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Castlevania GBA games
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@ -1751,3 +1751,57 @@ u32 CastlevaniaLegendsInput(unsigned short pad) {
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return J;
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return J;
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}
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}
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u32 CastlevaniaCircleMoonInput(unsigned short pad) {
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// Only Nunchuk and Classic controls available
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// Wiimote, Gamecube and Keyboard controls depend on user configuration
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u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
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bool JumpButton=0, AttackButton=0, ShootButton=0, GuardButton=0, PauseButton=0, SelectButton=0, SpeedButton=0, HyperButton=0,
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LButton=0, RButton=0;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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// Nunchuk controls are based on Castlevania Wii
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if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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ShootButton = wp->btns_h & WPAD_BUTTON_A;
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AttackButton = (fabs(wp->gforce.x)> 1.5) || (fabs(wp->gforce.y)> 1.5) || wp->btns_h & WPAD_BUTTON_B;
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JumpButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_C;
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GuardButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_Z;
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PauseButton = wp->btns_h & WPAD_BUTTON_PLUS;
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SelectButton = wp->btns_h & WPAD_BUTTON_MINUS;
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SpeedButton = (wp->btns_h & WPAD_BUTTON_A) && (wp->btns_h & WPAD_BUTTON_B);
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HyperButton = wp->btns_h & WPAD_BUTTON_DOWN;
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LButton = wp->btns_h & WPAD_BUTTON_1;
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RButton = wp->btns_h & WPAD_BUTTON_2;
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// Classic controls are based on ...?
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} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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ShootButton = wp->btns_h & WPAD_CLASSIC_BUTTON_Y;
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AttackButton = wp->btns_h & WPAD_CLASSIC_BUTTON_B;
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JumpButton = wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_R);
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GuardButton = wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_L);
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PauseButton = wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS;
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SelectButton = wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS;
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SpeedButton = wp->btns_h & WPAD_CLASSIC_BUTTON_A;
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HyperButton = wp->btns_h & WPAD_CLASSIC_BUTTON_X;
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LButton = wp->btns_h & WPAD_CLASSIC_BUTTON_ZL;
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RButton = wp->btns_h & WPAD_CLASSIC_BUTTON_ZR;
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}
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#endif
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if (JumpButton) J |= VBA_BUTTON_A;
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if (AttackButton) {
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J &= ~VBA_UP;
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J |= VBA_BUTTON_B;
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}
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if (HyperButton) J |= VBA_BUTTON_A | VBA_BUTTON_B;
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if (ShootButton) J |= VBA_UP | VBA_BUTTON_B;
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if (PauseButton) J |= VBA_BUTTON_START;
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if (SelectButton) J |= VBA_BUTTON_SELECT;
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if (SpeedButton) J |= VBA_SPEED;
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if (GuardButton) {
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J &= ~VBA_UP;
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J |= VBA_DOWN;
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}
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if (LButton) J |= VBA_BUTTON_L;
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if (RButton) J |= VBA_BUTTON_R;
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return J;
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}
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@ -194,6 +194,7 @@ u32 ReturnOfTheKingInput(unsigned short pad);
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u32 CastlevaniaAdventureInput(unsigned short pad);
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u32 CastlevaniaAdventureInput(unsigned short pad);
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u32 CastlevaniaBelmontInput(unsigned short pad);
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u32 CastlevaniaBelmontInput(unsigned short pad);
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u32 CastlevaniaLegendsInput(unsigned short pad);
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u32 CastlevaniaLegendsInput(unsigned short pad);
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u32 CastlevaniaCircleMoonInput(unsigned short pad);
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#endif
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#endif
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@ -878,6 +878,10 @@ static u32 DecodeJoy(unsigned short pad)
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return CastlevaniaBelmontInput(pad);
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return CastlevaniaBelmontInput(pad);
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case CVLEGENDS:
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case CVLEGENDS:
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return CastlevaniaLegendsInput(pad);
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return CastlevaniaLegendsInput(pad);
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case CVCIRCLEMOON:
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case CVHARMONY:
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case CVARIA:
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return CastlevaniaCircleMoonInput(pad);
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}
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}
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// the function result, J, is a combination of flags for all the VBA buttons that are down
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// the function result, J, is a combination of flags for all the VBA buttons that are down
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