/**************************************************************************** * Visual Boy Advance GX * * Carl Kenner May 2009 * * inputstarwars.cpp * * Wii/Gamecube controls for Star Wars games ***************************************************************************/ #include #include #include #include #include #include #include #include #include #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 LegoStarWars1Input(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DPadWASD(pad); // Rumble when they lose health! u8 Health = 0; static u8 OldHealth = 0; if (Health < OldHealth) systemGameRumble(20); OldHealth = Health; #ifdef HW_RVL if (DownUsbKeys[KB_ENTER]) J |= VBA_BUTTON_START; // start if (DownUsbKeys[KB_K] || DownUsbKeys[KB_LCTRL]) J |= VBA_BUTTON_SELECT; // change chars if (DownUsbKeys[KB_U]) J |= VBA_BUTTON_A; // jump if (DownUsbKeys[KB_H]) J |= VBA_BUTTON_B; // attack if (DownUsbKeys[KB_J]) J |= VBA_BUTTON_R; // force power, special ability if (DownUsbKeys[KB_I]) J |= VBA_BUTTON_L; // build, use force (supposed to be J too) if (DownUsbKeys[KB_SPACE]) J |= VBA_SPEED; // fast forward WPADData * wp = WPAD_Data(pad); // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->exp.type == WPAD_EXP_NONE) { J |= DecodeWiimote(pad); } else if (wp->exp.type == WPAD_EXP_NUNCHUK) { // build, use force if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) J |= VBA_BUTTON_L; // change characters if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) J |= VBA_BUTTON_SELECT; // Jump if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_A; // Shoot if (wp->btns_h & WPAD_BUTTON_B) J |= VBA_BUTTON_B; // Light saber if (fabs(wp->gforce.x)> 1.5 ) J |= VBA_BUTTON_B; // Force power, special ability if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_R; if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2) J |= VBA_SPEED; } else if (wp->exp.type == WPAD_EXP_CLASSIC) { J |= DecodeClassic(pad); } else J |= DecodeWiimote(pad); #endif return J; } u32 LegoStarWars2Input(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DPadWASD(pad); // Rumble when they lose health! u8 Health = 0; static u8 OldHealth = 0; if (Health < OldHealth) systemGameRumble(20); OldHealth = Health; #ifdef HW_RVL if (DownUsbKeys[KB_ENTER]) J |= VBA_BUTTON_START; // start if (DownUsbKeys[KB_K] || DownUsbKeys[KB_LCTRL]) J |= VBA_BUTTON_SELECT; // change chars if (DownUsbKeys[KB_U]) J |= VBA_BUTTON_A; // jump if (DownUsbKeys[KB_H]) J |= VBA_BUTTON_B; // attack if (DownUsbKeys[KB_J]) J |= VBA_BUTTON_L; // force power, special ability if (DownUsbKeys[KB_I]) J |= VBA_BUTTON_R; // build, use force (supposed to be J too) if (DownUsbKeys[KB_SPACE]) J |= VBA_SPEED; // fast forward WPADData * wp = WPAD_Data(pad); // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->exp.type == WPAD_EXP_NONE) { J |= DecodeWiimote(pad); } else if (wp->exp.type == WPAD_EXP_NUNCHUK) { // build, force transform, pull lever if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) J |= VBA_BUTTON_R; // change characters if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C || wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2) J |= VBA_BUTTON_SELECT; // grapple if (fabs(wp->gforce.y)> 1.6 ) J |= VBA_BUTTON_R; // Jump if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_A; // Shoot if (wp->btns_h & WPAD_BUTTON_B) J |= VBA_BUTTON_B; // Light saber if (fabs(wp->gforce.x)> 1.5 ) J |= VBA_BUTTON_B; // Force power, vehicle special ability if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_L; if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2) J |= VBA_SPEED; } else if (wp->exp.type == WPAD_EXP_CLASSIC) { J |= DecodeClassic(pad); } #endif return J; } u32 SWObiWanInput(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad); // Rumble when they lose health! u8 Health = gbReadMemory(0xCFF2); static u8 OldHealth = 0; if (Health < OldHealth) systemGameRumble(20); OldHealth = Health; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); // 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) { J |= DecodeWiimote(pad); } else if (wp->exp.type == WPAD_EXP_NUNCHUK) { // use the force if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) { gbWriteMemory(0xCFF1, 2); J |= VBA_BUTTON_A; } // Jump if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_B; // Shoot if (wp->btns_h & WPAD_BUTTON_B) { gbWriteMemory(0xCFF1, 0); J |= VBA_BUTTON_A; } // Light saber if (fabs(wp->gforce.x)> 1.5 ) { gbWriteMemory(0xCFF1, 1); J |= VBA_BUTTON_A; } if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2) J |= VBA_SPEED; } else if (wp->exp.type == WPAD_EXP_CLASSIC) { J |= DecodeClassic(pad); } #endif return J; } u32 SWEpisode2Input(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad); // Rumble when they lose health! u8 Health = CPUReadByte(0x3002fb3); static u8 OldHealth = 0; if (Health < OldHealth) systemGameRumble(6); OldHealth = Health; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); // 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) { J |= DecodeWiimote(pad); } else if (wp->exp.type == WPAD_EXP_NUNCHUK) { // Jump if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_B; // Shoot (N/A) if (wp->btns_h & WPAD_BUTTON_B) { J |= VBA_BUTTON_A; } // Light saber if (fabs(wp->gforce.x)> 1.5 ) { J |= VBA_BUTTON_A; } if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2) J |= VBA_SPEED; // CAKTODO if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) { J |= VBA_BUTTON_L; } if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) { J |= VBA_BUTTON_R; } } else if (wp->exp.type == WPAD_EXP_CLASSIC) { J |= DecodeClassic(pad); } #endif return J; } u32 SWEpisode3Input(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad); // Rumble when they lose health! u8 Health = 0;//CPUReadByte(0x3002fb3); static u8 OldHealth = 0; if (Health < OldHealth) systemGameRumble(6); OldHealth = Health; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NONE) { J |= DecodeWiimote(pad); } else if (wp->exp.type == WPAD_EXP_NUNCHUK) { // Jump if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_A; // Shoot (N/A) if (wp->btns_h & WPAD_BUTTON_B) { J |= VBA_BUTTON_B; } // Light saber if (fabs(wp->gforce.x)> 1.5 ) { J |= VBA_BUTTON_B; } if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2) J |= VBA_SPEED; // CAKTODO if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) { J |= VBA_BUTTON_L; } // Force if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) { J |= VBA_BUTTON_R; } // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; } else if (wp->exp.type == WPAD_EXP_CLASSIC) { // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; J |= DecodeClassic(pad); } #endif return J; } u32 SWJediPowerBattlesInput(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad); // Rumble when they lose health! u8 Health = 0;//CPUReadByte(0x3002fb3); static u8 OldHealth = 0; if (Health < OldHealth) systemGameRumble(6); OldHealth = Health; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NONE) { J |= DecodeWiimote(pad); } else if (wp->exp.type == WPAD_EXP_NUNCHUK) { // Jump if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_B; // Light saber if (fabs(wp->gforce.x)> 1.5 ) { J |= VBA_BUTTON_A; } // Shoot ? if (wp->btns_h & WPAD_BUTTON_B) { J |= VBA_BUTTON_A; } if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2) J |= VBA_SPEED; // Block if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) { J |= VBA_BUTTON_R; } // Force if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) { J |= VBA_BUTTON_L; } // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; } else if (wp->exp.type == WPAD_EXP_CLASSIC) { // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; J |= DecodeClassic(pad); } #endif return J; } u32 SWTrilogyInput(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad); // Rumble when they lose health! u8 Health = 0;//CPUReadByte(0x3002fb3); static u8 OldHealth = 0; if (Health < OldHealth) systemGameRumble(6); OldHealth = Health; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NONE) { J |= DecodeWiimote(pad); } else if (wp->exp.type == WPAD_EXP_NUNCHUK) { // Jump if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_A; // Light saber if (fabs(wp->gforce.x)> 1.5 ) { J |= VBA_BUTTON_B; } // Shoot if (wp->btns_h & WPAD_BUTTON_B) { J |= VBA_BUTTON_B; } if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2) J |= VBA_SPEED; // Block if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) { J |= VBA_BUTTON_L; } // Force if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) { J |= VBA_BUTTON_R; } // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; } else if (wp->exp.type == WPAD_EXP_CLASSIC) { // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; J |= DecodeClassic(pad); } #endif return J; } u32 SWEpisode4Input(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad); // Rumble when they lose health! u8 Health = 0; static u8 OldHealth = 0; if (Health < OldHealth) systemGameRumble(6); OldHealth = Health; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NONE) { J |= DecodeWiimote(pad); } else if (wp->exp.type == WPAD_EXP_NUNCHUK) { // Jump if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_A; // Light saber if (fabs(wp->gforce.x)> 1.5 ) { J |= VBA_BUTTON_B; } // Shoot / run if (wp->btns_h & WPAD_BUTTON_B) { J |= VBA_BUTTON_B; } if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2) J |= VBA_SPEED; // Block if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) { J |= VBA_BUTTON_B; } // Force if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) { } // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; } else if (wp->exp.type == WPAD_EXP_CLASSIC) { // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; J |= DecodeClassic(pad); } #endif return J; } u32 SWEpisode5Input(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad); // Rumble when they lose health! u8 Health = 0; static u8 OldHealth = 0; if (Health < OldHealth) systemGameRumble(6); OldHealth = Health; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NONE) { J |= DecodeWiimote(pad); } else if (wp->exp.type == WPAD_EXP_NUNCHUK) { // Jump if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_A; // Light saber if (fabs(wp->gforce.x)> 1.5 ) { J |= VBA_BUTTON_B; } // Shoot / run if (wp->btns_h & WPAD_BUTTON_B) { J |= VBA_BUTTON_B; } if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2) J |= VBA_SPEED; // Block if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) { J |= VBA_BUTTON_B; } // Force if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) { } // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; } else if (wp->exp.type == WPAD_EXP_CLASSIC) { // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; J |= DecodeClassic(pad); } #endif return J; } u32 SWEpisode6Input(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad); // Rumble when they lose health! u8 Health = 0; static u8 OldHealth = 0; if (Health < OldHealth) systemGameRumble(6); OldHealth = Health; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NONE) { J |= DecodeWiimote(pad); } else if (wp->exp.type == WPAD_EXP_NUNCHUK) { // Jump if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_A; // Light saber if (fabs(wp->gforce.x)> 1.5 ) { J |= VBA_BUTTON_B; } // Shoot / run if (wp->btns_h & WPAD_BUTTON_B) { J |= VBA_BUTTON_B; } if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2) J |= VBA_SPEED; // Block if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) { J |= VBA_BUTTON_B; } // Force if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) { } // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; } else if (wp->exp.type == WPAD_EXP_CLASSIC) { // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; J |= DecodeClassic(pad); } #endif return J; } u32 SWYodaStoriesInput(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad); // Rumble when they lose health! u8 Health = 0;//gbReadMemory(0xD58A); // actually health bar progress static u8 OldHealth = 0; if (Health < OldHealth) systemGameRumble(6); OldHealth = Health; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NONE) { J |= DecodeWiimote(pad); } else if (wp->exp.type == WPAD_EXP_NUNCHUK) { // Drag object, get out of dialog if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_B; // Light saber if (fabs(wp->gforce.x)> 1.5 ) { // should change weapon here J |= VBA_BUTTON_A; } // Shoot / run if (wp->btns_h & WPAD_BUTTON_B) { // should change weapon here J |= VBA_BUTTON_A; } if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2) J |= VBA_SPEED; // Force if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) { // should change weapon here J |= VBA_BUTTON_A; } // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; } else if (wp->exp.type == WPAD_EXP_CLASSIC) { // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; J |= DecodeClassic(pad); } #endif return J; } u32 SWNDAInput(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad); // Rumble when they lose health! u8 Health = 0; static u8 OldHealth = 0; if (Health < OldHealth) systemGameRumble(6); OldHealth = Health; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NONE) { J |= DecodeWiimote(pad); } else if (wp->exp.type == WPAD_EXP_NUNCHUK) { // Jump attack, the only kind of jumping in this game // Note, this only works if you press B first, then A if (wp->btns_h & WPAD_BUTTON_A) { J &= ~(VBA_DOWN | VBA_LEFT | VBA_RIGHT); J |= VBA_BUTTON_A | VBA_UP; } // Light saber if (fabs(wp->gforce.x)> 1.5 ) { J |= VBA_BUTTON_A; } // Activate light saber if (wp->btns_h & WPAD_BUTTON_B) { J |= VBA_BUTTON_A; } if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2) J |= VBA_SPEED; // Force if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) { J |= VBA_BUTTON_R; } // Block if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) { J |= VBA_BUTTON_B; } // Change force power if (wp->btns_h & (WPAD_BUTTON_LEFT | WPAD_BUTTON_RIGHT | WPAD_BUTTON_UP | WPAD_BUTTON_DOWN)) { J |= VBA_BUTTON_L; } // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; } else if (wp->exp.type == WPAD_EXP_CLASSIC) { // Start/Select if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; J |= DecodeClassic(pad); } #endif return J; }