Fix for issue 101: Wii controls for Castlevania gameboy games.

This commit is contained in:
Carl.Kenner 2009-05-27 22:20:21 +00:00
parent 00fc224f94
commit da55fc906a
4 changed files with 161 additions and 2 deletions

View File

@ -689,8 +689,8 @@ u32 TMNTGBAInput(unsigned short pad) {
u32 TMNTGBA2Input(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad) | DecodeKeyboard(pad);
static u32 LastDir = VBA_RIGHT;
static bool wait = false;
static int holdcount = 0;
//static bool wait = false;
//static int holdcount = 0;
bool Jump=0, Attack=0, SpinKick=0, SpecialMove=0, Pause=0, Select=0, Look=0;
#ifdef HW_RVL
@ -1619,3 +1619,135 @@ u32 ReturnOfTheKingInput(unsigned short pad) {
return J;
}
u32 CastlevaniaAdventureInput(unsigned short pad) {
// Only Nunchuk and Classic controls available
// Wiimote, Gamecube and Keyboard controls depend on user configuration
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
bool JumpButton=0, AttackButton=0, GuardButton=0, PauseButton=0, SelectButton=0, SpeedButton=0;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
// Nunchuk controls are based on Castlevania Wii
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
AttackButton = (fabs(wp->gforce.x)> 1.5) || (fabs(wp->gforce.y)> 1.5) || wp->btns_h & WPAD_BUTTON_B;
JumpButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_C;
GuardButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_Z;
PauseButton = wp->btns_h & WPAD_BUTTON_PLUS;
SelectButton = wp->btns_h & WPAD_BUTTON_MINUS;
SpeedButton = (wp->btns_h & WPAD_BUTTON_A) && (wp->btns_h & WPAD_BUTTON_B);
// Classic controls are based on ...?
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
AttackButton = wp->btns_h & WPAD_CLASSIC_BUTTON_B;
JumpButton = wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_R | WPAD_CLASSIC_BUTTON_ZR);
GuardButton = wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_L | WPAD_CLASSIC_BUTTON_ZL);
PauseButton = wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS;
SelectButton = wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS;
SpeedButton = wp->btns_h & WPAD_CLASSIC_BUTTON_A;
}
#endif
if (JumpButton) J |= VBA_BUTTON_A;
if (AttackButton) J |= VBA_BUTTON_B;
if (PauseButton) J |= VBA_BUTTON_START;
if (SelectButton) J |= VBA_BUTTON_SELECT;
if (SpeedButton) J |= VBA_SPEED;
if (GuardButton) {
J &= ~VBA_UP;
J |= VBA_DOWN;
}
return J;
}
u32 CastlevaniaBelmontInput(unsigned short pad) {
// Only Nunchuk and Classic controls available
// Wiimote, Gamecube and Keyboard controls depend on user configuration
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
bool JumpButton=0, AttackButton=0, ShootButton=0, GuardButton=0, PauseButton=0, SelectButton=0, SpeedButton=0;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
// Nunchuk controls are based on Castlevania Wii
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
ShootButton = wp->btns_h & WPAD_BUTTON_A;
AttackButton = (fabs(wp->gforce.x)> 1.5) || (fabs(wp->gforce.y)> 1.5) || wp->btns_h & WPAD_BUTTON_B;
JumpButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_C;
GuardButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_Z;
PauseButton = wp->btns_h & WPAD_BUTTON_PLUS;
SelectButton = wp->btns_h & WPAD_BUTTON_MINUS;
SpeedButton = (wp->btns_h & WPAD_BUTTON_A) && (wp->btns_h & WPAD_BUTTON_B);
// Classic controls are based on ...?
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
ShootButton = wp->btns_h & WPAD_CLASSIC_BUTTON_Y;
AttackButton = wp->btns_h & WPAD_CLASSIC_BUTTON_B;
JumpButton = wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_R | WPAD_CLASSIC_BUTTON_ZR);
GuardButton = wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_L | WPAD_CLASSIC_BUTTON_ZL);
PauseButton = wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS;
SelectButton = wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS;
SpeedButton = wp->btns_h & WPAD_CLASSIC_BUTTON_A;
}
#endif
if (JumpButton) J |= VBA_BUTTON_A;
if (AttackButton) {
J &= ~VBA_UP;
J |= VBA_BUTTON_B;
}
if (ShootButton) J |= VBA_UP | VBA_BUTTON_B;
if (PauseButton) J |= VBA_BUTTON_START;
if (SelectButton) J |= VBA_BUTTON_SELECT;
if (SpeedButton) J |= VBA_SPEED;
if (GuardButton) {
J &= ~VBA_UP;
J |= VBA_DOWN;
}
return J;
}
u32 CastlevaniaLegendsInput(unsigned short pad) {
// Only Nunchuk and Classic controls available
// Wiimote, Gamecube and Keyboard controls depend on user configuration
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
bool JumpButton=0, AttackButton=0, ShootButton=0, GuardButton=0, PauseButton=0, SelectButton=0, SpeedButton=0, HyperButton=0;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
// Nunchuk controls are based on Castlevania Wii
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
ShootButton = wp->btns_h & WPAD_BUTTON_A;
AttackButton = (fabs(wp->gforce.x)> 1.5) || (fabs(wp->gforce.y)> 1.5) || wp->btns_h & WPAD_BUTTON_B;
JumpButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_C;
GuardButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_Z;
PauseButton = wp->btns_h & WPAD_BUTTON_PLUS;
SelectButton = wp->btns_h & WPAD_BUTTON_MINUS;
SpeedButton = (wp->btns_h & WPAD_BUTTON_A) && (wp->btns_h & WPAD_BUTTON_B);
HyperButton = wp->btns_h & WPAD_BUTTON_DOWN;
// Classic controls are based on ...?
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
ShootButton = wp->btns_h & WPAD_CLASSIC_BUTTON_Y;
AttackButton = wp->btns_h & WPAD_CLASSIC_BUTTON_B;
JumpButton = wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_R | WPAD_CLASSIC_BUTTON_ZR);
GuardButton = wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_L | WPAD_CLASSIC_BUTTON_ZL);
PauseButton = wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS;
SelectButton = wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS;
SpeedButton = wp->btns_h & WPAD_CLASSIC_BUTTON_A;
HyperButton = wp->btns_h & WPAD_CLASSIC_BUTTON_X;
}
#endif
if (JumpButton) J |= VBA_BUTTON_A;
if (AttackButton) {
J &= ~VBA_UP;
J |= VBA_BUTTON_B;
}
if (HyperButton) J |= VBA_BUTTON_A | VBA_BUTTON_B;
if (ShootButton) J |= VBA_UP | VBA_BUTTON_B;
if (PauseButton) J |= VBA_BUTTON_START;
if (SelectButton) J |= VBA_BUTTON_SELECT;
if (SpeedButton) J |= VBA_SPEED;
if (GuardButton) {
J &= ~VBA_UP;
J |= VBA_DOWN;
}
return J;
}

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@ -99,6 +99,16 @@
#define LOTR3 gid('B','L','R')
#define LOTR3RDAGE gid('B','3','A')
#define CVADVENTURE 0xFF000E
#define CVBELMONT 0xFF000F
#define CVLEGENDS 0xFF0010
#define CVCIRCLEMOON gid('A','A','M')
#define CVHARMONY gid('A','C','H')
#define CVARIA gid('A','2','C')
#define CVCLASSIC gid('F','A','D')
#define CVDOUBLE gid('B','X','K')
#define MARBLEMADNESS 0xFF000A
@ -181,6 +191,9 @@ u32 OnePieceInput(unsigned short pad);
u32 HobbitInput(unsigned short pad);
u32 FellowshipOfTheRingInput(unsigned short pad);
u32 ReturnOfTheKingInput(unsigned short pad);
u32 CastlevaniaAdventureInput(unsigned short pad);
u32 CastlevaniaBelmontInput(unsigned short pad);
u32 CastlevaniaLegendsInput(unsigned short pad);
#endif

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@ -870,6 +870,14 @@ static u32 DecodeJoy(unsigned short pad)
case LOTR2:
case LOTR3:
return ReturnOfTheKingInput(pad);
// Castlevania
case CVADVENTURE:
return CastlevaniaAdventureInput(pad);
case CVBELMONT:
return CastlevaniaBelmontInput(pad);
case CVLEGENDS:
return CastlevaniaLegendsInput(pad);
}
// the function result, J, is a combination of flags for all the VBA buttons that are down

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@ -790,6 +790,12 @@ static void gbApplyPerImagePreferences()
RomIdCode = TMNT2;
else if (strcmp(RomTitle, "TMNT3") == 0)
RomIdCode = TMNT3;
else if (strcmp(RomTitle, "CASTLEVANIA ADVE") == 0)
RomIdCode = CVADVENTURE;
else if (strcmp(RomTitle, "CASTLEVANIA2 BEL") == 0)
RomIdCode = CVBELMONT;
else if (strcmp(RomTitle, "CASTLEVANIA") == 0 || strcmp(RomTitle, "CV3 GER") == 0)
RomIdCode = CVLEGENDS;
}
// look for matching palettes if a monochrome gameboy game
// (or if a Super Gameboy game, but the palette will be ignored later in that case)