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Fixes for issues 96 and 113. Stops constant rumbling and stops palette flickering in Megaman 1 (by disabling palettes for that game).
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@ -37,7 +37,7 @@ GuiTrigger userInput[4];
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static int rumbleCount[4] = {0,0,0,0};
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#endif
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bool cartridgeRumble = false;
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bool cartridgeRumble = false, possibleCartridgeRumble = false;
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int gameRumbleCount = 0, menuRumbleCount = 0, rumbleCountAlready = 0;
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unsigned int vbapadmap[10]; // VBA controller buttons
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@ -173,11 +173,19 @@ void DoRumble(int i)
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}
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#endif
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static int SilenceNeeded = 0;
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static void updateRumble()
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{
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bool r = false;
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if (ConfigRequested) r = (menuRumbleCount > 0);
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else r = cartridgeRumble || (gameRumbleCount > 0) || (menuRumbleCount > 0);
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else r = cartridgeRumble || possibleCartridgeRumble || (gameRumbleCount > 0) || (menuRumbleCount > 0);
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if (SilenceNeeded>0) {
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if (r) SilenceNeeded = 5;
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else SilenceNeeded--;
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if (SilenceNeeded>0) r = false;
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}
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#ifdef HW_RVL
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// Rumble wii remote 0
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@ -189,27 +197,30 @@ static void updateRumble()
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void updateRumbleFrame() {
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// If we already rumbled continuously for more than 50 frames,
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// then disable rumbling for a while.
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if (rumbleCountAlready > 50) {
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gameRumbleCount = 0;
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menuRumbleCount = 0;
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// disable rumbling for 10 more frames
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if (rumbleCountAlready > 50+10)
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rumbleCountAlready = 0;
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else rumbleCountAlready++;
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if (rumbleCountAlready > 70) {
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SilenceNeeded = 5;
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rumbleCountAlready = 0;
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} else if (ConfigRequested) {
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if (menuRumbleCount>0)
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rumbleCountAlready++;
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if (menuRumbleCount>0) rumbleCountAlready++;
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else rumbleCountAlready=0;
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} else {
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if (gameRumbleCount>0 || menuRumbleCount>0 || cartridgeRumble)
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if (gameRumbleCount>0 || menuRumbleCount>0 || possibleCartridgeRumble)
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rumbleCountAlready++;
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else rumbleCountAlready=0;
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}
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updateRumble();
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if (gameRumbleCount>0 && !ConfigRequested) gameRumbleCount--;
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if (menuRumbleCount>0) menuRumbleCount--;
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}
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void systemPossibleCartridgeRumble(bool RumbleOn) {
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possibleCartridgeRumble = RumbleOn;
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updateRumble();
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}
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void systemCartridgeRumble(bool RumbleOn) {
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cartridgeRumble = RumbleOn;
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possibleCartridgeRumble = false;
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updateRumble();
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}
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@ -2781,7 +2781,8 @@ static int MenuSettingsVideo()
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case 5:
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if (GCSettings.colorize) GCSettings.colorize = 0;
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else GCSettings.colorize = 1;
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if (GCSettings.colorize) LoadPalette(RomTitle);
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if (strcmp(RomTitle, "MEGAMAN")==0) StopColorizing();
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else if (GCSettings.colorize) LoadPalette(RomTitle);
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else StopColorizing();
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break;
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@ -800,7 +800,8 @@ static void gbApplyPerImagePreferences()
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// look for matching palettes if a monochrome gameboy game
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// (or if a Super Gameboy game, but the palette will be ignored later in that case)
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if ((Colour != 0x80) && (Colour != 0xC0)) {
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if (GCSettings.colorize) LoadPalette(RomTitle);
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if (strcmp(RomTitle, "MEGAMAN")==0) StopColorizing();
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else if (GCSettings.colorize) LoadPalette(RomTitle);
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else StopColorizing();
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}
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}
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@ -50,6 +50,7 @@ extern bool systemReadJoypads();
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extern u32 systemReadJoypad(int);
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// this function should turn on or off rumble on the gamepad
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extern void systemCartridgeRumble(bool);
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extern void systemPossibleCartridgeRumble(bool);
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// This should be called once per frame
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extern void updateRumbleFrame();
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extern u32 systemGetClock();
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@ -586,9 +586,12 @@ void mapperMBC5ROM(u16 address, u8 value)
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// rumble cartridge. As long as the RAM is less than or equal to 256Kbit
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// we know that the last address line is not used for real RAM addresses,
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// so it must be a rumble signal instead.
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if(gbDataMBC5.isRumbleCartridge || gbRamSizeMask <= 0x7FFF) {
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if(gbDataMBC5.isRumbleCartridge) {
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systemCartridgeRumble(value & 0x08);
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value &= 0x07;
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} else if (gbRamSizeMask <= 0x7FFF) {
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systemPossibleCartridgeRumble(value & 0x08);
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value &= 0x07;
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} else
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value &= 0x0f;
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if(value == gbDataMBC5.mapperRAMBank)
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