mirror of
https://github.com/dborth/vbagx.git
synced 2024-11-29 05:54:17 +01:00
Fix for issue 101: Wii controls for Castlevania gameboy games.
This commit is contained in:
parent
00fc224f94
commit
da55fc906a
@ -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;
|
||||
}
|
||||
|
||||
|
@ -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
|
||||
|
||||
|
@ -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
|
||||
|
@ -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)
|
||||
|
Loading…
Reference in New Issue
Block a user