mirror of
https://github.com/dborth/vbagx.git
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1808 lines
50 KiB
C++
1808 lines
50 KiB
C++
/****************************************************************************
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* Visual Boy Advance GX
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*
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* Carl Kenner April 2009
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*
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* inputmortalkombat.cpp
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*
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* Wii/Gamecube controls for Mortal Kombat
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***************************************************************************/
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#include <gccore.h>
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#include <stdio.h>
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#include <stdarg.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include <ogcsys.h>
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#include <unistd.h>
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#include <wiiuse/wpad.h>
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#include "vbagx.h"
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#include "button_mapping.h"
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#include "audio.h"
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#include "video.h"
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#include "input.h"
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#include "gameinput.h"
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#include "vbasupport.h"
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#include "vba/gba/GBA.h"
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#include "vba/gba/bios.h"
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#include "vba/gba/GBAinline.h"
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#include "vba/gb/gbGlobals.h"
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void DebugPrintf(const char *format, ...);
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void gbSetSpritePal(u8 WhichPal, u32 bright, u32 medium, u32 dark);
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#define MK1_CAGE 0
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#define MK1_KANO 1
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#define MK1_RAIDEN 2
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#define MK1_LIUKANG 3
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#define MK1_SCORPION 4
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#define MK1_SUBZERO 5
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#define MK1_SONYA 6
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#define MK1_GORO 7
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#define MK1_SHANGTSUNG 8
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#define MK2_LIUKANG 0
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#define MK2_SUBZERO 1
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#define MK2_KITANA 2
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#define MK2_REPTILE 3
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#define MK2_SHANGTSUNG 4
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#define MK2_MILEENA 5
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#define MK2_SCORPION 6
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#define MK2_JAX 7
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// boss and secret characters
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#define MK2_KINTARO 8
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#define MK2_KHAN 9
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#define MK2_SMOKE 10
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#define MK2_JADE 11
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#define MK3_SINDEL 0
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#define MK3_SEKTOR 1
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#define MK3_KABAL 2
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#define MK3_SHEEVA 3
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#define MK3_SMOKE 4
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#define MK3_SUBZERO 5
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#define MK3_KANO 6
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#define MK3_SONYA 7
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#define MK3_CYRAX 8
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// boss
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#define MK3_SHAOKHAN 9
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#define MK3_RAND 10
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#define MK4_RAIDEN 0
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#define MK4_QUANCHI 1
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#define MK4_FUJIN 2
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#define MK4_LIUKANG 3
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#define MK4_REPTILE 4
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#define MK4_SUBZERO 5
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#define MK4_REIKO 6
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#define MK4_TANYA 7
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#define MK4_SCORPION 8
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// boss
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#define MK4_SHINNOK 9
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#define MKA_Rain 0
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#define MKA_Reptile 1
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#define MKA_Stryker 2
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#define MKA_Jax 3
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#define MKA_Nightwolf 4
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#define MKA_Jade 5
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#define MKA_NoobSaibot 6
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#define MKA_Sonya 7
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#define MKA_Kano 8
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#define MKA_Mileena 9
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#define MKA_Ermac 10
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#define MKA_SubZero 11
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#define MKA_SubZero2 12
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#define MKA_KungLao 13
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#define MKA_Sektor 14
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#define MKA_Kitana 15
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#define MKA_Mystery 16
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#define MKA_Scorpion 17
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#define MKA_Cyrax 18
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#define MKA_Kabal 19
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#define MKA_Sindel 20
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#define MKA_Smoke 21
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#define MKA_LiuKang 22
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#define MKA_ShangTsung 23
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#define MKA_Motaro 24
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#define MKA_ShaoKhan 25
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static bool HP=0,LP=0,HK=0,LK=0,BL=0,Throw=0,CS=0,F=0,B=0,Select=0,Start=0,SpecialMove=0;
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static u16 OurHealth=0,OpponentHealth=0,OurOldHealth=0;
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static s16 OurX=0,OpponentX=1;
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static u32 VBA_FORWARD=VBA_RIGHT, VBA_BACK=VBA_LEFT;
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static int ChameleonChangeTime = 0;
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u32 GetMKInput(unsigned short pad, int rumbleTime=4) {
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u32 J = StandardMovement(pad) | DecodeWiimote(pad);
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HP=0;LP=0;HK=0;LK=0;BL=0;Throw=0;CS=0;F=0;B=0;Select=0;Start=0;SpecialMove=0;
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// Rumble when they lose health!
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if (OurHealth < OurOldHealth)
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systemGameRumble(rumbleTime);
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OurOldHealth = OurHealth;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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// Punch
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if (wp->btns_h & WPAD_BUTTON_LEFT) LP = true;
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if (wp->btns_h & WPAD_BUTTON_UP) HP = true;
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// Kick
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if (wp->btns_h & WPAD_BUTTON_DOWN) LK = true;
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if (wp->btns_h & WPAD_BUTTON_RIGHT) HK = true;
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// Block
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) BL = true;
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// Throw
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if (wp->btns_h & WPAD_BUTTON_A) Throw = true;
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// Run / Change Styles
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) CS = true;
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// Start and Select
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if (wp->btns_h & WPAD_BUTTON_MINUS) Select=true;
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if (wp->btns_h & WPAD_BUTTON_PLUS) Start=true;
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// Special move
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if (wp->btns_h & WPAD_BUTTON_B) SpecialMove=true;
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} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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// D-Pad
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_UP) J |= VBA_UP;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_DOWN) J |= VBA_DOWN;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_LEFT) J |= VBA_LEFT;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_RIGHT) J |= VBA_RIGHT;
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// Punch
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_Y) LP = true;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_X) HP = true;
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// Kick
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_B) LK = true;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_A) HK = true;
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// Throw
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR) Throw = true;
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// Block
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R) BL = true; // block
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// Run / Change Styles
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if (wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_L | WPAD_CLASSIC_BUTTON_ZL)) CS = true;
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// Start and Select
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS) Select = true;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS) Start = true;
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// Special move
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if (wp->btns_h & WPAD_BUTTON_B) SpecialMove=true;
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}
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#endif
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{
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u32 gc = PAD_ButtonsHeld(pad);
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// DPad moves
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if (gc & PAD_BUTTON_UP) J |= VBA_UP;
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if (gc & PAD_BUTTON_DOWN) J |= VBA_DOWN;
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if (gc & PAD_BUTTON_LEFT) J |= VBA_LEFT;
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if (gc & PAD_BUTTON_RIGHT) J |= VBA_RIGHT;
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// Start and Select
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if (gc & PAD_BUTTON_START) Start = true;
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// Punch
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if (gc & PAD_BUTTON_B) LP = true;
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if (gc & PAD_BUTTON_Y) HP = true;
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// Kick
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if (gc & PAD_BUTTON_A) LK = true;
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if (gc & PAD_BUTTON_X) HK = true;
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// Block
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if (gc & PAD_TRIGGER_R) BL = true;
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// Run / Change Style
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if (gc & PAD_TRIGGER_L) CS = true;
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// Throw
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if (gc & PAD_TRIGGER_Z) Throw = true;
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}
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// Check which side they are on
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if (OurX < OpponentX) {
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VBA_FORWARD = VBA_RIGHT;
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VBA_BACK = VBA_LEFT;
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} else {
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VBA_FORWARD = VBA_LEFT;
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VBA_BACK = VBA_RIGHT;
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}
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if (J & VBA_FORWARD) F = true;
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if (J & VBA_BACK) B = true;
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return J;
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}
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// Allows writes to the ROM memory for hacking
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void gbaWriteMemory(u32 addr, u32 value) {
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if (addr<0x8000000 || addr>=0xD000000) CPUWriteMemory(addr, value);
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#ifndef USE_VM
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else WRITE32LE(((u16 *)&rom[addr&0x1FFFFFC]), value);
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#endif
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}
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void gbaWriteHalfWord(u32 addr, u16 value) {
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if (addr<0x8000000 || addr>=0xD000000) CPUWriteHalfWord(addr, value);
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#ifndef USE_VM
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else WRITE16LE(((u16 *)&rom[addr&0x1FFFFFC]), value);
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#endif
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}
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void gbaWriteByte(u32 addr, u8 value) {
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if (addr<0x8000000 || addr>=0xD000000) CPUWriteByte(addr, value);
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#ifndef USE_VM
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else rom[addr & 0x1FFFFFF] = value;
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#endif
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}
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void gbWriteByte(u16 addr, u8 value) {
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if (addr>=0x8000) gbWriteMemory(addr, value);
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else gbRom[addr] = value;
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}
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u32 MK1Input(unsigned short pad) {
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OurHealth = gbReadMemory(0xD695);
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OpponentHealth = gbReadMemory(0xD696);
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OurX = gbReadMemory(0xCF00);
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OpponentX = gbReadMemory(0xCF26);
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//u8 OurChar = gbReadMemory(0xD685);
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//u8 OpponentChar = gbReadMemory(0xD686);
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u8 MenuChar = gbReadMemory(0xD61D)+1;
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static u8 OldMenuChar = 0;
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// Rumble when they change character
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if (MenuChar != OldMenuChar) {
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systemGameRumble(4);
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OldMenuChar = MenuChar;
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}
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u32 J = GetMKInput(pad, 8);
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if (LK || HK || BL) J |= VBA_BUTTON_A;
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if (LP || HP || BL) J |= VBA_BUTTON_B;
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if (Start) J |= VBA_BUTTON_START;
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if (Select) J |= VBA_BUTTON_SELECT;
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// Fix kick controls to what they should be!
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if (!(J & (VBA_UP | VBA_DOWN))) {
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if (B && HK) { // Make B+HK do roundhouse, while B+LK does sweep!
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J &= ~VBA_BACK;
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J |= VBA_FORWARD;
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} else if (F && HK) { // Make F+HK do normal high kick
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J &= ~VBA_FORWARD;
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} else if (F && LK) { // Make F+LK also do normal high kick, since no low kicks
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J &= ~VBA_FORWARD;
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}
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}
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if (Throw) J |= VBA_FORWARD | VBA_BUTTON_B;
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if (CS) J |= VBA_SPEED;
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return J;
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}
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u32 MK2Input(unsigned short pad) {
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//u8 OurChar = gbReadMemory(0xDD01);
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//u8 OpponentChar = gbReadMemory(0xDD01+0x40);
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OurX = gbReadMemory(0xDD12) | (gbReadMemory(0xDD13) << 8);
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OpponentX = gbReadMemory(0xDD12+0x40) | (gbReadMemory(0xDD13+0x40) << 8);
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OurHealth = gbReadMemory(0xDD20);
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OpponentHealth = gbReadMemory(0xDD20+0x40);
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u32 J = GetMKInput(pad, 5);
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if (LK || HK) J |= VBA_BUTTON_A;
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if (LP || HP) J |= VBA_BUTTON_B;
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if (BL) J |= VBA_BUTTON_START;
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if (Start || Select) J |= VBA_BUTTON_SELECT;
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// Can't fix kick controls to what they should be! Sorry
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if (Throw) J |= VBA_FORWARD | VBA_BUTTON_B;
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if (CS) J |= VBA_SPEED;
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return J;
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}
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u32 MK12Input(unsigned short pad) {
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OurHealth = 0;
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OpponentHealth = 0;
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OurX = 0;
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OpponentX = 1;
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u32 J = GetMKInput(pad, 5);
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if (LK || HK) J |= VBA_BUTTON_A;
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if (LP || HP) J |= VBA_BUTTON_B;
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if (BL) J |= VBA_BUTTON_START;
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// Fix kick controls to what they should be!
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if (!(J & (VBA_UP | VBA_DOWN))) {
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if (B && HK) { // Make B+HK do roundhouse, while B+LK does sweep!
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J &= ~VBA_BACK;
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J |= VBA_FORWARD;
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} else if (F && HK) { // Make F+HK do normal high kick
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J &= ~VBA_FORWARD;
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} else if (F && LK) { // Make F+LK also do normal high kick, since no low kicks
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J &= ~VBA_FORWARD;
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}
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}
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if (Throw) J |= VBA_FORWARD | VBA_BUTTON_B;
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if (Start || Select) J |= VBA_BUTTON_SELECT;
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if (CS) J |= VBA_SPEED;
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return J;
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}
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void MK3SetPal(int player, u8 NewChar, u8 SubChar=0) {
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switch (NewChar) {
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case MK3_SHEEVA:
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gbSetSpritePal(player, 0xF5CCAC,0x9A7057,0x800000);
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break;
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case MK3_KANO:
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gbSetSpritePal(player, 0xA87860,0x882020,0x000000);
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break;
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case MK3_SINDEL:
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gbSetSpritePal(player, 0xB8B8B8,0x7F5644,0xA818F0);
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break;
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case MK3_SUBZERO:
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if (SubChar==2) gbSetSpritePal(player, 0x101010,0x080808,0x000000); // noob saibot
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else if (SubChar==4) gbSetSpritePal(player, 0xB39890,0x909090,0x000000); // Chameleon
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else gbSetSpritePal(player, 0xB39890,0x707BFF,0x000020); // sub zero or frost
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break;
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case MK3_SMOKE:
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if (SubChar==2) gbSetSpritePal(player, 0xB3A080,0x50A050,0x003000); // Reptile
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else gbSetSpritePal(player, 0xFFFFFF,0xA0A0A0,0x636363); // Smoke
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break;
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case MK3_CYRAX:
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gbSetSpritePal(player, 0xC0C0B0,0x90A000,0x303800);
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break;
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case MK3_SEKTOR:
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gbSetSpritePal(player, 0xA09090,0xC00000,0x300000);
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break;
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case MK3_SONYA:
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if (SubChar==1) gbSetSpritePal(player, 0xC6A040,0x909090,0x000000); // Khameleon
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else gbSetSpritePal(player, 0xC6A040,0x96964D,0x000000); // Sonya
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break;
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case MK3_KABAL:
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gbSetSpritePal(player, 0xB6B6B6,0x866232,0x1A1211);
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break;
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case MK3_SHAOKHAN:
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if (SubChar==1) gbSetSpritePal(player, 0xB3A080,0xFF1070,0x200008); // Reiko
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else gbSetSpritePal(player, 0xC0C0C0,0x7F5644,0x700000); // Shao Khan
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break;
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}
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return;
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}
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// Name must be 8 chars or less (preferably 7), fullname must be 9 chars or less
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void MK3Rename(int n, const char *name, const char *fullname = NULL) {
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if (n<0 || n>10) return;
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// Rename the Player 1 health bar
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u16 addr = 0x2DD9 + n*8;
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int i;
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for (i=0; i<8; i++) {
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if (name[i]=='\0') {
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gbRom[addr+i] = '*';
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i++;
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while (i<8) {
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gbRom[addr+i] = ' ';
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i++;
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}
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break;
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} else gbRom[addr+i] = name[i];
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}
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// Rename the player wins message which is right aligned
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if (n>9) return;
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if (!fullname) fullname = name;
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addr = 0x2E9F + n*9;
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int len = strlen(fullname);
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if (len>9) len=9;
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int j = len-1;
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for (i=8; i>=0; i--) {
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if (j<0) gbRom[addr+i]=' ';
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else gbRom[addr+i]=fullname[j];
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j--;
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}
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}
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void MK3RenameEveryoneProperlyExcept(u8 n) {
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const char *names[MK3_SHAOKHAN+1] = {
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"SINDEL", "SEKTOR", "KABAL", "SHEEVA", "SMOKE", "SUBZERO", "KANO", "SONYA", "CYRAX", "SHAO"};
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const char *longnames[MK3_SHAOKHAN+1] = {
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NULL, NULL, NULL, NULL, NULL, "SUB-ZERO", NULL, NULL, NULL, "SHAO KHAN"};
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for (int i=0; i<=MK3_SHAOKHAN; i++) {
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if (i!=n) MK3Rename(i, names[i], longnames[i]);
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}
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}
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void MK3RandomNinja() {
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if (ChameleonChangeTime>0) {
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ChameleonChangeTime--;
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return;
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} else ChameleonChangeTime = 80;
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switch (rand() % 4) {
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case 0: // Sub-Zero
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MK3SetPal(1, MK3_SUBZERO);
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gbWriteMemory(0xCD00,MK3_SUBZERO); // use moves from...
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break;
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case 1: // Smoke
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MK3SetPal(1, MK3_SMOKE);
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gbWriteMemory(0xCD00,MK3_SMOKE); // use moves from...
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break;
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case 2: // Sektor
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MK3SetPal(1, MK3_SEKTOR, 1);
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gbWriteMemory(0xCD00,MK3_SEKTOR); // use moves from...
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break;
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case 3: // Cyrax
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MK3SetPal(1, MK3_CYRAX, 1);
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gbWriteMemory(0xCD00,MK3_CYRAX); // use moves from...
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break;
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}
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}
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void MK3RandomFemale() {
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if (ChameleonChangeTime>0) {
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ChameleonChangeTime--;
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return;
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} else ChameleonChangeTime = 80;
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switch (rand() % 3) {
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case 0: // Sonya
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MK3SetPal(1, MK3_SONYA);
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gbWriteMemory(0xCD00,MK3_SONYA); // use moves from...
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break;
|
|
case 1: // Sindel
|
|
MK3SetPal(1, MK3_SINDEL);
|
|
gbWriteMemory(0xCD00,MK3_SINDEL); // use moves from...
|
|
break;
|
|
case 2: // Sheeva
|
|
MK3SetPal(1, MK3_SHEEVA);
|
|
gbWriteMemory(0xCD00,MK3_SHEEVA); // use moves from...
|
|
break;
|
|
}
|
|
}
|
|
|
|
void MK3Impersonate(u8 appearance, u8 moves, const char *name, const char *longname = NULL) {
|
|
gbWriteMemory(0xC0F0, appearance);
|
|
MK3Rename(appearance, name, longname);
|
|
if (moves!=MK3_RAND)
|
|
gbWriteMemory(0xCD00, moves);
|
|
}
|
|
|
|
|
|
u8 MK3SetSubchar(int Char, int Subchar, bool menu=false) {
|
|
switch (Char) {
|
|
case MK3_SUBZERO:
|
|
if (Subchar>=5) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Subzero Unmasked
|
|
case 0:
|
|
MK3Impersonate(MK3_SUBZERO, MK3_SUBZERO, "SUBZERO", "SUB-ZERO");
|
|
break;
|
|
// Cyborg
|
|
case 1:
|
|
MK3Impersonate(MK3_SEKTOR, MK3_SUBZERO, "SUBZERO", "SUB-ZERO");
|
|
break;
|
|
// Noob Saibot
|
|
case 2:
|
|
MK3Impersonate(MK3_SUBZERO, MK3_SUBZERO, "NOOB", "N. SAIBOT");
|
|
break;
|
|
// Frost
|
|
case 3:
|
|
MK3Impersonate(MK3_SINDEL, MK3_SUBZERO, "FROST");
|
|
break;
|
|
// Chameleon
|
|
case 4:
|
|
MK3Impersonate(MK3_SUBZERO, MK3_RAND, "CAMELEON", "CHAMELEON");
|
|
break;
|
|
}
|
|
break;
|
|
case MK3_SONYA:
|
|
if (Subchar>=2) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Sonya Blade
|
|
case 0:
|
|
MK3Impersonate(MK3_SONYA, MK3_SONYA, "SONYA");
|
|
break;
|
|
// Khameleon
|
|
case 1:
|
|
MK3Impersonate(MK3_SONYA, MK3_RAND, "KAMELEON", "KHAMELEON");
|
|
break;
|
|
}
|
|
break;
|
|
case MK3_KANO:
|
|
if (Subchar>=2) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Kano
|
|
case 0:
|
|
MK3Impersonate(MK3_KANO, MK3_KANO, "KANO");
|
|
break;
|
|
// Cyborg Kano
|
|
case 1:
|
|
MK3Impersonate(MK3_SEKTOR, MK3_KANO, "KANO");
|
|
break;
|
|
}
|
|
break;
|
|
case MK3_KABAL:
|
|
if (Subchar>=2) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Kabal
|
|
case 0:
|
|
MK3Impersonate(MK3_KABAL, MK3_KABAL, "KABAL");
|
|
break;
|
|
// Cyborg Kabal
|
|
case 1:
|
|
MK3Impersonate(MK3_SEKTOR, MK3_KABAL, "KABAL");
|
|
break;
|
|
}
|
|
break;
|
|
case MK3_SHAOKHAN:
|
|
if (Subchar>=1) Subchar = 0; // disable reiko because he crashes too much
|
|
switch (Subchar) {
|
|
// Shao Khan
|
|
case 0:
|
|
MK3Impersonate(MK3_SHAOKHAN, MK3_SHAOKHAN, "KHAN", "SHAO KHAN");
|
|
break;
|
|
// Reiko
|
|
case 1:
|
|
MK3Impersonate(MK3_SUBZERO, MK3_SHAOKHAN, "REIKO");
|
|
break;
|
|
}
|
|
break;
|
|
case MK3_SEKTOR:
|
|
if (Subchar>=2) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Cyborg
|
|
case 0:
|
|
MK3Impersonate(MK3_SEKTOR, MK3_SEKTOR, "SEKTOR");
|
|
break;
|
|
// Human
|
|
case 1:
|
|
MK3Impersonate(MK3_SUBZERO, MK3_SEKTOR, "SEKTOR");
|
|
break;
|
|
}
|
|
break;
|
|
case MK3_CYRAX:
|
|
if (Subchar>=2) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Cyborg
|
|
case 0:
|
|
MK3Impersonate(MK3_CYRAX, MK3_CYRAX, "CYRAX");
|
|
break;
|
|
// Human
|
|
case 1:
|
|
MK3Impersonate(MK3_SUBZERO, MK3_CYRAX, "CYRAX");
|
|
break;
|
|
}
|
|
break;
|
|
case MK3_SMOKE:
|
|
if (Subchar>=4) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Cyborg
|
|
case 0:
|
|
MK3Impersonate(MK3_SMOKE, MK3_SMOKE, "SMOKE");
|
|
break;
|
|
// Human
|
|
case 1:
|
|
MK3Impersonate(MK3_SUBZERO, MK3_SMOKE, "SMOKE");
|
|
break;
|
|
// Reptile
|
|
case 2:
|
|
MK3Impersonate(MK3_SUBZERO, MK3_SMOKE, "REPTILE");
|
|
break;
|
|
// Scorpion
|
|
case 3:
|
|
MK3Impersonate(MK3_SUBZERO, MK3_SMOKE, "SCORPION");
|
|
break;
|
|
}
|
|
break;
|
|
default:
|
|
Subchar = 0;
|
|
break;
|
|
}
|
|
if (Char==MK3_SONYA && Subchar==1 && !menu) {
|
|
MK3RandomFemale();
|
|
} else if (Char==MK3_SUBZERO && Subchar==4 && !menu) {
|
|
MK3RandomNinja();
|
|
} else MK3SetPal(1, Char, Subchar);
|
|
return Subchar;
|
|
}
|
|
|
|
u32 MK3Input(unsigned short pad) {
|
|
OurHealth = gbReadMemory(0xC0D6);
|
|
OpponentHealth = gbReadMemory(0xC0D7);
|
|
//u8 OurChar = gbReadMemory(0xC0F0); //
|
|
u8 OpponentChar = gbReadMemory(0xC0F1); // also CD40, D526
|
|
OurX = gbReadMemory(0xCD02) | (gbReadMemory(0xCD03) << 8);
|
|
OpponentX = gbReadMemory(0xCD42) | (gbReadMemory(0xCD43) << 8);
|
|
bool InSelectScreen=false, InGame=false;
|
|
if (gbReadMemory(0xC51E)==0x00 && gbReadMemory(0xC522)==0xFF) InSelectScreen = true;
|
|
if (gbReadMemory(0xC080)==0x00 && gbReadMemory(0xC522)==0x00) InGame = true;
|
|
static bool WasInSelectScreen = false;
|
|
static u8 MenuChar = 0;
|
|
static u8 MenuSubChar = 0;
|
|
if (InSelectScreen) MenuChar = gbReadMemory(0xD4CE);
|
|
|
|
static u8 OldMenuChar = 0;
|
|
// Rumble when they change character
|
|
if (MenuChar != OldMenuChar) {
|
|
if (InSelectScreen && !InGame) {
|
|
systemGameRumble(4);
|
|
MK3SetPal(1,MenuChar);
|
|
MK3RenameEveryoneProperlyExcept(255);
|
|
MenuSubChar=0;
|
|
}
|
|
OldMenuChar = MenuChar;
|
|
}
|
|
|
|
// Special Characters in-game
|
|
if (!InSelectScreen) {
|
|
// Set opponent colour
|
|
MK3SetPal(2, OpponentChar);
|
|
// Our colour
|
|
if (MenuSubChar!=0) {
|
|
MK3SetSubchar(MenuChar, MenuSubChar);
|
|
}
|
|
}
|
|
|
|
// Get input, and rumble for 2 frames if hurt
|
|
u32 J = GetMKInput(pad, 2);
|
|
if (LK || HK) J |= VBA_BUTTON_A;
|
|
if (LP || HP) J |= VBA_BUTTON_B;
|
|
if (BL) J |= VBA_BUTTON_START;
|
|
if (Throw) {
|
|
if (InGame) J |= VBA_BUTTON_B;
|
|
else J |= VBA_BUTTON_START;
|
|
}
|
|
if (Start) {
|
|
if (InGame) J |= VBA_BUTTON_SELECT;
|
|
else J |= VBA_BUTTON_START;
|
|
}
|
|
if (Select) J |= VBA_BUTTON_SELECT;
|
|
if (InSelectScreen && (Start || Throw || HP || LP || HK || LK || BL)) {
|
|
J |= VBA_BUTTON_START;
|
|
}
|
|
// Fix kick controls to what they should be!
|
|
if (!InSelectScreen && !(J & (VBA_UP | VBA_DOWN))) {
|
|
if (B && HK && !LK) { // Make B+HK do roundhouse, while B+LK does sweep!
|
|
J &= ~VBA_BACK;
|
|
J |= VBA_FORWARD;
|
|
} else if (F && HK) { // Make F+HK do normal high kick
|
|
J &= ~VBA_FORWARD;
|
|
} else if (F && LK) { // Make F+LK also do normal high kick, since no low kicks
|
|
J &= ~VBA_FORWARD;
|
|
}
|
|
}
|
|
// Fix punch controls to what they should be!
|
|
if ((!InSelectScreen) && (J & VBA_DOWN)) {
|
|
// Make D+LP do crouch punch instead of uppercut
|
|
if (LP && !F && !B && !LK && !HK && !HP) {
|
|
J &= ~VBA_BACK;
|
|
J |= VBA_FORWARD;
|
|
}
|
|
}
|
|
// Run, sometimes does roundhouse kick (Midway's fault, not mine)
|
|
if (CS && InGame) J |= VBA_FORWARD | VBA_BUTTON_A | VBA_BUTTON_B;
|
|
// Allow to choose secret characters from menu
|
|
static bool CancelMovement = false;
|
|
if (InSelectScreen) {
|
|
if ((MenuChar==1 && (J & VBA_DOWN))
|
|
|| (MenuChar==3 && (J & VBA_RIGHT))
|
|
|| (MenuChar==5 && (J & VBA_LEFT))
|
|
|| (MenuChar==7 && (J & VBA_UP))) {
|
|
CancelMovement = true;
|
|
gbWriteMemory(0xD4CE,4);
|
|
} else if (MenuChar==8 && (J & VBA_RIGHT)) {
|
|
gbWriteMemory(0xD4CE,MK3_SHAOKHAN);
|
|
}
|
|
if (CancelMovement) {
|
|
if (J & (VBA_RIGHT | VBA_LEFT | VBA_UP | VBA_DOWN))
|
|
J &= ~(VBA_RIGHT | VBA_LEFT | VBA_UP | VBA_DOWN);
|
|
else CancelMovement = false;
|
|
}
|
|
WasInSelectScreen = true;
|
|
} else {
|
|
CancelMovement = false;
|
|
if (WasInSelectScreen) {
|
|
// We just chose a character, so apply anything special here
|
|
// Cyborg Sub-Zero
|
|
if (MenuChar==MK3_SUBZERO && MenuSubChar==1)
|
|
gbWriteMemory(0xD4CE,MK3_SEKTOR);
|
|
// Frost
|
|
else if (MenuChar==MK3_SUBZERO && MenuSubChar==3)
|
|
gbWriteMemory(0xD4CE,MK3_SINDEL);
|
|
// Cyborg Kano
|
|
else if (MenuChar==MK3_KANO && MenuSubChar==1)
|
|
gbWriteMemory(0xD4CE,MK3_SEKTOR);
|
|
// Cyborg Kabal
|
|
else if (MenuChar==MK3_KABAL && MenuSubChar==1)
|
|
gbWriteMemory(0xD4CE,MK3_SEKTOR);
|
|
// Human Cyrax
|
|
else if (MenuChar==MK3_CYRAX && MenuSubChar==1)
|
|
gbWriteMemory(0xD4CE,MK3_SUBZERO);
|
|
// Human Sektor
|
|
else if (MenuChar==MK3_SEKTOR && MenuSubChar==1)
|
|
gbWriteMemory(0xD4CE,MK3_SUBZERO);
|
|
// Human Smoke, Reptile, Scorpion
|
|
else if (MenuChar==MK3_SMOKE && MenuSubChar>=1)
|
|
gbWriteMemory(0xD4CE,MK3_SUBZERO);
|
|
// Reiko
|
|
else if (MenuChar==MK3_SHAOKHAN && MenuSubChar==1)
|
|
gbWriteMemory(0xD4CE,MK3_SUBZERO);
|
|
WasInSelectScreen = false;
|
|
}
|
|
}
|
|
|
|
bool CostumeButton = InSelectScreen && (CS || (J & VBA_BUTTON_SELECT)); // Change Style/Select changes costume
|
|
static bool OldCostumeButton = 0;
|
|
|
|
if (CostumeButton && !OldCostumeButton) {
|
|
int OldSubChar = MenuSubChar;
|
|
MenuSubChar = MK3SetSubchar(MenuChar, MenuSubChar+1, true);
|
|
if (MenuSubChar!=OldSubChar) systemGameRumble(8);
|
|
}
|
|
OldCostumeButton = CostumeButton;
|
|
//DebugPrintf("%d,%d C=%d M=%d", MenuChar,MenuSubChar,gbReadMemory(0xC0F0),gbReadMemory(0xCD00));
|
|
|
|
return J;
|
|
}
|
|
|
|
u32 MK4Input(unsigned short pad)
|
|
{
|
|
OurHealth = gbReadMemory(0xC0D6);
|
|
OpponentHealth = gbReadMemory(0xC0D7);
|
|
//u8 OurChar = gbReadMemory(0xC0F0); // also CD00?
|
|
//u8 OpponentChar = gbReadMemory(0xC0F1); // also CD40, D526
|
|
OurX = gbReadMemory(0xCD02) | (gbReadMemory(0xCD03) << 8);
|
|
OpponentX = gbReadMemory(0xCD42) | (gbReadMemory(0xCD43) << 8);
|
|
bool InMenu = false; // CAKTODO
|
|
|
|
u32 J = GetMKInput(pad);
|
|
if (LK || HK) J |= VBA_BUTTON_A;
|
|
if (LP || HP) J |= VBA_BUTTON_B;
|
|
if (BL) J |= VBA_BUTTON_START;
|
|
if (Start || Select) J |= VBA_BUTTON_SELECT;
|
|
// Fix kick controls to what they should be!
|
|
if (!InMenu && !(J & (VBA_UP | VBA_DOWN))) {
|
|
if (B && HK && !LK) { // Make B+HK do roundhouse, while B+LK does sweep!
|
|
J &= ~VBA_BACK;
|
|
J |= VBA_FORWARD;
|
|
} else if (F && HK) { // Make F+HK do normal high kick
|
|
J &= ~VBA_FORWARD;
|
|
} else if (F && LK) { // Make F+LK also do normal high kick, since no low kicks
|
|
J &= ~VBA_FORWARD;
|
|
}
|
|
}
|
|
// Fix punch controls to what they should be!
|
|
if ((!InMenu) && (J & VBA_DOWN)) {
|
|
// Make D+LP do crouch punch instead of uppercut
|
|
if (LP && !F && !B && !LK && !HK && !HP) {
|
|
J &= ~VBA_BACK;
|
|
J |= VBA_FORWARD;
|
|
}
|
|
}
|
|
// Run?
|
|
if (CS) J |= VBA_FORWARD | VBA_BUTTON_A | VBA_BUTTON_B;
|
|
if (Throw) J |= VBA_BUTTON_B;
|
|
return J;
|
|
}
|
|
|
|
void MKASetYPos(s16 y) {
|
|
s16 def = 0;
|
|
switch (CPUReadHalfWord(0x200005c)) {
|
|
case 0x5F3C: def = 0x3B; break; // Jax (actually tall not short)
|
|
case 0x89E4: def = 0x39; break; // shang tsung (shortest)
|
|
case 0x704C: def = 0x37; break;
|
|
case 0x3494: case 0x45A4: def = 0x36; break;
|
|
case 0x9AF4: case 0xA37C: def = 0x35; break;
|
|
case 0x67C4: case 0x78D4: case 0x56B4: def = 0x34; break;
|
|
case 0x815C: def = 0x33; break; // sonya
|
|
case 0xB48C: case 0x926C: def = 0x32; break;
|
|
case 0x3D1C: case 0x4E2C: def = 0x31; break;
|
|
case 0xAC04: def = 0x1E; break; // Motaro (tallest)
|
|
default: def = 0x33; break;
|
|
}
|
|
y-=def;
|
|
gbaWriteHalfWord(0x200000A, (u16)((s16)CPUReadHalfWord(0x200000A)+y));
|
|
}
|
|
|
|
bool MKAIsStanding() {
|
|
switch (CPUReadHalfWord(0x2000040)) {
|
|
case 0x039b:
|
|
case 0x03F8:
|
|
case 0x02DF:
|
|
case 0x04BC:
|
|
case 0x04F3:
|
|
case 0x0362: // shao khan
|
|
case 0x01D3: // motaro
|
|
case 0x0427:
|
|
case 0x02A2:
|
|
case 0x052D:
|
|
case 0x0561:
|
|
case 0x034C:
|
|
case 0x0488:
|
|
case 0x0591:
|
|
case 0x0456:
|
|
case 0x0316:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
void MKARename(u8 n, const char *name) {
|
|
#ifndef USE_VM
|
|
if (n>=MKA_SubZero2) n--; // second sub zero is not in names list!
|
|
u32 addr = 0x80285CC+n*16;
|
|
char *s = (char *)&rom[addr & 0x1FFFFFF];
|
|
int L = strlen(s)-1-strlen(name);
|
|
int i;
|
|
strcpy(s, " ");
|
|
strncpy(s, name, 12);
|
|
strcat(s, " ");
|
|
for (i=0; i<L; i++) strcat(s, " ");
|
|
for (int i=strlen(s)+1; i<12; i++) s[i]=' ';
|
|
s[12]='\0';
|
|
#endif
|
|
}
|
|
void MKARenameEveryoneProperlyExcept(u8 n) {
|
|
const char *names[MKA_ShaoKhan+1] = {
|
|
"RAIN", "REPTILE", "STRYKER", "JAX", "NIGHT WOLF", "JADE", "NOOB SAIBOT", "SONYA",
|
|
"KANO", "MILEENA", "ERMAC", "SUB ZERO", "SUB ZERO", "KUNG LAO", "SEKTOR", "KITANA", "SMOKE",
|
|
"SCORPION", "CYRAX", "KABAL", "SINDEL", "SMOKE", "LIU KANG", "SHANG TSUNG", "MOTARO",
|
|
"SHAO KHAN"};
|
|
int i;
|
|
if (n==MKA_SubZero || n==MKA_SubZero2) {
|
|
for (i=0; i<=MKA_ShaoKhan; i++) {
|
|
if (i!=MKA_SubZero && i!=MKA_SubZero2) MKARename(i, names[i]);
|
|
}
|
|
} else {
|
|
for (i=0; i<=MKA_ShaoKhan; i++) {
|
|
if (i!=n) MKARename(i, names[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void MKAMakeRainCyborg() {
|
|
// cyrax victory pose
|
|
gbaWriteHalfWord(0x87EBE64, 0x03B8);
|
|
gbaWriteHalfWord(0x87EBE6C, 0x0506);
|
|
gbaWriteMemory(0x87EBE78, 0x87E33BD);
|
|
// cyborg open chest pose
|
|
gbaWriteHalfWord(0x87EBE7C, 0x03C1);
|
|
gbaWriteHalfWord(0x87EBE84, 0x0502);
|
|
gbaWriteHalfWord(0x87EBE88, 0x01);
|
|
gbaWriteMemory(0x87EBE90, 0x87E33C1);
|
|
// partial cyborg victory pose (instead of raising one hand to sky)
|
|
gbaWriteHalfWord(0x87EBE94, 0x03B8);
|
|
gbaWriteHalfWord(0x87EBE9C, 0x0505);
|
|
gbaWriteHalfWord(0x87EBEA0, 0x03);
|
|
gbaWriteMemory(0x87EBEA8, 0x87E338E);
|
|
}
|
|
void MKAMakeRainHuman() {
|
|
// reptile victory pose
|
|
gbaWriteHalfWord(0x87EBE64, 0x0374);
|
|
gbaWriteHalfWord(0x87EBE6C, 0x0505);
|
|
gbaWriteMemory(0x87EBE78, 0x87E33BE);
|
|
// ninja shoot magic pose
|
|
gbaWriteHalfWord(0x87EBE7C, 0x03B3);
|
|
gbaWriteHalfWord(0x87EBE84, 0x0503);
|
|
gbaWriteHalfWord(0x87EBE88, 0x02);
|
|
gbaWriteMemory(0x87EBE90, 0x87E33CE);
|
|
// ninja raising one hand to sky
|
|
gbaWriteHalfWord(0x87EBE94, 0x036E);
|
|
gbaWriteHalfWord(0x87EBE9C, 0x0505);
|
|
gbaWriteHalfWord(0x87EBEA0, 0x03);
|
|
gbaWriteMemory(0x87EBEA8, 0x87E338E);
|
|
}
|
|
void MKAMakeRainUnmasked() {
|
|
// unmasked victory pose
|
|
gbaWriteHalfWord(0x87EBE64, 0x02E8);
|
|
gbaWriteHalfWord(0x87EBE6C, 0x0504);
|
|
gbaWriteMemory(0x87EBE78, 0x87E33BF);
|
|
// unmasked shoot magic pose
|
|
gbaWriteHalfWord(0x87EBE7C, 0x02E5);
|
|
gbaWriteHalfWord(0x87EBE84, 0x0503);
|
|
gbaWriteHalfWord(0x87EBE88, 0x02);
|
|
gbaWriteMemory(0x87EBE90, 0x87E33CE);
|
|
// unmasked raising both hands to sky
|
|
gbaWriteHalfWord(0x87EBE94, 0x02DC);
|
|
gbaWriteHalfWord(0x87EBE9C, 0x0503);
|
|
gbaWriteHalfWord(0x87EBEA0, 0x02);
|
|
gbaWriteMemory(0x87EBEA8, 0x87E3385);
|
|
}
|
|
|
|
|
|
void MKAMakeNinja() {
|
|
if (MKAIsStanding()) {
|
|
MKASetYPos(0x36); // y offset
|
|
gbaWriteHalfWord(0x2000040, 0x039b);
|
|
gbaWriteHalfWord(0x2000048, 0x0409);
|
|
}
|
|
gbaWriteHalfWord(0x200005c, 0x3494);
|
|
}
|
|
void MKAMakeCyborg() {
|
|
if (MKAIsStanding()) {
|
|
MKASetYPos(0x31); // y offset
|
|
gbaWriteHalfWord(0x2000040, 0x03F8);
|
|
gbaWriteHalfWord(0x2000048, 0x0509);
|
|
}
|
|
gbaWriteHalfWord(0x200005c, 0x3D1C);
|
|
}
|
|
void MKAMakeUnmasked() {
|
|
if (MKAIsStanding()) {
|
|
MKASetYPos(0x35); // y offset
|
|
gbaWriteHalfWord(0x2000040, 0x02DF);
|
|
gbaWriteHalfWord(0x2000048, 0x0509);
|
|
}
|
|
gbaWriteHalfWord(0x200005c, 0x9AF4);
|
|
}
|
|
void MKAMakeFemale() {
|
|
if (MKAIsStanding()) {
|
|
MKASetYPos(0x35); // y offset
|
|
gbaWriteHalfWord(0x2000040, 0x04BC);
|
|
gbaWriteHalfWord(0x2000048, 0x0608);
|
|
}
|
|
gbaWriteHalfWord(0x200005c, 0xA37C);
|
|
}
|
|
void MKAMakeKano() {
|
|
if (MKAIsStanding()) {
|
|
MKASetYPos(0x34); // y offset
|
|
gbaWriteHalfWord(0x2000040, 0x04F3);
|
|
gbaWriteHalfWord(0x2000048, 0x0509);
|
|
}
|
|
gbaWriteHalfWord(0x200005c, 0x67C4);
|
|
}
|
|
void MKAMakeShaoKhan() {
|
|
if (MKAIsStanding()) {
|
|
MKASetYPos(0x32); // y offset
|
|
gbaWriteHalfWord(0x2000040, 0x0362);
|
|
gbaWriteHalfWord(0x2000048, 0x0407);
|
|
}
|
|
gbaWriteHalfWord(0x200005c, 0xB48C);
|
|
}
|
|
void MKAMakeMotaro() {
|
|
if (MKAIsStanding()) {
|
|
MKASetYPos(0x1E); // y offset
|
|
gbaWriteHalfWord(0x2000040, 0x01D3);
|
|
gbaWriteHalfWord(0x2000048, 0x040B);
|
|
}
|
|
gbaWriteHalfWord(0x200005c, 0xAC04);
|
|
}
|
|
void MKAMakeLiuKang() {
|
|
if (MKAIsStanding()) {
|
|
MKASetYPos(0x36); // y offset
|
|
gbaWriteHalfWord(0x2000040, 0x0427);
|
|
gbaWriteHalfWord(0x2000048, 0x0411);
|
|
}
|
|
gbaWriteHalfWord(0x200005c, 0x45A4);
|
|
}
|
|
void MKAMakeShangTsung() {
|
|
if (MKAIsStanding()) {
|
|
MKASetYPos(0x39); // y offset
|
|
gbaWriteHalfWord(0x2000040, 0x0316);
|
|
gbaWriteHalfWord(0x2000048, 0x0905);
|
|
}
|
|
gbaWriteHalfWord(0x200005c, 0x89E4);
|
|
}
|
|
void MKAMakeJax() {
|
|
if (MKAIsStanding()) {
|
|
MKASetYPos(0x3B); // y offset
|
|
gbaWriteHalfWord(0x2000040, 0x052D);
|
|
gbaWriteHalfWord(0x2000048, 0x0508);
|
|
}
|
|
gbaWriteHalfWord(0x200005c, 0x5F3C);
|
|
}
|
|
void MKAMakeSindel() {
|
|
if (MKAIsStanding()) {
|
|
MKASetYPos(0x34); // y offset
|
|
gbaWriteHalfWord(0x2000040, 0x0456);
|
|
gbaWriteHalfWord(0x2000048, 0x0509);
|
|
}
|
|
gbaWriteHalfWord(0x200005c, 0x78D4);
|
|
}
|
|
void MKAMakeKabal() {
|
|
if (MKAIsStanding()) {
|
|
MKASetYPos(0x31); // y offset
|
|
gbaWriteHalfWord(0x2000040, 0x0591);
|
|
gbaWriteHalfWord(0x2000048, 0x050A);
|
|
}
|
|
gbaWriteHalfWord(0x200005c, 0x4E2C);
|
|
}
|
|
|
|
#define CYBORG_RED 0x94
|
|
#define CYBORG_DARKRED 0x95
|
|
#define CYBORG_GREY 0x96
|
|
#define CYBORG_GREY2 0x97
|
|
#define CYBORG_YELLOW 0x9A
|
|
#define CYBORG_YELLOW2 0x9B
|
|
|
|
#define NINJA_BROWNRED 0x04
|
|
#define NINJA_REDGREY 0x06
|
|
#define NINJA_ICE 0x08
|
|
#define NINJA_WHITE 0x0A
|
|
#define NINJA_GREY 0x0B
|
|
#define NINJA_PINKPURPLE 0x8E
|
|
#define NINJA_PURPLE 0x8F
|
|
#define NINJA_GREEN 0x90
|
|
#define NINJA_GREENISH 0x91
|
|
#define NINJA_RED 0x9C
|
|
#define NINJA_BRIGHTRED 0x9D
|
|
#define SHADOW_BLACK 0x9E
|
|
#define SHADOW_GREY 0x9F
|
|
#define NINJA_BLUE 0xA0
|
|
#define NINJA_BLUE2 0xA1
|
|
#define NINJA_YELLOW 0xA2
|
|
#define NINJA_YELLOW2 0xA3
|
|
#define NINJA_BROWN 0x98
|
|
#define NINJA_BROWN2 0x99
|
|
|
|
#define UNMASKED_PURPLE 0xA8
|
|
#define UNMASKED_DARKGREEN 0xA9
|
|
#define UNMASKED_BLUE 0xB6
|
|
#define UNMASKED_BRIGHTGREEN 0xB7
|
|
|
|
#define FEMALE_FADEDBLUE 0x1A
|
|
#define FEMALE_BLUE 0x1B
|
|
#define FEMALE_CYAN 0x1C
|
|
#define FEMALE_GREEN 0x1D
|
|
#define FEMALE_YELLOW 0x1F
|
|
#define FEMALE_PURPLE 0x20
|
|
#define FEMALE_PINK 0x21
|
|
|
|
#define BOSS_RED 0x1E
|
|
#define BOSS_YELLOW 0xB2
|
|
#define BOSS_PINK 0xB3
|
|
|
|
|
|
void MKAChangeColour(u8 colour) {
|
|
gbaWriteHalfWord(0x2000004, colour);
|
|
}
|
|
|
|
void MKARandomNinja() {
|
|
// 7: SubZero, Scorpion, Reptile, Smoke, Ermac, Rain, Noob Saibot,
|
|
// +3: Tremor, Cyrax, Sektor
|
|
switch (rand() % 10) {
|
|
case 0: MKAChangeColour(NINJA_BLUE); break;
|
|
case 1: MKAChangeColour(NINJA_YELLOW); break;
|
|
case 2: MKAChangeColour(NINJA_GREEN); break;
|
|
case 3: MKAChangeColour(NINJA_WHITE); break;
|
|
case 4: MKAChangeColour(NINJA_RED); break;
|
|
case 5: MKAChangeColour(NINJA_PURPLE); break;
|
|
case 6: MKAChangeColour(SHADOW_GREY); break;
|
|
|
|
case 7: MKAChangeColour(NINJA_BROWN); break;
|
|
case 8: MKAChangeColour(CYBORG_YELLOW); break;
|
|
case 9: MKAChangeColour(CYBORG_RED); break;
|
|
}
|
|
}
|
|
void MKARandomCyborg() {
|
|
// 3: Cyrax, Sektor, Smoke
|
|
// +6: SubZero, Scorpion, Reptile, Ermac, Rain, Noob Saibot,
|
|
// +1: Tremor (Note, Jax and Kano can also be cyborgs but are not ninjas like Chameleon)
|
|
switch (rand() % 10) {
|
|
case 0: MKAChangeColour(CYBORG_YELLOW); break;
|
|
case 1: MKAChangeColour(CYBORG_RED); break;
|
|
case 2: MKAChangeColour(CYBORG_GREY); break;
|
|
|
|
case 3: MKAChangeColour(NINJA_BLUE); break;
|
|
case 4: MKAChangeColour(CYBORG_YELLOW2); break;
|
|
case 5: MKAChangeColour(NINJA_GREEN); break;
|
|
case 6: MKAChangeColour(CYBORG_DARKRED); break;
|
|
case 7: MKAChangeColour(NINJA_PINKPURPLE); break;
|
|
case 8: MKAChangeColour(SHADOW_GREY); break;
|
|
case 9: MKAChangeColour(NINJA_BROWN); break;
|
|
}
|
|
}
|
|
void MKARandomFemale() {
|
|
// 3: Kitana, Mileena, Jade
|
|
// +3: Tanya, Ruby, Skarlet
|
|
// (Note, Sonya, Sindel, and Frost are also females, but not ninjas like Khameleon)
|
|
switch (rand() % 6) {
|
|
case 0: MKAChangeColour(FEMALE_BLUE); break;
|
|
case 1: MKAChangeColour(FEMALE_PURPLE); break;
|
|
case 2: MKAChangeColour(FEMALE_GREEN); break;
|
|
|
|
case 3: MKAChangeColour(NINJA_YELLOW); break;
|
|
case 4: MKAChangeColour(NINJA_RED); break;
|
|
case 5: MKAChangeColour(NINJA_BRIGHTRED); break;
|
|
}
|
|
}
|
|
|
|
u8 MKANextSubchar(int Char, int Subchar, u16 OriginalColour) {
|
|
Subchar++;
|
|
switch (Char) {
|
|
case MKA_Reptile:
|
|
if (Subchar>=5) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Reptile
|
|
case 0:
|
|
MKARename(MKA_Reptile, "REPTILE");
|
|
MKAMakeNinja();
|
|
MKAChangeColour(OriginalColour);
|
|
break;
|
|
case 1:
|
|
MKARename(MKA_Reptile, "REPTILE");
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(NINJA_GREEN);
|
|
break;
|
|
case 2:
|
|
MKARename(MKA_Reptile, "REPTILE");
|
|
MKAMakeUnmasked();
|
|
MKAChangeColour(UNMASKED_DARKGREEN); // different from green subzero
|
|
break;
|
|
// Chameleon
|
|
case 3:
|
|
MKARename(MKA_Reptile, "CHAMELEON");
|
|
MKAMakeNinja();
|
|
MKAChangeColour(NINJA_GREY);
|
|
break;
|
|
case 4:
|
|
MKARename(MKA_Reptile, "CHAMELEON");
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(CYBORG_GREY);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_NoobSaibot:
|
|
if (Subchar>=4) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Noob-Saibot
|
|
case 0:
|
|
MKAMakeNinja();
|
|
MKAChangeColour(OriginalColour);
|
|
gbaWriteByte(0x202F6A8, MKA_NoobSaibot);
|
|
gbaWriteByte(0x2000025, MKA_NoobSaibot);
|
|
MKARename(MKA_Kano, "KANO");
|
|
break;
|
|
// As a Cyborg
|
|
case 1:
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(SHADOW_GREY);
|
|
gbaWriteByte(0x202F6A8, MKA_NoobSaibot);
|
|
gbaWriteByte(0x2000025, MKA_NoobSaibot);
|
|
MKARename(MKA_Kano, "KANO");
|
|
break;
|
|
// Looks like Kano
|
|
case 2:
|
|
MKAMakeKano();
|
|
MKAChangeColour(SHADOW_BLACK);
|
|
gbaWriteByte(0x202F6A8, MKA_Kano);
|
|
gbaWriteByte(0x2000025, MKA_Kano);
|
|
MKARename(MKA_Kano, "NOOB SAIBOT");
|
|
break;
|
|
// Looks like Classic Sub Zero (because he is)
|
|
case 3:
|
|
MKAMakeNinja();
|
|
MKAChangeColour(NINJA_BLUE);
|
|
gbaWriteByte(0x202F6A8, MKA_NoobSaibot);
|
|
gbaWriteByte(0x2000025, MKA_NoobSaibot);
|
|
MKARename(MKA_Kano, "KANO");
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_Ermac:
|
|
if (Subchar>=3) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Ermac
|
|
case 0:
|
|
MKARename(MKA_Ermac, "ERMAC");
|
|
MKAMakeNinja();
|
|
MKAChangeColour(OriginalColour);
|
|
break;
|
|
case 1:
|
|
MKARename(MKA_Ermac, "ERMAC");
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(CYBORG_RED);
|
|
break;
|
|
case 2:
|
|
MKARename(MKA_Ermac, "RUBY");
|
|
MKAMakeFemale();
|
|
MKAChangeColour(NINJA_RED);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_SubZero:
|
|
if (Subchar>=5) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Classic Subzero
|
|
case 0:
|
|
MKARename(MKA_SubZero, "SUB ZERO");
|
|
MKAMakeNinja();
|
|
MKAChangeColour(OriginalColour);
|
|
break;
|
|
case 1:
|
|
MKARename(MKA_SubZero, "SUB ZERO");
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(NINJA_BLUE);
|
|
break;
|
|
case 2:
|
|
MKARename(MKA_SubZero, "SUB ZERO");
|
|
MKAMakeUnmasked();
|
|
MKAChangeColour(UNMASKED_BLUE);
|
|
break;
|
|
// Looking like Noob Saibot (which he is)
|
|
case 3:
|
|
MKARename(MKA_SubZero, "SUB ZERO");
|
|
MKAMakeNinja();
|
|
MKAChangeColour(SHADOW_BLACK);
|
|
break;
|
|
// Frost
|
|
case 4:
|
|
MKARename(MKA_SubZero, "FROST");
|
|
MKAMakeFemale();
|
|
MKAChangeColour(NINJA_ICE);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_SubZero2:
|
|
if (Subchar>=4) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Subzero Unmasked
|
|
case 0:
|
|
MKARename(MKA_SubZero2, "SUB ZERO");
|
|
MKAMakeUnmasked();
|
|
MKAChangeColour(OriginalColour);
|
|
break;
|
|
// As a cyborg
|
|
case 1:
|
|
MKARename(MKA_SubZero2, "SUB ZERO");
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(NINJA_BLUE);
|
|
break;
|
|
// Masked in his MK2 coloured costume
|
|
case 2:
|
|
MKARename(MKA_SubZero2, "SUB ZERO");
|
|
MKAMakeNinja();
|
|
MKAChangeColour(FEMALE_CYAN);
|
|
break;
|
|
// Frost
|
|
case 3:
|
|
MKARename(MKA_SubZero2, "FROST");
|
|
MKAMakeFemale();
|
|
MKAChangeColour(NINJA_ICE);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_Scorpion:
|
|
if (Subchar>=3) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Human Scorpion
|
|
case 0:
|
|
MKARename(MKA_Scorpion, "SCORPION");
|
|
MKAMakeNinja();
|
|
MKAChangeColour(OriginalColour);
|
|
break;
|
|
// As a cyborg
|
|
case 1:
|
|
MKARename(MKA_Scorpion, "SCORPION");
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(CYBORG_YELLOW2);
|
|
break;
|
|
// Monster
|
|
case 2:
|
|
MKARename(MKA_Scorpion, "MONSTER");
|
|
MKAMakeShaoKhan();
|
|
MKAChangeColour(SHADOW_GREY);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_Mystery:
|
|
if (Subchar>=2) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Human Smoke
|
|
case 0:
|
|
MKARename(MKA_Mystery, "SMOKE");
|
|
gbaWriteByte(0x20001A8, 1); // unlock
|
|
MKAMakeNinja();
|
|
MKAChangeColour(OriginalColour);
|
|
gbaWriteByte(0x202F6A8, MKA_Mystery);
|
|
gbaWriteByte(0x2000025, MKA_Mystery);
|
|
break;
|
|
// Looking like a Cyborg
|
|
case 1:
|
|
MKARename(MKA_Mystery, "SMOKE");
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(CYBORG_GREY);
|
|
gbaWriteByte(0x202F6A8, MKA_Smoke);
|
|
gbaWriteByte(0x2000025, MKA_Smoke);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_Rain:
|
|
if (Subchar>=3) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Human Rain
|
|
case 0:
|
|
MKARename(MKA_Rain, "RAIN");
|
|
MKARename(MKA_Jax, "JAX");
|
|
MKAMakeRainHuman();
|
|
MKAMakeNinja();
|
|
MKAChangeColour(OriginalColour);
|
|
gbaWriteByte(0x202F6A8, MKA_Rain);
|
|
gbaWriteByte(0x2000025, MKA_Rain);
|
|
break;
|
|
// Cyborg Rain
|
|
case 1:
|
|
MKARename(MKA_Rain, "RAIN");
|
|
MKARename(MKA_Jax, "JAX");
|
|
MKAMakeRainCyborg();
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(NINJA_PINKPURPLE);
|
|
gbaWriteByte(0x202F6A8, MKA_Rain);
|
|
gbaWriteByte(0x2000025, MKA_Rain);
|
|
break;
|
|
// Unmasked Rain
|
|
case 2:
|
|
MKARename(MKA_Rain, "RAIN");
|
|
MKARename(MKA_Jax, "JAX");
|
|
MKAMakeRainUnmasked();
|
|
MKAMakeUnmasked();
|
|
MKAChangeColour(UNMASKED_PURPLE);
|
|
gbaWriteByte(0x202F6A8, MKA_Rain);
|
|
gbaWriteByte(0x2000025, MKA_Rain);
|
|
break;
|
|
// Tremor
|
|
case 3:
|
|
MKARename(MKA_Rain, "TREMOR");
|
|
MKARename(MKA_Jax, "TREMOR");
|
|
MKAMakeNinja();
|
|
MKAChangeColour(NINJA_BROWN);
|
|
gbaWriteByte(0x202F6A8, MKA_Jax);
|
|
gbaWriteByte(0x2000025, MKA_Jax);
|
|
break;
|
|
case 4:
|
|
MKARename(MKA_Rain, "TREMOR");
|
|
MKARename(MKA_Jax, "TREMOR");
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(NINJA_BROWN);
|
|
gbaWriteByte(0x202F6A8, MKA_Jax);
|
|
gbaWriteByte(0x2000025, MKA_Jax);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_Sektor:
|
|
if (Subchar>=2) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Cyborg Sektor
|
|
case 0:
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(OriginalColour);
|
|
break;
|
|
// Human Sektor
|
|
case 1:
|
|
MKAMakeNinja();
|
|
MKAChangeColour(NINJA_RED);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_Cyrax:
|
|
if (Subchar>=2) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Cyborg Cyrax
|
|
case 0:
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(OriginalColour);
|
|
break;
|
|
// Human Cyrax
|
|
case 1:
|
|
MKAMakeNinja();
|
|
MKAChangeColour(OriginalColour);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_Kano:
|
|
if (Subchar>=2) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Human Kano
|
|
case 0:
|
|
MKAMakeKano();
|
|
MKAChangeColour(OriginalColour);
|
|
break;
|
|
// Cyborg Kano
|
|
case 1:
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(CYBORG_DARKRED);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_Kabal:
|
|
if (Subchar>=2) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Human Kabal
|
|
case 0:
|
|
MKAMakeKabal();
|
|
MKAChangeColour(OriginalColour);
|
|
break;
|
|
// Cyborg Kabal
|
|
case 1:
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(OriginalColour); // Brown cyborg, like Tremor
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_Jax:
|
|
if (Subchar>=3) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Half Cyborg Jax
|
|
case 0:
|
|
MKAMakeJax();
|
|
MKAChangeColour(OriginalColour);
|
|
break;
|
|
// Human Jax (a bit glitchy, but OK)
|
|
case 1:
|
|
MKAMakeJax();
|
|
MKAChangeColour(NINJA_YELLOW2);
|
|
break;
|
|
// Cyborg Jax
|
|
case 2:
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(NINJA_WHITE);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_Smoke:
|
|
if (Subchar>=2) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Cyborg Smoke
|
|
case 0:
|
|
MKAMakeCyborg();
|
|
MKAChangeColour(OriginalColour);
|
|
gbaWriteByte(0x202F6A8, MKA_Smoke);
|
|
gbaWriteByte(0x2000025, MKA_Smoke);
|
|
break;
|
|
// Human Smoke
|
|
case 1:
|
|
gbaWriteByte(0x20001A8, 1);
|
|
MKAMakeNinja();
|
|
MKAChangeColour(NINJA_WHITE);
|
|
gbaWriteByte(0x202F6A8, MKA_Mystery);
|
|
gbaWriteByte(0x2000025, MKA_Mystery);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_Jade:
|
|
if (Subchar>=2) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Jade
|
|
case 0:
|
|
MKARename(MKA_Jade, "JADE");
|
|
//MKAMakeFemale();
|
|
MKAChangeColour(OriginalColour);
|
|
break;
|
|
// Khameleon
|
|
case 1:
|
|
MKARename(MKA_Jade, "KHAMELEON");
|
|
//MKAMakeFemale();
|
|
MKAChangeColour(NINJA_GREY);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_Kitana:
|
|
if (Subchar>=2) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Kitana
|
|
case 0:
|
|
MKARename(MKA_Kitana, "KITANA");
|
|
//MKAMakeFemale();
|
|
MKAChangeColour(OriginalColour);
|
|
break;
|
|
// Skarlet (a red version of kitana, supposed to be faster but isn't here)
|
|
case 1:
|
|
MKARename(MKA_Kitana, "SKARLET");
|
|
//MKAMakeFemale();
|
|
MKAChangeColour(NINJA_BRIGHTRED);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_Mileena:
|
|
if (Subchar>=2) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Mileena
|
|
case 0:
|
|
MKARename(MKA_Mileena, "MILEENA");
|
|
MKARename(MKA_LiuKang, "LIU KANG");
|
|
MKAMakeFemale();
|
|
MKAChangeColour(OriginalColour);
|
|
gbaWriteByte(0x202F6A8, MKA_Mileena);
|
|
gbaWriteByte(0x2000025, MKA_Mileena);
|
|
break;
|
|
// Tanya
|
|
case 1:
|
|
MKARename(MKA_Mileena, "TANYA");
|
|
MKARename(MKA_LiuKang, "TANYA");
|
|
MKAMakeFemale();
|
|
MKAChangeColour(NINJA_YELLOW);
|
|
gbaWriteByte(0x202F6A8, MKA_LiuKang);
|
|
gbaWriteByte(0x2000025, MKA_LiuKang);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_ShangTsung:
|
|
if (Subchar>=3) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Shang Tsung
|
|
case 0:
|
|
MKARename(MKA_ShangTsung, "SHANG TSUNG");
|
|
MKAMakeShangTsung();
|
|
MKAChangeColour(OriginalColour);
|
|
gbaWriteByte(0x202F6A8, MKA_ShangTsung);
|
|
gbaWriteByte(0x2000025, MKA_ShangTsung);
|
|
break;
|
|
// Motaro
|
|
case 1:
|
|
gbaWriteByte(0x20001A8, 2); // unlock
|
|
MKARename(MKA_ShangTsung, "MOTARO");
|
|
MKAMakeMotaro();
|
|
MKAChangeColour(NINJA_BROWN);
|
|
gbaWriteByte(0x202F6A8, MKA_Motaro);
|
|
gbaWriteByte(0x2000025, MKA_Motaro);
|
|
//MKAMakeShaoKhan();
|
|
//gbaWriteByte(0x202F6A8, MKA_ShaoKhan);
|
|
break;
|
|
// Shao Khan
|
|
case 2:
|
|
gbaWriteByte(0x20001A8, 3); // unlock
|
|
MKARename(MKA_ShangTsung, "SHAO KHAN");
|
|
MKARename(MKA_ShaoKhan, "SHAO KHAN");
|
|
MKAChangeColour(BOSS_RED);
|
|
gbaWriteByte(0x202F6A8, MKA_ShaoKhan);
|
|
gbaWriteByte(0x2000025, MKA_ShaoKhan);
|
|
MKAMakeShaoKhan();
|
|
//gbaWriteByte(0x202F6A8, MKA_ShaoKhan);
|
|
break;
|
|
// Reiko
|
|
case 3:
|
|
gbaWriteByte(0x20001A8, 3); // unlock Shao Khan
|
|
MKARename(MKA_ShangTsung, "REIKO");
|
|
MKARename(MKA_ShaoKhan, "REIKO");
|
|
gbaWriteByte(0x202F6A8, MKA_ShaoKhan);
|
|
gbaWriteByte(0x2000025, MKA_ShaoKhan);
|
|
MKAMakeNinja();
|
|
MKAChangeColour(FEMALE_PURPLE);
|
|
//gbaWriteByte(0x202F6A8, MKA_ShaoKhan);
|
|
break;
|
|
}
|
|
break;
|
|
case MKA_LiuKang:
|
|
if (Subchar>=4) Subchar = 0;
|
|
switch (Subchar) {
|
|
// Liu Kang
|
|
case 0:
|
|
MKARename(MKA_LiuKang, "LIU KANG");
|
|
MKAMakeLiuKang();
|
|
MKAChangeColour(OriginalColour);
|
|
gbaWriteByte(0x202F6A8, MKA_LiuKang);
|
|
gbaWriteByte(0x2000025, MKA_LiuKang);
|
|
break;
|
|
// Johnny Cage
|
|
case 1:
|
|
MKARename(MKA_LiuKang, "JOHNNY CAGE");
|
|
MKAMakeLiuKang();
|
|
MKAChangeColour(0x92); // Stryker's Blue
|
|
gbaWriteByte(0x202F6A8, MKA_Jade);
|
|
gbaWriteByte(0x2000025, MKA_Jade);
|
|
break;
|
|
// Blaze
|
|
case 2:
|
|
MKARename(MKA_LiuKang, "BLAZE");
|
|
MKAMakeLiuKang();
|
|
MKAChangeColour(0x63); // Yellowy orange
|
|
gbaWriteByte(0x202F6A8, MKA_LiuKang);
|
|
gbaWriteByte(0x2000025, MKA_LiuKang);
|
|
break;
|
|
// Hornbuckle
|
|
case 3:
|
|
MKARename(MKA_LiuKang, "HORNBUCKLE");
|
|
MKAMakeLiuKang();
|
|
MKAChangeColour(UNMASKED_DARKGREEN);
|
|
gbaWriteByte(0x202F6A8, MKA_LiuKang);
|
|
gbaWriteByte(0x2000025, MKA_LiuKang);
|
|
break;
|
|
}
|
|
break;
|
|
default:
|
|
Subchar = 0;
|
|
break;
|
|
}
|
|
return Subchar;
|
|
}
|
|
|
|
u32 MKAInput(unsigned short pad)
|
|
{
|
|
bool InMenu= false;
|
|
if (CPUReadHalfWord(0x2000008)==0xFFFC) InMenu=true;
|
|
else InMenu = false;
|
|
|
|
OurHealth = CPUReadByte(0x2000020);
|
|
OpponentHealth = CPUReadByte(0x2000020+0x68);
|
|
OurX = (s16)CPUReadHalfWord(0x2000008);
|
|
OpponentX = (s16)CPUReadHalfWord(0x2000008+0x68);
|
|
u8 OurChar = CPUReadByte(0x2000025); // also 202f6a8
|
|
//u8 OpponentChar = CPUReadByte(0x2000025+0x68);
|
|
|
|
// Special characters
|
|
static int MenuChar = 0;
|
|
static int MenuSubchar = 0;
|
|
static bool WasInMenu = false;
|
|
static u8 OurOldChar = 255;
|
|
static u8 OriginalColour = 0;
|
|
static bool OldCostumeButton = false;
|
|
bool CostumeButton = false;
|
|
if (OriginalColour == 0) OriginalColour = CPUReadByte(0x2000004);
|
|
// Manually changed characters, so reset MenuChar and SubChar
|
|
if (InMenu && OurChar!=OurOldChar && OurChar!=0) {
|
|
//DebugPrintf("%d %d %d", OurChar, OurOldChar, MenuChar);
|
|
MenuChar = OurChar;
|
|
MenuSubchar = 0;
|
|
OriginalColour = CPUReadByte(0x2000004);
|
|
systemGameRumble(4);
|
|
MKARenameEveryoneProperlyExcept(255);
|
|
} else if (InMenu && OurChar!=OurOldChar) {
|
|
// Either changing character to Rain, or more likely starting combat
|
|
// if changing to rain, they might actually end up changing to Cyborg Rain or Tremor
|
|
MenuChar = OurChar;
|
|
OriginalColour = CPUReadByte(0x2000004);
|
|
}
|
|
|
|
// Special Characters in-game
|
|
if (!InMenu) {
|
|
// in the game we just changed from 0 back to our real character
|
|
// unless OurChar is Jax and Subchar is 3 or 4 in which case MenuChar should be 0
|
|
// So check for Tremor, also check for Shao Khan
|
|
if (OurOldChar==0 && OurChar!=0) {
|
|
if (OurChar==MKA_Jax && (MenuSubchar==3 || MenuSubchar==4))
|
|
MenuChar=0;
|
|
else if (OurChar==MKA_ShaoKhan && (MenuSubchar==2 || MenuSubchar==3))
|
|
MenuChar=MKA_ShangTsung;
|
|
else
|
|
MenuChar=OurChar;
|
|
}
|
|
if (MenuSubchar!=0) {
|
|
//u8 OldMaxFrame = CPUReadByte(0x2000048);
|
|
MKANextSubchar(MenuChar, MenuSubchar-1, OriginalColour);
|
|
if (OurOldChar==0 && OurChar!=0) MKARenameEveryoneProperlyExcept(OurChar);
|
|
if (CPUReadByte(0x200001D)>=CPUReadByte(0x2000048))
|
|
gbaWriteByte(0x200001D,CPUReadByte(0x2000048)-1);
|
|
//if (CPUReadByte(0x200001D)>=OldMaxFrame && OldMaxFrame>0)
|
|
// gbaWriteByte(0x200001D,OldMaxFrame-1);
|
|
if (MenuChar==MKA_Reptile && MenuSubchar==3)
|
|
MKARandomNinja();
|
|
else if (MenuChar==MKA_Reptile && MenuSubchar==4)
|
|
MKARandomCyborg();
|
|
else if (MenuChar==MKA_Jade && MenuSubchar==1)
|
|
MKARandomFemale();
|
|
} else {
|
|
if (OurOldChar==0 && OurChar!=0)
|
|
MKARenameEveryoneProperlyExcept(OurChar);
|
|
}
|
|
OurOldChar=CPUReadByte(0x2000025);
|
|
}
|
|
WasInMenu = InMenu;
|
|
|
|
//DebugPrintf("M=%d O=%d MC=%d,%d Old=%d",InMenu,OurChar,MenuChar,MenuSubchar,OurOldChar);
|
|
|
|
// CONTROLS
|
|
u32 J = GetMKInput(pad);
|
|
if (LK || HK) J |= VBA_BUTTON_A;
|
|
if (LP || HP) J |= VBA_BUTTON_B;
|
|
if (BL) J |= VBA_BUTTON_R;
|
|
if (CS) J |= VBA_BUTTON_L;
|
|
if (Throw) {
|
|
if (InMenu) J |= VBA_BUTTON_A;
|
|
else J |= VBA_FORWARD | VBA_BUTTON_B;
|
|
}
|
|
if (Start) J |= VBA_BUTTON_START;
|
|
if (Select) J |= VBA_BUTTON_SELECT;
|
|
// Fix kick controls to what they should be!
|
|
if (!InMenu && !(J & (VBA_UP | VBA_DOWN))) {
|
|
if (B && LK && !HK) { // Make B+HK do roundhouse, while B+LK does sweep!
|
|
J |= VBA_DOWN;
|
|
}
|
|
} else if (!InMenu && (J & VBA_DOWN)) { // Make D+HK do crouch HK, while D+LK does crouch LK
|
|
if (HK && !LK && !B && !F && !LP && !HP) {
|
|
J &= ~VBA_BACK;
|
|
J |= VBA_FORWARD;
|
|
}
|
|
}
|
|
// Fix punch controls to what they should be!
|
|
if ((!InMenu) && (J & VBA_DOWN)) {
|
|
// Make D+LP do crouch punch instead of uppercut
|
|
if (LP && !F && !B && !LK && !HK && !HP) {
|
|
J &= ~VBA_BACK;
|
|
J |= VBA_FORWARD;
|
|
}
|
|
}
|
|
|
|
CostumeButton = InMenu && (CS || (J & VBA_BUTTON_SELECT)); // Change Style/Select changes costume
|
|
|
|
if (CostumeButton && !OldCostumeButton) {
|
|
int OldSubChar = MenuSubchar;
|
|
u8 OldMaxFrame = CPUReadByte(0x2000048);
|
|
MenuSubchar = MKANextSubchar(MenuChar, MenuSubchar, OriginalColour);
|
|
if (MenuSubchar!=OldSubChar) systemGameRumble(8);
|
|
OurOldChar = CPUReadByte(0x2000025);
|
|
// apply change instantly and safely by skipping to last frame of new animation
|
|
gbaWriteByte(0x200001D,CPUReadByte(0x2000048)-1);
|
|
if (CPUReadByte(0x200001D)>=OldMaxFrame && OldMaxFrame>0)
|
|
gbaWriteByte(0x200001D,OldMaxFrame-1);
|
|
}
|
|
OurOldChar = CPUReadByte(0x2000025);
|
|
OldCostumeButton = CostumeButton;
|
|
|
|
return J;
|
|
}
|
|
|
|
u32 MKDAInput(unsigned short pad)
|
|
{
|
|
static u32 prevJ = 0, prevPrevJ = 0;
|
|
OurHealth = CPUReadByte(0x3000760); // 731 or 760
|
|
u8 Side = CPUReadByte(0x3000747);
|
|
u32 Forwards, Back;
|
|
if (Side == 0) {
|
|
OurX = 0; OpponentX = 1;
|
|
Forwards = VBA_RIGHT;
|
|
Back = VBA_LEFT;
|
|
} else {
|
|
OurX = 1; OpponentX = 0;
|
|
Forwards = VBA_LEFT;
|
|
Back = VBA_RIGHT;
|
|
}
|
|
|
|
u32 J = GetMKInput(pad, 10);
|
|
if (HP || LP) J |= VBA_BUTTON_B;
|
|
if (HK || LK) J |= VBA_BUTTON_A;
|
|
if (BL) J |= VBA_BUTTON_R;
|
|
if (CS) J |= VBA_BUTTON_L;
|
|
if (Select) J |= VBA_BUTTON_SELECT;
|
|
if (Start) J |= VBA_BUTTON_START;
|
|
if (Throw) {
|
|
if ((prevJ & Forwards && prevJ & VBA_BUTTON_A && prevJ & VBA_BUTTON_B) || ((prevPrevJ & Forwards) && !(prevJ & Forwards)))
|
|
J |= Forwards | VBA_BUTTON_A | VBA_BUTTON_B; // R, R+1+2 = throw
|
|
|
|
else if (prevJ & Forwards) {
|
|
J &= ~Forwards;
|
|
J &= ~VBA_BUTTON_A;
|
|
J &= ~VBA_BUTTON_B;
|
|
} else
|
|
J |= Forwards;
|
|
}
|
|
|
|
if ((J & 48) == 48)
|
|
J &= ~16;
|
|
if ((J & 192) == 192)
|
|
J &= ~128;
|
|
prevPrevJ = prevJ;
|
|
prevJ = J;
|
|
|
|
return J;
|
|
}
|
|
|
|
u32 MKTEInput(unsigned short pad)
|
|
{
|
|
static u32 prevJ = 0, prevPrevJ = 0;
|
|
OurHealth = CPUReadByte(0x3000760); // 731 or 760
|
|
u8 Side = CPUReadByte(0x3000777);
|
|
u32 Forwards, Back;
|
|
if (Side == 0) {
|
|
OurX = 0; OpponentX = 1;
|
|
Forwards = VBA_RIGHT;
|
|
Back = VBA_LEFT;
|
|
} else {
|
|
OurX = 1; OpponentX = 0;
|
|
Forwards = VBA_LEFT;
|
|
Back = VBA_RIGHT;
|
|
}
|
|
|
|
u32 J = GetMKInput(pad, 10);
|
|
if (HP || LP) J |= VBA_BUTTON_B;
|
|
if (HK || LK) J |= VBA_BUTTON_A;
|
|
if (BL) J |= VBA_BUTTON_R;
|
|
if (CS) J |= VBA_BUTTON_L;
|
|
if (Select) J |= VBA_BUTTON_SELECT;
|
|
if (Start) J |= VBA_BUTTON_START;
|
|
if (Throw) {
|
|
if ((prevJ & Forwards && prevJ & VBA_BUTTON_A && prevJ & VBA_BUTTON_B) || ((prevPrevJ & Forwards) && !(prevJ & Forwards)))
|
|
J |= Forwards | VBA_BUTTON_A | VBA_BUTTON_B; // R, R+1+2 = throw
|
|
|
|
else if (prevJ & Forwards) {
|
|
J &= ~Forwards;
|
|
J &= ~VBA_BUTTON_A;
|
|
J &= ~VBA_BUTTON_B;
|
|
} else
|
|
J |= Forwards;
|
|
}
|
|
|
|
if ((J & 48) == 48)
|
|
J &= ~16;
|
|
if ((J & 192) == 192)
|
|
J &= ~128;
|
|
prevPrevJ = prevJ;
|
|
prevJ = J;
|
|
|
|
return J;
|
|
}
|
|
|
|
|
|
|
|
|
|
|