
|
||||
J |= VBA_UP;
|
||||
// Crouch
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL) {
|
||||
J |= VBA_DOWN;
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
// DPad movement/camera
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_UP)
|
||||
J |= VBA_UP;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_DOWN)
|
||||
J |= VBA_DOWN;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_LEFT)
|
||||
J |= VBA_LEFT;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_RIGHT)
|
||||
J |= VBA_RIGHT;
|
||||
// Speed
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR)
|
||||
J |= VBA_SPEED;
|
||||
} else
|
||||
J |= StandardSideways(pad);
|
||||
#endif
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 Mario1ClassicInput(unsigned short pad) {
|
||||
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
|
||||
bool run = false;
|
||||
|
||||
run = (wp->exp.type==WPAD_EXP_NUNCHUK && wp->exp.nunchuk.js.mag> 0.83) || (wp->exp.type==WPAD_EXP_CLASSIC && wp->exp.classic.ljs.mag> 0.83);
|
||||
run = run && ((J & VBA_LEFT) || (J & VBA_RIGHT));
|
||||
|
||||
if (wp->exp.type==WPAD_EXP_NUNCHUK) {
|
||||
J |= StandardDPad(pad);
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select
|
||||
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Run, pick up
|
||||
if (wp->btns_h & WPAD_BUTTON_B || run)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Starspin shoots when using fireflower
|
||||
if (fabs(wp->gforce.x)> 1.5)
|
||||
J |= VBA_BUTTON_B;
|
||||
|
||||
// Crouch
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
|
||||
J |= VBA_DOWN;
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
|
||||
// Speed
|
||||
if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2)
|
||||
J |= VBA_SPEED;
|
||||
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
||||
// DPad movement
|
||||
J |= StandardDPad(pad);
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Run, pick up, throw, fire
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y || run)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Spin attack
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_A)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Crouch
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL || wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L)
|
||||
{
|
||||
J |= VBA_DOWN;
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
// Speed
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR)
|
||||
J |= VBA_SPEED;
|
||||
} else
|
||||
J |= StandardSideways(pad);
|
||||
#endif
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 MarioLand1Input(unsigned short pad) {
|
||||
u32 J = StandardMovement(pad) | DecodeKeyboard(pad) | DecodeGamecube(pad);
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
bool run = false;
|
||||
|
||||
run = (wp->exp.type==WPAD_EXP_NUNCHUK && wp->exp.nunchuk.js.mag> 0.83) || (wp->exp.type==WPAD_EXP_CLASSIC && wp->exp.classic.ljs.mag> 0.83);
|
||||
run = run && ((J & VBA_LEFT) || (J & VBA_RIGHT));
|
||||
|
||||
if (wp->exp.type == WPAD_EXP_NONE)
|
||||
J |= StandardSideways(pad);
|
||||
else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
||||
J |= StandardDPad(pad);
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Run, pick up, throw, fire
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y || run)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Spin attack
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_A)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Crouch
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL || wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L)
|
||||
{
|
||||
J |= VBA_DOWN;
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
// Speed
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR || wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
|
||||
J |= VBA_SPEED;
|
||||
} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
|
||||
J |= StandardDPad(pad);
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select
|
||||
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Run, pick up, throw, fire
|
||||
if (wp->btns_h & WPAD_BUTTON_B || run)
|
||||
J |= VBA_BUTTON_B;
|
||||
if (fabs(wp->gforce.x)> 1.5)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Crouch
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
|
||||
J |= VBA_DOWN;
|
||||
// Speed
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C || wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2)
|
||||
J |= VBA_SPEED;
|
||||
}
|
||||
else
|
||||
J |= DecodeWiimote(pad);
|
||||
#endif
|
||||
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 MarioLand2Input(unsigned short pad) {
|
||||
u32 J = StandardMovement(pad) | DecodeKeyboard(pad) | DecodeGamecube(pad);
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
bool run = false;
|
||||
|
||||
run = (wp->exp.type==WPAD_EXP_NUNCHUK && wp->exp.nunchuk.js.mag> 0.83) || (wp->exp.type==WPAD_EXP_CLASSIC && wp->exp.classic.ljs.mag> 0.83);
|
||||
run = run && ((J & VBA_LEFT) || (J & VBA_RIGHT));
|
||||
|
||||
if (wp->exp.type == WPAD_EXP_NONE)
|
||||
J |= StandardSideways(pad);
|
||||
else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
||||
J |= StandardDPad(pad);
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Run, pick up, throw, fire
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y || run)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Spin attack
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_A)
|
||||
J |= VBA_DOWN | VBA_BUTTON_A;
|
||||
// Camera
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L)
|
||||
J |= VBA_DOWN | VBA_BUTTON_B;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
|
||||
J |= VBA_UP | VBA_BUTTON_B;
|
||||
// Crouch
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL && (!(wp->btns_h & WPAD_CLASSIC_BUTTON_A))) {
|
||||
J |= VBA_DOWN;
|
||||
// if the run button is held down, crouching also looks down
|
||||
// which we don't want when using the Z button
|
||||
J &= ~VBA_BUTTON_B;
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
// Speed
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR)
|
||||
J |= VBA_SPEED;
|
||||
} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select
|
||||
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Run, pick up, throw, fire
|
||||
if (wp->btns_h & WPAD_BUTTON_B || run)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Spin attack
|
||||
if (fabs(wp->gforce.x)> 1.4)
|
||||
J |= VBA_DOWN | VBA_BUTTON_A;
|
||||
// Camera
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C)
|
||||
J |= VBA_BUTTON_B;
|
||||
if (wp->btns_h & WPAD_BUTTON_UP)
|
||||
J |= VBA_BUTTON_B | VBA_UP;
|
||||
if (wp->btns_h & WPAD_BUTTON_DOWN)
|
||||
J |= VBA_BUTTON_B | VBA_DOWN;
|
||||
if (wp->btns_h & WPAD_BUTTON_LEFT)
|
||||
J |= VBA_BUTTON_B | VBA_LEFT;
|
||||
if (wp->btns_h & WPAD_BUTTON_RIGHT)
|
||||
J |= VBA_BUTTON_B | VBA_RIGHT;
|
||||
// Crouch
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z && (!(wp->btns_h & WPAD_BUTTON_A))) {
|
||||
J |= VBA_DOWN;
|
||||
// if the run button is held down, crouching also looks down
|
||||
// which we don't want when using the Z button
|
||||
J &= ~VBA_BUTTON_B;
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
// Speed
|
||||
if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2)
|
||||
J |= VBA_SPEED;
|
||||
} else
|
||||
J |= DecodeWiimote(pad);
|
||||
#endif
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 Mario2Input(unsigned short pad)
|
||||
{
|
||||
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad) | DecodeWiimote(pad);
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
bool run = false;
|
||||
run = (wp->exp.type==WPAD_EXP_NUNCHUK && wp->exp.nunchuk.js.mag> 0.83) || (wp->exp.type==WPAD_EXP_CLASSIC && wp->exp.classic.ljs.mag> 0.83);
|
||||
run = run && ((J & VBA_LEFT) || (J & VBA_RIGHT));
|
||||
|
||||
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
|
||||
// DPad looks around
|
||||
if (wp->btns_h & WPAD_BUTTON_RIGHT)
|
||||
J |= VBA_BUTTON_R;
|
||||
if (wp->btns_h & WPAD_BUTTON_LEFT)
|
||||
J |= VBA_BUTTON_L;
|
||||
if (wp->btns_h & WPAD_BUTTON_UP)
|
||||
J |= VBA_BUTTON_L;
|
||||
if (wp->btns_h & WPAD_BUTTON_DOWN)
|
||||
J |= VBA_BUTTON_L;
|
||||
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select
|
||||
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Run, pick up
|
||||
if (wp->btns_h & WPAD_BUTTON_B)
|
||||
J |= VBA_BUTTON_B;
|
||||
if (fabs(wp->gforce.x)> 1.5)
|
||||
J |= VBA_BUTTON_B;
|
||||
|
||||
// Crouch
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
|
||||
J |= VBA_DOWN;
|
||||
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C)
|
||||
J |= VBA_BUTTON_L;
|
||||
if (wp->btns_h & WPAD_BUTTON_1)
|
||||
J |= VBA_BUTTON_R;
|
||||
if (wp->btns_h & WPAD_BUTTON_2)
|
||||
J |= VBA_BUTTON_R;
|
||||
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
||||
// DPad movement
|
||||
J |= StandardDPad(pad);
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Run, pick up, throw, fire
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y || run)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Spin attack
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
// R
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
|
||||
J |= VBA_BUTTON_R;
|
||||
// Crouch
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L || wp->btns_h & WPAD_CLASSIC_BUTTON_ZL) {
|
||||
J |= VBA_DOWN;
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
// Speed
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR)
|
||||
J |= VBA_SPEED;
|
||||
}
|
||||
#endif
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 MarioWorldInput(unsigned short pad) {
|
||||
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(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
|
||||
u8 RidingYoshi = CPUReadByte(0x3004302); // 00 = not riding, 01 = riding
|
||||
static bool NeedStomp = false;
|
||||
bool dontrun = false;
|
||||
bool run = false;
|
||||
static bool dontletgo = false;
|
||||
dontrun = (InYoshisMouth != 0 && InYoshisMouth != 0xFF && RidingYoshi);
|
||||
bool BButton = false;
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
|
||||
run = (wp->exp.type==WPAD_EXP_NUNCHUK && wp->exp.nunchuk.js.mag> 0.83) || (wp->exp.type==WPAD_EXP_CLASSIC && wp->exp.classic.ljs.mag> 0.83);
|
||||
BButton = (wp->exp.type == WPAD_EXP_CLASSIC && (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y)) || wp->btns_h & WPAD_BUTTON_B;
|
||||
#endif
|
||||
u32 gc = PAD_ButtonsHeld(pad);
|
||||
BButton = BButton || gc & PAD_BUTTON_B;
|
||||
if (run && CarryState && !BButton)
|
||||
dontletgo = true;
|
||||
if (!CarryState)
|
||||
dontletgo = false;
|
||||
#ifdef HW_RVL
|
||||
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
|
||||
J |= StandardDPad(pad);
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select
|
||||
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Run, pick up
|
||||
if ((run && !dontrun) || wp->btns_h & WPAD_BUTTON_B || dontletgo)
|
||||
J |= VBA_BUTTON_B;
|
||||
if (wp->btns_h & WPAD_BUTTON_B && dontletgo) {
|
||||
J = J & ~VBA_BUTTON_B;
|
||||
dontletgo = false;
|
||||
}
|
||||
// Spin attack
|
||||
if (fabs(wp->gforce.x)> 1.5)
|
||||
J |= VBA_BUTTON_R;
|
||||
|
||||
// Butt stomp
|
||||
if (FallState!=0 && (wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) && (!RidingYoshi))
|
||||
NeedStomp = true;
|
||||
if (FallState!=0 && (wp->exp.type == WPAD_EXP_CLASSIC) && (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL || wp->btns_h & WPAD_CLASSIC_BUTTON_ZR) && (!RidingYoshi))
|
||||
NeedStomp = true;
|
||||
// Crouch
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
|
||||
J |= VBA_DOWN; // Crouch
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
|
||||
// Camera
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) {
|
||||
if (J & VBA_DOWN || J & VBA_UP)
|
||||
J |= VBA_BUTTON_L;
|
||||
else if (J & VBA_RIGHT || J & VBA_LEFT) {
|
||||
J |= VBA_BUTTON_L;
|
||||
J &= ~VBA_RIGHT;
|
||||
J &= ~VBA_LEFT;
|
||||
}
|
||||
}
|
||||
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
||||
J |= StandardDPad(pad);
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select
|
||||
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y)
|
||||
J |= VBA_BUTTON_B;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
|
||||
J |= VBA_BUTTON_A;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_A || wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
|
||||
J |= VBA_BUTTON_R;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L)
|
||||
J |= VBA_BUTTON_L;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL || wp->btns_h & WPAD_CLASSIC_BUTTON_ZR)
|
||||
{
|
||||
J |= VBA_DOWN; // Crouch
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
}
|
||||
|
||||
BButton = (wp->exp.type == WPAD_EXP_CLASSIC && (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y)) || wp->btns_h & WPAD_BUTTON_B;
|
||||
#endif
|
||||
// Gamecube controller
|
||||
if (gc & PAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
if (gc & PAD_BUTTON_B)
|
||||
J |= VBA_BUTTON_B;
|
||||
if (gc & PAD_BUTTON_X)
|
||||
J |= VBA_BUTTON_R;
|
||||
if (gc & PAD_BUTTON_Y)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
if (gc & PAD_TRIGGER_R)
|
||||
J |= VBA_BUTTON_R;
|
||||
if (gc & PAD_TRIGGER_L)
|
||||
J |= VBA_BUTTON_L;
|
||||
if (gc & PAD_BUTTON_START)
|
||||
J |= VBA_BUTTON_START;
|
||||
if (gc & PAD_TRIGGER_Z) {
|
||||
J |= VBA_DOWN;
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
// if we try to use Yoshi's tongue while running, release run for one frame
|
||||
if (run && BButton && !dontrun && !dontletgo)
|
||||
J &= ~VBA_BUTTON_B;
|
||||
if (NeedStomp && FallState == 0 && !RidingYoshi) {
|
||||
J |= VBA_BUTTON_R; // spin attack only works when on ground
|
||||
NeedStomp = false;
|
||||
}
|
||||
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 Mario3Input(unsigned short pad)
|
||||
{
|
||||
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
bool run = false;
|
||||
|
||||
run = (wp->exp.type==WPAD_EXP_NUNCHUK && wp->exp.nunchuk.js.mag> 0.83) || (wp->exp.type==WPAD_EXP_CLASSIC && wp->exp.classic.ljs.mag> 0.83);
|
||||
run = run && ((J & VBA_LEFT) || (J & VBA_RIGHT));
|
||||
|
||||
if (wp->exp.type == WPAD_EXP_NONE)
|
||||
J |= DecodeWiimote(pad);
|
||||
else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
||||
// DPad movement
|
||||
J |= StandardDPad(pad);
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_L;
|
||||
// Replay menu
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Run, pick up, throw, fire
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y || run)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Spin attack (racoon costume, fire flower)
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_A)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Crouch
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL || wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L) {
|
||||
J |= VBA_DOWN;
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
// Speed
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR)
|
||||
J |= VBA_SPEED;
|
||||
|
||||
} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
|
||||
J |= StandardDPad(pad);
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select
|
||||
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_L;
|
||||
// Replay Menu
|
||||
if (wp->btns_h & WPAD_BUTTON_1)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Run, pick up, throw, fire
|
||||
if (wp->btns_h & WPAD_BUTTON_B || run)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Spin attack (racoon, fire flower)
|
||||
if (fabs(wp->gforce.x)> 1.4)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Crouch
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
|
||||
{
|
||||
J |= VBA_DOWN;
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
// Speed
|
||||
if (wp->btns_h & WPAD_BUTTON_2)
|
||||
J |= VBA_SPEED;
|
||||
}
|
||||
#endif
|
||||
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 YoshiIslandInput(unsigned short pad)
|
||||
{
|
||||
u32 J = StandardMovement(pad) | DecodeWiimote(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
|
||||
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
|
||||
J |= StandardDPad(pad);
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select
|
||||
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Run, pick up
|
||||
if (wp->btns_h & WPAD_BUTTON_B)
|
||||
J |= VBA_BUTTON_B;
|
||||
// throw
|
||||
if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2)
|
||||
J |= VBA_BUTTON_R;
|
||||
|
||||
// Crouch, lay egg
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
|
||||
J |= VBA_DOWN; // Crouch
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
|
||||
// Camera
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C)
|
||||
J |= VBA_BUTTON_L;
|
||||
|
||||
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
||||
J |= StandardDPad(pad);
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_X)
|
||||
J |= VBA_BUTTON_B;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_Y)
|
||||
J |= VBA_BUTTON_R;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
|
||||
J |= VBA_BUTTON_A;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_A || wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
|
||||
J |= VBA_BUTTON_R;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L)
|
||||
J |= VBA_BUTTON_L;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL || wp->btns_h & WPAD_CLASSIC_BUTTON_ZR)
|
||||
{
|
||||
J |= VBA_DOWN; // Crouch
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
// Gamecube controller
|
||||
{
|
||||
u32 gc = PAD_ButtonsHeld(pad);
|
||||
if (gc & PAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
if (gc & PAD_BUTTON_B)
|
||||
J |= VBA_BUTTON_B;
|
||||
if (gc & PAD_BUTTON_X)
|
||||
J |= VBA_BUTTON_R;
|
||||
if (gc & PAD_BUTTON_Y)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
if (gc & PAD_TRIGGER_R)
|
||||
J |= VBA_BUTTON_R;
|
||||
if (gc & PAD_TRIGGER_L)
|
||||
J |= VBA_BUTTON_L;
|
||||
if (gc & PAD_BUTTON_START)
|
||||
J |= VBA_BUTTON_START;
|
||||
if (gc & PAD_TRIGGER_Z) {
|
||||
J |= VBA_DOWN;
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
}
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 UniversalGravitationInput(unsigned short pad) {
|
||||
TiltScreen = true;
|
||||
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
|
||||
J |= StandardDPad(pad);
|
||||
TiltSideways = false;
|
||||
// Pause
|
||||
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Select, L & R do nothing!
|
||||
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
if (wp->btns_h & WPAD_BUTTON_1)
|
||||
J |= VBA_BUTTON_L | VBA_SPEED;
|
||||
if (wp->btns_h & WPAD_BUTTON_2)
|
||||
J |= VBA_BUTTON_R | VBA_SPEED;
|
||||
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
// tongue
|
||||
if (wp->btns_h & WPAD_BUTTON_B)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Crouch, butt stomp
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
|
||||
J |= VBA_DOWN; // Crouch
|
||||
J &= ~VBA_UP;
|
||||
}
|
||||
// Camera
|
||||
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) {
|
||||
J |= VBA_UP;
|
||||
}
|
||||
}
|
||||
else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
||||
TiltSideways = false;
|
||||
J |= StandardDPad(pad);
|
||||
// A bit stupid playing with the classic controller, but nevermind.
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_X)
|
||||
J |= VBA_BUTTON_B;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_Y)
|
||||
J |= VBA_BUTTON_R;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_B || wp->btns_h & WPAD_CLASSIC_BUTTON_A)
|
||||
J |= VBA_BUTTON_A;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L || wp->btns_h & WPAD_CLASSIC_BUTTON_ZL)
|
||||
J |= VBA_DOWN;
|
||||
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
|
||||
J |= VBA_UP;
|
||||
if (WPAD_CLASSIC_BUTTON_ZR)
|
||||
J |= VBA_SPEED;
|
||||
} else {
|
||||
J |= StandardSideways(pad);
|
||||
TiltSideways = true;
|
||||
}
|
||||
#endif
|
||||
return J;
|
||||
}
|
||||
|
655
source/ngc/inputmetroid.cpp
Normal file
655
source/ngc/inputmetroid.cpp
Normal file
@ -0,0 +1,655 @@
|
||||
/****************************************************************************
|
||||
* Visual Boy Advance GX
|
||||
*
|
||||
* Carl Kenner Febuary 2009
|
||||
*
|
||||
* gameinput.cpp
|
||||
*
|
||||
* Wii/Gamecube controls for individual games
|
||||
***************************************************************************/
|
||||
|
||||
#include <gccore.h>
|
||||
#include <stdio.h>
|
||||
#include <stdarg.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
#include <ogcsys.h>
|
||||
#include <unistd.h>
|
||||
#include <wiiuse/wpad.h>
|
||||
|
||||
#include "vba.h"
|
||||
#include "button_mapping.h"
|
||||
#include "audio.h"
|
||||
#include "video.h"
|
||||
#include "input.h"
|
||||
#include "gameinput.h"
|
||||
#include "vbasupport.h"
|
||||
#include "wiiusbsupport.h"
|
||||
#include "gba/GBA.h"
|
||||
#include "gba/bios.h"
|
||||
#include "gba/GBAinline.h"
|
||||
|
||||
u32 MetroidZeroInput(unsigned short pad) {
|
||||
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeClassic(pad) | DecodeKeyboard(pad);
|
||||
u8 BallState = CPUReadByte(0x30015df); // 0 = stand, 1 = crouch, 2 = ball
|
||||
u16 Health = CPUReadByte(0x3001536); // 0 = stand, 1 = crouch, 2 = ball
|
||||
static u16 OldHealth = 0;
|
||||
|
||||
// Rumble when they lose health!
|
||||
if (Health < OldHealth)
|
||||
systemGameRumble(20);
|
||||
OldHealth = Health;
|
||||
|
||||
static int Morph = 0;
|
||||
static int AimCount = 0;
|
||||
static int MissileCount = 0;
|
||||
|
||||
if (BallState == 2) // Can't exit morph ball without pressing C!
|
||||
J &= ~VBA_UP;
|
||||
if (BallState == 1) // Can't enter morph ball without pressing C!
|
||||
J &= ~VBA_DOWN;
|
||||
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
|
||||
if (wp->btns_h & WPAD_BUTTON_UP)
|
||||
J |= VBA_SPEED;
|
||||
if (wp->btns_h & WPAD_BUTTON_LEFT)
|
||||
J |= VBA_BUTTON_L;
|
||||
if (wp->btns_h & WPAD_BUTTON_RIGHT)
|
||||
J |= VBA_BUTTON_R;
|
||||
// Visor doesn't exist, use as start button
|
||||
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Hyper (toggle super missiles)
|
||||
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
// Map
|
||||
if (wp->btns_h & WPAD_BUTTON_1)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Hint
|
||||
if (wp->btns_h & WPAD_BUTTON_2)
|
||||
J |= VBA_BUTTON_R;
|
||||
// Z-Target
|
||||
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
|
||||
;
|
||||
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_BUTTON_B && BallState!=2)
|
||||
J |= VBA_BUTTON_A;
|
||||
else if (BallState==2 && fabs(wp->gforce.y)> 1.5)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Fire
|
||||
if (wp->btns_h & WPAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Aim
|
||||
/*if (CursorValid && CursorY < 96 && BallState!=2)
|
||||
J |= VBA_UP;
|
||||
else if (CursorValid && CursorY < 192 && BallState!=2)
|
||||
J |= VBA_BUTTON_L;
|
||||
else if (CursorValid && CursorY < 288 && BallState!=2)
|
||||
J |= 0;
|
||||
else if (CursorValid && CursorY < 384 && BallState!=2)
|
||||
J |= VBA_BUTTON_L & VBA_DOWN;
|
||||
else if (CursorValid && BallState==0)
|
||||
J |= VBA_DOWN;*/
|
||||
if (wp->orient.pitch < -45 && BallState !=2) {
|
||||
J |= VBA_UP;
|
||||
AimCount = 0;
|
||||
} else if (wp->orient.pitch < -22 && BallState !=2) {
|
||||
if (AimCount>=0) AimCount = -1;
|
||||
} else if (wp->orient.pitch> 45 && BallState ==0) {
|
||||
if (AimCount<10) AimCount=10;
|
||||
} else if (wp->orient.pitch> 22 && BallState !=2) {
|
||||
if (AimCount<=0 || AimCount>=10) AimCount = 1;
|
||||
} else {
|
||||
AimCount=0;
|
||||
}
|
||||
|
||||
// Morph Ball
|
||||
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_d & WPAD_NUNCHUK_BUTTON_C)) {
|
||||
if (BallState == 2) { // ball
|
||||
Morph = -1;
|
||||
} else if (BallState == 1) {
|
||||
Morph = 2;
|
||||
} else {
|
||||
Morph = 1;
|
||||
}
|
||||
}
|
||||
// Missile
|
||||
if (wp->btns_h & WPAD_BUTTON_DOWN) {
|
||||
MissileCount = 1;
|
||||
}
|
||||
|
||||
switch (AimCount) {
|
||||
case 1:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
|
||||
J |= VBA_BUTTON_L;
|
||||
AimCount++;
|
||||
break;
|
||||
case 2:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
|
||||
J |= VBA_BUTTON_L | VBA_DOWN;
|
||||
AimCount++;
|
||||
break;
|
||||
case 3:
|
||||
J |= VBA_BUTTON_L;
|
||||
break;
|
||||
case -1:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
|
||||
J |= 0;
|
||||
AimCount--;
|
||||
break;
|
||||
case -2:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
|
||||
J |= VBA_BUTTON_L;
|
||||
AimCount--;
|
||||
break;
|
||||
case -3:
|
||||
J |= VBA_BUTTON_L;
|
||||
break;
|
||||
|
||||
case 10:
|
||||
J |= VBA_BUTTON_A;
|
||||
AimCount++;
|
||||
break;
|
||||
case 11:
|
||||
J |= VBA_DOWN;
|
||||
AimCount++;
|
||||
break;
|
||||
case 12:
|
||||
J |= VBA_DOWN;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (MissileCount) {
|
||||
case 1:
|
||||
case 2:
|
||||
J |= VBA_BUTTON_R;
|
||||
MissileCount++;
|
||||
break;
|
||||
case 3:
|
||||
case 4:
|
||||
J |= VBA_BUTTON_R | VBA_BUTTON_B;
|
||||
MissileCount++;
|
||||
break;
|
||||
case 5:
|
||||
MissileCount = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (Morph) {
|
||||
case 1:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_DOWN;
|
||||
Morph = 2;
|
||||
break;
|
||||
case 2:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
Morph = 3;
|
||||
break;
|
||||
case 3:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_DOWN;
|
||||
Morph = 0;
|
||||
break;
|
||||
case -1:
|
||||
case -2:
|
||||
case -3:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_UP;
|
||||
Morph--;
|
||||
break;
|
||||
case -4:
|
||||
case -5:
|
||||
case -6:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
Morph--;
|
||||
break;
|
||||
case -7:
|
||||
case -8:
|
||||
case -9:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_UP;
|
||||
Morph--;
|
||||
break;
|
||||
case -10:
|
||||
Morph = 0;
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 MetroidFusionInput(unsigned short pad) {
|
||||
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeClassic(pad) | DecodeKeyboard(pad);
|
||||
u8 BallState = CPUReadByte(0x3001329); // 0 = stand, 2 = crouch, 5 = ball
|
||||
u16 Health = CPUReadHalfWord(0x3001310);
|
||||
static u16 OldHealth = 0;
|
||||
|
||||
// Rumble when they lose health!
|
||||
if (Health < OldHealth)
|
||||
systemGameRumble(20);
|
||||
OldHealth = Health;
|
||||
|
||||
static int Morph = 0;
|
||||
static int AimCount = 0;
|
||||
static int MissileCount = 0;
|
||||
|
||||
if (BallState == 5) // Can't exit morph ball without pressing C!
|
||||
J &= ~VBA_UP;
|
||||
if (BallState == 2) // Can't enter morph ball without pressing C!
|
||||
J &= ~VBA_DOWN;
|
||||
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
|
||||
if (wp->btns_h & WPAD_BUTTON_LEFT)
|
||||
J |= VBA_BUTTON_L;
|
||||
if (wp->btns_h & WPAD_BUTTON_RIGHT)
|
||||
J |= VBA_BUTTON_R;
|
||||
|
||||
// Visor doesn't exist, just use as select button
|
||||
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
// Hyper isn't available, just use start button as start
|
||||
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Map
|
||||
if (wp->btns_h & WPAD_BUTTON_1)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Hint
|
||||
if (wp->btns_h & WPAD_BUTTON_2)
|
||||
J |= VBA_BUTTON_R;
|
||||
// Z-Target
|
||||
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
|
||||
J |= VBA_SPEED;
|
||||
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_BUTTON_B && BallState!=5)
|
||||
J |= VBA_BUTTON_A;
|
||||
else if (BallState==5 && fabs(wp->gforce.y)> 1.5)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Fire
|
||||
if (wp->btns_h & WPAD_BUTTON_A)
|
||||
J |= VBA_BUTTON_B;
|
||||
// Aim
|
||||
if (wp->orient.pitch < -45 && BallState !=5) {
|
||||
J |= VBA_UP;
|
||||
AimCount = 0;
|
||||
} else if (wp->orient.pitch < -22 && BallState !=5) {
|
||||
if (AimCount>=0) AimCount = -1;
|
||||
} else if (wp->orient.pitch> 45 && BallState !=5) {
|
||||
if (AimCount<10) AimCount=10;
|
||||
} else if (wp->orient.pitch> 22 && BallState !=5) {
|
||||
if (AimCount<=0 || AimCount>=10) AimCount = 1;
|
||||
} else {
|
||||
AimCount=0;
|
||||
}
|
||||
|
||||
// Morph Bdall
|
||||
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_d & WPAD_NUNCHUK_BUTTON_C)) {
|
||||
if (BallState == 5) { // ball
|
||||
Morph = -1;
|
||||
} else if (BallState == 2) {
|
||||
Morph = 2;
|
||||
} else {
|
||||
Morph = 1;
|
||||
}
|
||||
}
|
||||
// Missile
|
||||
if (wp->btns_h & WPAD_BUTTON_DOWN) {
|
||||
MissileCount = 1;
|
||||
}
|
||||
#endif
|
||||
|
||||
switch (AimCount) {
|
||||
case 1:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
|
||||
J |= VBA_BUTTON_L;
|
||||
AimCount++;
|
||||
break;
|
||||
case 2:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
|
||||
J |= VBA_BUTTON_L | VBA_DOWN;
|
||||
AimCount++;
|
||||
break;
|
||||
case 3:
|
||||
J |= VBA_BUTTON_L;
|
||||
break;
|
||||
case -1:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
|
||||
J |= 0;
|
||||
AimCount--;
|
||||
break;
|
||||
case -2:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_BUTTON_L);
|
||||
J |= VBA_BUTTON_L;
|
||||
AimCount--;
|
||||
break;
|
||||
case -3:
|
||||
J |= VBA_BUTTON_L;
|
||||
break;
|
||||
|
||||
case 10:
|
||||
case 11:
|
||||
J |= VBA_BUTTON_A;
|
||||
AimCount++;
|
||||
break;
|
||||
case 12:
|
||||
case 13:
|
||||
J |= VBA_DOWN;
|
||||
AimCount++;
|
||||
break;
|
||||
case 14:
|
||||
J |= VBA_DOWN;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (MissileCount) {
|
||||
case 1:
|
||||
case 2:
|
||||
J |= VBA_BUTTON_R;
|
||||
MissileCount++;
|
||||
break;
|
||||
case 3:
|
||||
case 4:
|
||||
J |= VBA_BUTTON_R | VBA_BUTTON_B;
|
||||
MissileCount++;
|
||||
break;
|
||||
case 5:
|
||||
MissileCount = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (Morph) {
|
||||
case 1:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_DOWN;
|
||||
Morph = 2;
|
||||
break;
|
||||
case 2:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
Morph = 3;
|
||||
break;
|
||||
case 3:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_DOWN;
|
||||
Morph = 0;
|
||||
break;
|
||||
case -1:
|
||||
case -2:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_UP;
|
||||
Morph--;
|
||||
break;
|
||||
case -3:
|
||||
case -4:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
Morph--;
|
||||
break;
|
||||
case -5:
|
||||
case -6:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_UP;
|
||||
Morph--;
|
||||
break;
|
||||
case -7:
|
||||
Morph = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 Metroid1Input(unsigned short pad) {
|
||||
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeClassic(pad) | DecodeKeyboard(pad);
|
||||
u8 BallState = CPUReadByte(0x3007500); // 3 = ball, other = stand
|
||||
u8 MissileState = CPUReadByte(0x300730E); // 1 = missile, 0 = beam
|
||||
u16 Health = CPUReadHalfWord(0x3007306); // Binary Coded Decimal
|
||||
static u16 OldHealth = 0;
|
||||
|
||||
// Rumble when they lose health!
|
||||
if (Health < OldHealth)
|
||||
systemGameRumble(20);
|
||||
OldHealth = Health;
|
||||
|
||||
static int Morph = 0;
|
||||
|
||||
if (BallState == 3) // Can't exit morph ball without pressing C!
|
||||
J &= ~VBA_UP;
|
||||
if (BallState != 3) // Can't enter morph ball without pressing C!
|
||||
J &= ~VBA_DOWN;
|
||||
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
|
||||
// No visors
|
||||
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
// Start button just pauses
|
||||
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Map (doesn't exist)
|
||||
if (wp->btns_h & WPAD_BUTTON_1)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Hint (doesn't exist)
|
||||
if (wp->btns_h & WPAD_BUTTON_2)
|
||||
J |= VBA_SPEED;
|
||||
// Z-Target
|
||||
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
|
||||
;
|
||||
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_BUTTON_B && BallState!=5)
|
||||
J |= VBA_BUTTON_A;
|
||||
else if (BallState==5 && fabs(wp->gforce.y)> 1.5)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Fire
|
||||
if (wp->btns_h & WPAD_BUTTON_A) {
|
||||
if (MissileState)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
else
|
||||
J |= VBA_BUTTON_B;
|
||||
}
|
||||
|
||||
// Aim
|
||||
if (wp->orient.pitch < -45 && BallState !=3)
|
||||
J |= VBA_UP;
|
||||
|
||||
// Morph Ball
|
||||
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_d & WPAD_NUNCHUK_BUTTON_C)) {
|
||||
if (BallState == 3) { // ball
|
||||
Morph = -1;
|
||||
} else {
|
||||
Morph = 2;
|
||||
}
|
||||
}
|
||||
// Missile
|
||||
if (wp->btns_h & WPAD_BUTTON_DOWN) {
|
||||
if (!(MissileState))
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
else
|
||||
J |= VBA_BUTTON_B;
|
||||
} if (wp->btns_u & WPAD_BUTTON_DOWN) {
|
||||
if (MissileState)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
}
|
||||
#endif
|
||||
switch (Morph) {
|
||||
case 1:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_DOWN;
|
||||
Morph = 2;
|
||||
break;
|
||||
case 2:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
Morph = 3;
|
||||
break;
|
||||
case 3:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_DOWN;
|
||||
Morph = 0;
|
||||
break;
|
||||
case -1:
|
||||
case -2:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_UP;
|
||||
Morph--;
|
||||
break;
|
||||
case -3:
|
||||
case -4:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
Morph--;
|
||||
break;
|
||||
case -5:
|
||||
case -6:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_UP;
|
||||
Morph--;
|
||||
break;
|
||||
case -7:
|
||||
Morph = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
return J;
|
||||
}
|
||||
|
||||
u32 Metroid2Input(unsigned short pad) {
|
||||
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeClassic(pad) | DecodeKeyboard(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
|
||||
static u8 OldHealth = 0;
|
||||
|
||||
// Rumble when they lose (or gain) health! (since I'm not checking energy tanks)
|
||||
if (Health != OldHealth)
|
||||
systemGameRumble(20);
|
||||
OldHealth = Health;
|
||||
|
||||
static int Morph = 0;
|
||||
static int AimCount = 0;
|
||||
|
||||
if (BallState == 5) // Can't exit morph ball without pressing C!
|
||||
J &= ~VBA_UP;
|
||||
if (BallState == 4) // Can't enter morph ball without pressing C!
|
||||
J &= ~VBA_DOWN;
|
||||
|
||||
#ifdef HW_RVL
|
||||
WPADData * wp = WPAD_Data(pad);
|
||||
|
||||
// No visors
|
||||
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
// Start button just pauses
|
||||
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Map (doesn't exist)
|
||||
if (wp->btns_h & WPAD_BUTTON_1)
|
||||
J |= VBA_BUTTON_START;
|
||||
// Hint (doesn't exist)
|
||||
if (wp->btns_h & WPAD_BUTTON_2)
|
||||
J |= VBA_SPEED;
|
||||
// Z-Target
|
||||
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
|
||||
;
|
||||
|
||||
// Jump
|
||||
if (wp->btns_h & WPAD_BUTTON_B && BallState!=5)
|
||||
J |= VBA_BUTTON_A;
|
||||
else if (BallState==5 && fabs(wp->gforce.y)> 1.5)
|
||||
J |= VBA_BUTTON_A;
|
||||
// Fire
|
||||
if (wp->btns_h & WPAD_BUTTON_A) {
|
||||
if (MissileState & 8)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
else
|
||||
J |= VBA_BUTTON_B;
|
||||
}
|
||||
|
||||
// Aim
|
||||
/*if (CursorValid && CursorY < 96 && BallState!=2)
|
||||
J |= VBA_UP;
|
||||
else if (CursorValid && CursorY < 192 && BallState!=2)
|
||||
J |= VBA_BUTTON_L;
|
||||
else if (CursorValid && CursorY < 288 && BallState!=2)
|
||||
J |= 0;
|
||||
else if (CursorValid && CursorY < 384 && BallState!=2)
|
||||
J |= VBA_BUTTON_L & VBA_DOWN;
|
||||
else if (CursorValid && BallState==0)
|
||||
J |= VBA_DOWN;*/
|
||||
if (wp->orient.pitch < -45 && BallState !=5) {
|
||||
J |= VBA_UP;
|
||||
AimCount = 0;
|
||||
} else if (wp->orient.pitch> 45 && BallState !=5 && BallState !=4) {
|
||||
//if (AimCount<10) AimCount=10;
|
||||
} else {
|
||||
AimCount=0;
|
||||
}
|
||||
|
||||
// Morph Ball
|
||||
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_d & WPAD_NUNCHUK_BUTTON_C)) {
|
||||
if (BallState == 5) { // ball
|
||||
Morph = -1;
|
||||
} else if (BallState == 4) {
|
||||
Morph = 2;
|
||||
} else {
|
||||
Morph = 1;
|
||||
}
|
||||
}
|
||||
// Missile
|
||||
if (wp->btns_h & WPAD_BUTTON_DOWN) {
|
||||
if (!(MissileState & 8))
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
else
|
||||
J |= VBA_BUTTON_B;
|
||||
}
|
||||
if (wp->btns_u & WPAD_BUTTON_DOWN) {
|
||||
if (MissileState & 8)
|
||||
J |= VBA_BUTTON_SELECT;
|
||||
}
|
||||
#endif
|
||||
|
||||
switch (Morph) {
|
||||
case 1:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_DOWN;
|
||||
Morph = 2;
|
||||
break;
|
||||
case 2:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
Morph = 3;
|
||||
break;
|
||||
case 3:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_DOWN;
|
||||
Morph = 0;
|
||||
break;
|
||||
case -1:
|
||||
case -2:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_UP;
|
||||
Morph--;
|
||||
break;
|
||||
case -3:
|
||||
case -4:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
Morph--;
|
||||
break;
|
||||
case -5:
|
||||
case -6:
|
||||
J &= ~(VBA_UP | VBA_DOWN | VBA_LEFT | VBA_RIGHT | VBA_BUTTON_L);
|
||||
J |= VBA_UP;
|
||||
Morph--;
|
||||
break;
|
||||
case -7:
|
||||
Morph = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
return J;
|
||||
}
|
||||
|
1654
source/ngc/inputzelda.cpp
Normal file
1654
source/ngc/inputzelda.cpp
Normal file
File diff suppressed because it is too large
Load Diff
@ -45,6 +45,7 @@ extern "C"
|
||||
|
||||
extern int menu;
|
||||
extern bool ROMLoaded;
|
||||
extern char DebugStr[50];
|
||||
|
||||
/****************************************************************************
|
||||
* Load Manager
|
||||
@ -281,7 +282,7 @@ PreferencesMenu ()
|
||||
static int
|
||||
GameMenu ()
|
||||
{
|
||||
int gamemenuCount = 9;
|
||||
int gamemenuCount = 10;
|
||||
char gamemenu[][50] = {
|
||||
"Return to Game",
|
||||
"Reset Game",
|
||||
@ -289,7 +290,8 @@ GameMenu ()
|
||||
"Load Game Snapshot", "Save Game Snapshot",
|
||||
"Reset Zoom",
|
||||
"Weather: 100% sun",
|
||||
"Back to Main Menu"
|
||||
"Back to Main Menu",
|
||||
""
|
||||
};
|
||||
|
||||
int ret, retval = 0;
|
||||
@ -324,6 +326,8 @@ GameMenu ()
|
||||
sprintf(gamemenu[7], "Weather: %d%% sun", SunBars*10);
|
||||
else
|
||||
gamemenu[7][0] = '\0';
|
||||
|
||||
sprintf(gamemenu[9], "%s", DebugStr);
|
||||
|
||||
ret = RunMenu (gamemenu, gamemenuCount, "Game Menu");
|
||||
|
||||
@ -639,8 +643,13 @@ ConfigureControllers ()
|
||||
while (quit == 0)
|
||||
{
|
||||
|
||||
#ifdef HW_RVL
|
||||
sprintf (ctlrmenu[0], "Match Wii Game: %s",
|
||||
GCSettings.WiiControls == true ? " ON" : "OFF");
|
||||
#else
|
||||
sprintf (ctlrmenu[0], "Match Gamecube Game: %s",
|
||||
GCSettings.WiiControls == true ? " ON" : "OFF");
|
||||
#endif
|
||||
|
||||
/*** Controller Config Menu ***/
|
||||
ret = RunMenu (ctlrmenu, ctlrmenucount, "Configure Controllers");
|
||||
|
@ -245,34 +245,56 @@ static void draw_square(Mtx v)
|
||||
GX_End();
|
||||
}
|
||||
|
||||
void Menu_DrawImg(f32 xpos, f32 ypos, u16 width, u16 height, u8 data[], f32 degrees, f32 scaleX, f32 scaleY, u8 alpha);
|
||||
|
||||
static void draw_cursor(Mtx v)
|
||||
{
|
||||
if (!CursorVisible)
|
||||
if (!CursorVisible || !CursorValid)
|
||||
return;
|
||||
/*
|
||||
#ifdef HW_RVL
|
||||
WPADData *wp = WPAD_Data(0);
|
||||
|
||||
if(wp->ir.valid)
|
||||
Menu_DrawImg(wp->ir.x-48, wp->ir.y-48, 96, 96, pointer1->GetImage(), wp->ir.angle, 1, 1, 255);
|
||||
#endif
|
||||
*/
|
||||
GX_InitTexObj(&texobj, pointer1->GetImage(), 96, 96, GX_TF_RGBA8,GX_CLAMP, GX_CLAMP,GX_FALSE);
|
||||
GX_LoadTexObj(&texobj, GX_TEXMAP0);
|
||||
GX_SetBlendMode(GX_BM_BLEND,GX_BL_DSTALPHA,GX_BL_INVSRCALPHA,GX_LO_CLEAR);
|
||||
GX_SetTevOp (GX_TEVSTAGE0, GX_REPLACE);
|
||||
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
|
||||
|
||||
Mtx m; // model matrix.
|
||||
|
||||
guMtxIdentity(m);
|
||||
guMtxScaleApply(m, m, 0.05f, 0.05f, 0.06f);
|
||||
guMtxTransApply(m, m, CursorX-320, 240-CursorY, -100);
|
||||
guMtxScaleApply(m, m, 0.070f, 0.10f, 0.06f);
|
||||
// I needed to hack this position
|
||||
guMtxTransApply(m, m, CursorX-315, 220-CursorY, -100);
|
||||
|
||||
GX_LoadPosMtxImm(m, GX_PNMTX0);
|
||||
GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
|
||||
draw_vert(0, 0, 0.0, 0.0);
|
||||
draw_vert(1, 0, 1.0, 0.0);
|
||||
draw_vert(2, 0, 1.0, 1.0);
|
||||
draw_vert(3, 0, 0.0, 1.0);
|
||||
|
||||
// I needed to hack the texture coords to cut out the opaque bit around the outside
|
||||
draw_vert(0, 0, 0.4, 0.45);
|
||||
draw_vert(1, 0, 0.76, 0.45);
|
||||
draw_vert(2, 0, 0.76, 0.97);
|
||||
draw_vert(3, 0, 0.4, 0.97);
|
||||
|
||||
GX_End();
|
||||
|
||||
GX_ClearVtxDesc ();
|
||||
GX_SetVtxDesc (GX_VA_POS, GX_INDEX8);
|
||||
GX_SetVtxDesc (GX_VA_CLR0, GX_INDEX8);
|
||||
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
|
||||
|
||||
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_S16, 0);
|
||||
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
|
||||
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
|
||||
|
||||
GX_SetArray (GX_VA_POS, square, 3 * sizeof (s16));
|
||||
|
||||
GX_SetNumTexGens (1);
|
||||
GX_SetTexCoordGen (GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
|
||||
|
||||
GX_InvVtxCache (); // update vertex cache
|
||||
|
||||
GX_InitTexObj(&texobj, texturemem, vwidth, vheight, GX_TF_RGB565,
|
||||
GX_CLAMP, GX_CLAMP, GX_FALSE);
|
||||
if (!(GCSettings.render&1))
|
||||
GX_InitTexObjLOD(&texobj,GX_NEAR,GX_NEAR_MIP_NEAR,2.5,9.0,0.0,GX_FALSE,GX_FALSE,GX_ANISO_1); // original/unfiltered video mode: force texture filtering OFF
|
||||
|
||||
}
|
||||
|
||||
/****************************************************************************
|
||||
@ -695,51 +717,3 @@ zoom_reset ()
|
||||
updateScaling = 1; // update video
|
||||
}
|
||||
|
||||
void Menu_DrawImg(f32 xpos, f32 ypos, u16 width, u16 height, u8 data[], f32 degrees, f32 scaleX, f32 scaleY, u8 alpha)
|
||||
{
|
||||
if(data == NULL)
|
||||
return;
|
||||
|
||||
GXTexObj texObj;
|
||||
|
||||
GX_InitTexObj(&texObj, data, width,height, GX_TF_RGBA8,GX_CLAMP, GX_CLAMP,GX_FALSE);
|
||||
GX_LoadTexObj(&texObj, GX_TEXMAP0);
|
||||
|
||||
GX_SetTevOp (GX_TEVSTAGE0, GX_MODULATE);
|
||||
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
|
||||
|
||||
Mtx m,m1,m2, mv;
|
||||
width *=.5;
|
||||
height*=.5;
|
||||
guMtxIdentity (m1);
|
||||
guMtxScaleApply(m1,m1,scaleX,scaleY,1.0);
|
||||
Vector axis = (Vector) {0 , 0, 1 };
|
||||
guMtxRotAxisDeg (m2, &axis, degrees);
|
||||
guMtxConcat(m2,m1,m);
|
||||
|
||||
guMtxTransApply(m,m, xpos+width,ypos+height,0);
|
||||
guMtxConcat (view, m, mv);
|
||||
GX_LoadPosMtxImm (mv, GX_PNMTX0);
|
||||
|
||||
GX_Begin(GX_QUADS, GX_VTXFMT0,4);
|
||||
GX_Position3f32(-width, -height, 0);
|
||||
GX_Color4u8(0xFF,0xFF,0xFF,alpha);
|
||||
GX_TexCoord2f32(0, 0);
|
||||
|
||||
GX_Position3f32(width, -height, 0);
|
||||
GX_Color4u8(0xFF,0xFF,0xFF,alpha);
|
||||
GX_TexCoord2f32(1, 0);
|
||||
|
||||
GX_Position3f32(width, height, 0);
|
||||
GX_Color4u8(0xFF,0xFF,0xFF,alpha);
|
||||
GX_TexCoord2f32(1, 1);
|
||||
|
||||
GX_Position3f32(-width, height, 0);
|
||||
GX_Color4u8(0xFF,0xFF,0xFF,alpha);
|
||||
GX_TexCoord2f32(0, 1);
|
||||
GX_End();
|
||||
GX_LoadPosMtxImm (view, GX_PNMTX0);
|
||||
|
||||
GX_SetTevOp (GX_TEVSTAGE0, GX_PASSCLR);
|
||||
GX_SetVtxDesc (GX_VA_TEX0, GX_NONE);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user