mirror of
https://github.com/dborth/vbagx.git
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1662 lines
45 KiB
C++
1662 lines
45 KiB
C++
/****************************************************************************
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* Visual Boy Advance GX
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*
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* Carl Kenner Febuary 2009
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*
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* inputzelda.cpp
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*
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* Wii/Gamecube controls for Legend of Zelda games
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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 "gui/gui.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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//#define ALLOWCHEAT
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u8 ZeldaDxLeftPos = 2, ZeldaDxRightPos = 3, ZeldaDxDownPos = 4;
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u8 ZeldaDxShieldPos = 5, ZeldaDxSwordPos = 5, ZeldaDxBraceletPos = 5;
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void ZeldaSwap(u8 pos1, u8 pos2, u16 addr)
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{
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u8 OldItem = gbReadMemory(addr + pos1);
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gbWriteMemory(addr + pos1, gbReadMemory(addr + pos2));
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gbWriteMemory(addr + pos2, OldItem);
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}
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u8 DrawnItemPos = 0xFF;
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bool ZeldaDrawItem(u8 ItemNumber, u16 addr, int boxes)
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{
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if (gbReadMemory(addr + 1) == ItemNumber)
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return true;
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DrawnItemPos = 0xFF;
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for (int i = 0; i < boxes; i++)
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{
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if (gbReadMemory(addr + i) == ItemNumber)
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{
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DrawnItemPos = i;
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}
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}
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if (DrawnItemPos == 0xFF)
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return false;
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if (DrawnItemPos != 1)
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{
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gbWriteMemory(addr + DrawnItemPos, gbReadMemory(addr + 1)); // put A item away
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gbWriteMemory(addr + 1, ItemNumber); // set A item to shield
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}
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return true;
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}
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bool ZeldaDxDrawBombs()
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{
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if (gbReadMemory(0xDB00 + 1) == 2)
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return true;
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ZeldaDxShieldPos = 0xFF;
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for (int i = 0; i <= 11; i++)
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{
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if (gbReadMemory(0xDB00 + i) == 2)
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{
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ZeldaDxShieldPos = i;
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}
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}
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if (ZeldaDxShieldPos == 0xFF)
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return false;
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if (ZeldaDxShieldPos != 2)
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{
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gbWriteMemory(0xDB00 + ZeldaDxShieldPos, gbReadMemory(0xDB00 + 1)); // put A item away
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gbWriteMemory(0xDB00 + 1, 2); // set A item to bombs
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}
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return true;
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}
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bool ZeldaDxDrawSword()
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{
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if (gbReadMemory(0xDB00 + 1) == 1)
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return true;
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ZeldaDxSwordPos = 0xFF;
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for (int i = 0; i <= 11; i++)
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{
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if (gbReadMemory(0xDB00 + i) == 1)
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{
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ZeldaDxSwordPos = i;
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}
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}
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if (ZeldaDxSwordPos == 0xFF)
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return false;
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if (ZeldaDxSwordPos != 1)
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{
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gbWriteMemory(0xDB00 + ZeldaDxSwordPos, gbReadMemory(0xDB00 + 1)); // put A item away
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gbWriteMemory(0xDB00 + 1, 1); // set A item to sword
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}
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return true;
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}
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void ZeldaDxSheathSword()
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{
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if (ZeldaDxSwordPos == 0xFF || gbReadMemory(0xDB00 + 1) != 1)
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return;
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gbWriteMemory(0xDB00 + 1, gbReadMemory(0xDB00 + ZeldaDxSwordPos));
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gbWriteMemory(0xDB00 + ZeldaDxSwordPos, 1);
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ZeldaDxSwordPos = 0xFF;
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}
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void ZeldaDxCheat()
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{
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#ifdef ALLOWCHEAT
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gbWriteMemory(0xDB00 + 11, 0);
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for (int i = 0; i <= 10; i++)
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{
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gbWriteMemory(0xDB00 + i, i + 1);
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}
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gbWriteMemory(0xDB15, 5); // leaves
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gbWriteMemory(0xDB43, 3); // bracelet level
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gbWriteMemory(0xDB44, 3); // shield level
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gbWriteMemory(0xDB45, 0x30); // arrows
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gbWriteMemory(0xDB49, 7); // songs
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gbWriteMemory(0xDB4C, 0x30); // powder
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gbWriteMemory(0xDB4D, 0x30); // bombs
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gbWriteMemory(0xDB4E, 3); // sword level
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gbWriteMemory(0xDB5D, 0x9); // rupees
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gbWriteMemory(0xDB5E, 0x99); // rupees
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gbWriteMemory(0xDBD0, 1); // keys
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#endif
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}
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void ZeldaAgesCheat()
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{
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#ifdef ALLOWCHEAT
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int j = 1;
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for (int i = 0; i <= 14; i++, j++)
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{
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switch(j) {
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case 2: case 0xb: case 0x10: case 0x18:
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j++;
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break;
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case 7: case 0x12:
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j+=3;
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}
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gbWriteMemory(0xC688 + i, j);
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}
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gbWriteMemory(0xC697, 0);
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gbWriteMemory(0xC698, 0);
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gbWriteMemory(0xC699, 0);
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gbWriteMemory(0xC6AF, 3); // shield
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gbWriteMemory(0xC6B2, 3); // sword
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gbWriteMemory(0xC6B6, 2); // long shot?
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gbWriteMemory(0xC6B7, 3); // harp's chosen song
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gbWriteMemory(0xC6B8, 2); // power glove
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for (j=0xC69F; j<=0xC6A2; j++) gbWriteMemory(j, 0xFF); // secondary items
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gbWriteMemory(0xC6A3, 0x0C); // mermaid suit
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for (j=0xC6A4; j<=0xC6A5; j++) gbWriteMemory(j, 0xFF); // secondary items, Brother emblem
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for (j=0xC6B9; j<=0xC6BD; j++) gbWriteMemory(j, 0x05); // seeds
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gbWriteMemory(0xC6BF, 0xFF); // essences
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gbWriteMemory(0xCF14, 0xEA); // GBA shop
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#endif
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}
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void ZeldaSeasonsCheat()
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{
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#ifdef ALLOWCHEAT
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gbWriteMemory(0xC68F, 0);
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gbWriteMemory(0xC690, 0);
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gbWriteMemory(0xC691, 0);
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int j = 1;
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for (int i = 0; i <= 16; i++, j++)
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{
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switch(j) {
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case 2: case 4: case 9: case 0xb: case 0x14: case 0x18:
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j++;
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break;
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case 0xF: case 0x1a:
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j+=4;
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}
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gbWriteMemory(0xC680 + i, j);
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}
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for (j=0xC696; j<=0xC69C; j++) gbWriteMemory(j, 0xFF); // secondary items
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gbWriteMemory(0xC6A9, 3); // shield
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gbWriteMemory(0xC6AA, 9); // bombs
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gbWriteMemory(0xC6AC, 3); // sword
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gbWriteMemory(0xC6B0, 0xF); // rod of seasons
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gbWriteMemory(0xC6B1, 2); // boomerang
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gbWriteMemory(0xC6B2, 2); // ?
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gbWriteMemory(0xC6B3, 2); // sling shot
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gbWriteMemory(0xC6B4, 2); // feather/cape
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for (j=0xC6B5; j<=0xC6BA; j++) gbWriteMemory(j, 0x05); // seeds
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gbWriteMemory(0xC6BF, 0xFF); // essences
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gbWriteMemory(0xC6C6, 3); // ring box
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gbWriteMemory(0xCF14, 0xEA); // GBA shop
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#endif
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}
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u32 LinksAwakeningInput(unsigned short pad) // aka Zelda DX
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{
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u16 ItemsAddr = 0xDB00;
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static bool QuestScreen = false;
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static int StartCount = 0;
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static int SwordCount = 0;
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static bool BombArrows = false;
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static int DelayCount = 0;
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bool OnItemScreen = gbReadMemory(0xC16C) == 0x20; // 0x20 = items, 0x10 = normal
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// There is Zelda 1 & 2 for Wii VC wiimote but it doesn't make sense to use their controls,
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// so let user choose sideways wiimote controls.
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u32 J = StandardMovement(pad) | DecodeWiimote(pad);
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u8 CursorPos = gbReadMemory(0xC1B6) + 2;
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u8 SelItem = 0;
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if (CursorPos < 12)
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SelItem = gbReadMemory(ItemsAddr + CursorPos);
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// Rumble when they lose health!
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u8 Health = gbReadMemory(0xDB5A);
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static u8 OldHealth = 0;
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if (Health < OldHealth)
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systemGameRumble(20);
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OldHealth = Health;
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bool ActionButton=0, SwordButton=0, ShieldButton=0, PullButton=0,
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ItemsButton=0, QuestButton=0, MapButton=0, SpeedButton=0, CheatButton=0, MidnaButton=0,
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#ifdef HW_RVL
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LeftItemButton=0, DownItemButton=0, RightItemButton=0,
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#endif
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BItemButton=0, UseLeftItemButton=0, UseRightItemButton=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 Twilight Princess for the Wii
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if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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ActionButton = wp->btns_h & WPAD_BUTTON_A;
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ShieldButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_Z;
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SpeedButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_C;
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MidnaButton = wp->btns_h & WPAD_BUTTON_UP;
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LeftItemButton = wp->btns_d & WPAD_BUTTON_LEFT;
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DownItemButton = wp->btns_d & WPAD_BUTTON_DOWN;
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RightItemButton = wp->btns_d & WPAD_BUTTON_RIGHT;
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BItemButton = wp->btns_h & WPAD_BUTTON_B;
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ItemsButton = wp->btns_h & WPAD_BUTTON_MINUS;
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QuestButton = wp->btns_h & WPAD_BUTTON_PLUS;
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MapButton = wp->btns_h & WPAD_BUTTON_1;
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UseLeftItemButton = UseRightItemButton = false;
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CheatButton = wp->btns_h & WPAD_BUTTON_2;
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// Sword
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SwordButton = false;
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if (fabs(wp->gforce.x)> 1.5 && !OnItemScreen) {
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if (ZeldaDxDrawSword()) {
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if (SwordCount<3) SwordCount = 3;
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}
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QuestScreen = false;
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}
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// Spin attack
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if (fabs(wp->exp.nunchuk.gforce.x)> 0.6 && !OnItemScreen) {
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if (ZeldaDxDrawSword()) {
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if (SwordCount<60) SwordCount=60;
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}
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QuestScreen = false;
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}
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if (SwordCount>0) {
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if (SwordCount == 50)
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systemGameRumbleOnlyFor(50);
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if (!OnItemScreen)
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SwordButton = true;
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SwordCount--;
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}
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// Classic controller controls are loosely based on Ocarina of Time virtual console
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// but with R as the B button like in Twilight Princess
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} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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J |= StandardDPad(pad);
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s8 wm_sx = userInput[pad].WPAD_StickX(1); // CC right joystick
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s8 wm_sy = userInput[pad].WPAD_StickY(1); // CC right joystick
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static bool StickReady = true;
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ActionButton = wp->btns_h & WPAD_CLASSIC_BUTTON_A;
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SwordButton = wp->btns_h & WPAD_CLASSIC_BUTTON_B;
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ShieldButton = wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L || wp->exp.classic.ls_raw >= 0x10;
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LeftItemButton = wp->btns_d & WPAD_CLASSIC_BUTTON_ZR || (StickReady && wm_sx < -70);
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DownItemButton = wp->btns_d & WPAD_CLASSIC_BUTTON_Y || (StickReady && wm_sy < -70);
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RightItemButton = wp->btns_d & WPAD_CLASSIC_BUTTON_X || (StickReady && wm_sx > 70);
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MidnaButton = wm_sy > 70; // right stick up
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if (abs(wm_sx)>70 || abs(wm_sy)>70) StickReady = false;
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else if (abs(wm_sx)<50 && abs(wm_sy)<50) StickReady = true;
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BItemButton = wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R || wp->exp.classic.rs_raw >= 0x10;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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SpeedButton = wp->btns_h & WPAD_CLASSIC_BUTTON_ZL;
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// Must use Wiimote for these buttons
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CheatButton = wp->btns_d & WPAD_BUTTON_2;
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}
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CheatButton = CheatButton;
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#endif
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// Gamecube controls are based on Twilight Princess for the Gamecube
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{
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u32 gc = PAD_ButtonsHeld(pad);
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s8 gc_px = PAD_SubStickX(pad);
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if (gc_px > 70) J |= VBA_SPEED;
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ActionButton = ActionButton || gc & PAD_BUTTON_A;
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PullButton = PullButton || gc & PAD_TRIGGER_R;
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SwordButton = SwordButton || gc & PAD_BUTTON_B;
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ShieldButton = ShieldButton || gc & PAD_TRIGGER_L;
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MidnaButton = MidnaButton || gc & PAD_TRIGGER_Z;
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UseLeftItemButton = UseLeftItemButton || gc & PAD_BUTTON_Y;
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UseRightItemButton = UseRightItemButton || gc & PAD_BUTTON_X;
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ItemsButton = ItemsButton || gc & PAD_BUTTON_UP;
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QuestButton = QuestButton || gc & PAD_BUTTON_START;
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MapButton = MapButton || gc & PAD_BUTTON_RIGHT;
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SpeedButton = SpeedButton || gc & PAD_BUTTON_DOWN;
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CheatButton = CheatButton || gc & PAD_BUTTON_LEFT;
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}
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// Action button, and put away sword
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if (ActionButton) {
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if (QuestScreen && OnItemScreen) {
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if (StartCount>=0) StartCount = -80;
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} else {
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if (OnItemScreen) systemGameRumble(5);
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else {
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// Unless they are trying to use 2 items at once, put away A item
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if (!BItemButton && !UseLeftItemButton && !UseRightItemButton) {
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if (!ZeldaDrawItem(0, ItemsAddr, 12)) // draw nothing if possible
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ZeldaDrawItem(4, ItemsAddr, 12); // or draw shield
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}
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}
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J |= VBA_BUTTON_A;
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}
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}
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// Sword button
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if (SwordButton) {
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if (ZeldaDxDrawSword())
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J |= VBA_BUTTON_A;
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}
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// Pull button (Gamecube R Trigger) automatically switches to bracelet
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if (PullButton) {
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if (ZeldaDrawItem(3, ItemsAddr, 12))
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J |= VBA_BUTTON_A;
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}
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// Shield and Z targetting
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if (ShieldButton && !OnItemScreen) {
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if (!SwordCount) {
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if (ZeldaDrawItem(4, ItemsAddr, 12))
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J |= VBA_BUTTON_A;
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}
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QuestScreen = false;
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}
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// Z Button Selects bomb arrows on or off
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if (ShieldButton && OnItemScreen) {
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if (SelItem==2 || SelItem==5) { // toggle bomb arrows
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BombArrows = !BombArrows;
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if (BombArrows) systemGameRumbleOnlyFor(16);
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else systemGameRumbleOnlyFor(4);
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if (SelItem==2 && BombArrows)
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J |= VBA_BUTTON_A;
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} else if (BombArrows) { // switch off bomb arrows
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BombArrows = false;
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systemGameRumbleOnlyFor(4);
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J |= VBA_BUTTON_A;
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}
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QuestScreen = false;
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}
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static bool BIsLeft = true;
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if (UseLeftItemButton)
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{
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if (!BIsLeft) {
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// Swap B with first inventory item
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ZeldaSwap(0, ZeldaDxLeftPos, ItemsAddr);
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BIsLeft = true;
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}
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if (OnItemScreen) {
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systemGameRumbleOnlyFor(5);
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J |= VBA_BUTTON_B;
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} else {
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u8 BButtonItem = gbReadMemory(ItemsAddr);
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if (BombArrows && (BButtonItem==5)) {
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if (ZeldaDrawItem(2, ItemsAddr, 12)) {
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J |= VBA_BUTTON_A;
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DelayCount++;
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}
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}
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else DelayCount = 10;
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if (DelayCount>1)
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J |= VBA_BUTTON_B;
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}
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QuestScreen = false;
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}
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if (UseRightItemButton)
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{
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if (BIsLeft) {
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// Swap B with first inventory item
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ZeldaSwap(0, ZeldaDxLeftPos, ItemsAddr);
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BIsLeft = false;
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}
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if (OnItemScreen) {
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systemGameRumbleOnlyFor(5);
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J |= VBA_BUTTON_B;
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} else {
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u8 BButtonItem = gbReadMemory(ItemsAddr);
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if (BombArrows && (BButtonItem==5)) {
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if (ZeldaDrawItem(2, ItemsAddr, 12)) {
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J |= VBA_BUTTON_A;
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DelayCount++;
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}
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}
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else DelayCount = 10;
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if (DelayCount>1)
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J |= VBA_BUTTON_B;
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}
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QuestScreen = false;
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}
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#ifdef HW_RVL
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// Left Item
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if (LeftItemButton) {
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if (OnItemScreen) ZeldaSwap(ZeldaDxLeftPos, CursorPos, ItemsAddr);
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else ZeldaSwap(0, ZeldaDxLeftPos, ItemsAddr);
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systemGameRumbleOnlyFor(5);
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QuestScreen = false;
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}
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// Right Item
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if (RightItemButton) {
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if (OnItemScreen) ZeldaSwap(ZeldaDxRightPos, CursorPos, ItemsAddr);
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else ZeldaSwap(0, ZeldaDxRightPos, ItemsAddr);
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systemGameRumbleOnlyFor(5);
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QuestScreen = false;
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}
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// Down Item
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if (DownItemButton) {
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if (OnItemScreen) ZeldaSwap(ZeldaDxDownPos, CursorPos, ItemsAddr);
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else ZeldaSwap(0, ZeldaDxDownPos, ItemsAddr);
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systemGameRumbleOnlyFor(5);
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QuestScreen = false;
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}
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// B Item
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|
if (BItemButton) {
|
|
if (QuestScreen && OnItemScreen) {
|
|
if (StartCount>=0) StartCount = -80;
|
|
} else {
|
|
if (OnItemScreen) {
|
|
/*if (BombArrows) {
|
|
if (SelItem==5) { // bow
|
|
} else {
|
|
BombArrows = false;
|
|
}
|
|
}*/
|
|
systemGameRumble(5);
|
|
DelayCount = 10;
|
|
} else {
|
|
u8 BButtonItem = gbReadMemory(ItemsAddr);
|
|
if (BombArrows && (BButtonItem==5)) {
|
|
if (ZeldaDrawItem(2, ItemsAddr, 12)) {
|
|
J |= VBA_BUTTON_A;
|
|
DelayCount++;
|
|
}
|
|
} else DelayCount = 10;
|
|
}
|
|
if (DelayCount>1)
|
|
J |= VBA_BUTTON_B;
|
|
}
|
|
}
|
|
#endif
|
|
if (!BItemButton && !UseLeftItemButton && !UseRightItemButton)
|
|
DelayCount = 0;
|
|
|
|
// Talk to Midna, er... I mean save the game
|
|
if (MidnaButton) {
|
|
J |= VBA_BUTTON_A | VBA_BUTTON_B | VBA_BUTTON_START | VBA_BUTTON_SELECT;
|
|
systemGameRumbleOnlyFor(5);
|
|
QuestScreen = false;
|
|
}
|
|
// Map
|
|
if (MapButton) {
|
|
QuestScreen = false;
|
|
J |= VBA_BUTTON_SELECT;
|
|
}
|
|
// Items
|
|
if (ItemsButton) {
|
|
if (QuestScreen) QuestScreen = false;
|
|
else J |= VBA_BUTTON_START;
|
|
}
|
|
// Quest Status
|
|
if (QuestButton) {
|
|
StartCount = 80;
|
|
if (OnItemScreen) StartCount = -StartCount;
|
|
}
|
|
if (StartCount>0) {
|
|
if (StartCount>75)
|
|
J |= VBA_BUTTON_START;
|
|
StartCount--;
|
|
if (StartCount==0) QuestScreen = true;
|
|
}
|
|
else if (StartCount<0)
|
|
{
|
|
QuestScreen = false;
|
|
if (StartCount>=-5)
|
|
J |= VBA_BUTTON_START;
|
|
StartCount++;
|
|
}
|
|
if (QuestScreen && OnItemScreen)
|
|
J |= VBA_BUTTON_SELECT;
|
|
|
|
// Cheat
|
|
if (CheatButton) {
|
|
ZeldaDxCheat();
|
|
QuestScreen = false;
|
|
}
|
|
// Camera (fast forward)
|
|
if (SpeedButton) {
|
|
J |= VBA_SPEED;
|
|
QuestScreen = false;
|
|
}
|
|
|
|
return J;
|
|
}
|
|
|
|
static u32 ZeldaOracleInput(bool Seasons, unsigned short pad) {
|
|
u16 ItemsAddr;
|
|
if (Seasons) ItemsAddr = 0xC680;
|
|
else ItemsAddr = 0xC688;
|
|
static u32 OldJ = 0;
|
|
// There is Zelda 1 & 2 for Wii VC wiimote but it doesn't make sense to use their controls,
|
|
// so let user choose sideways wiimote controls.
|
|
u32 J = StandardMovement(pad) | DecodeWiimote(pad);
|
|
|
|
// Rumble when they lose health!
|
|
u8 Health;
|
|
if (Seasons) Health = gbReadMemory(0xC6A2); // health in quarters... note C6A3 is max health
|
|
else Health = gbReadMemory(0xC6AA); // health in quarters... note C6AB is max health
|
|
static u8 OldHealth = 0;
|
|
if (Health < OldHealth)
|
|
systemGameRumble(20);
|
|
OldHealth = Health;
|
|
|
|
static int DesiredSubscreen = -1;
|
|
int Subscreen = 0;
|
|
switch (gbReadMemory(0xCBCB)) {
|
|
case 0:
|
|
Subscreen = 0;
|
|
break;
|
|
case 1:
|
|
Subscreen = 1+gbReadMemory(0xCBCF);
|
|
break;
|
|
case 2:
|
|
Subscreen = 4;
|
|
break;
|
|
case 3:
|
|
Subscreen = 5;
|
|
break;
|
|
}
|
|
|
|
bool ActionButton=0, SwordButton=0, ShieldButton=0, PullButton=0,
|
|
ItemsButton=0, QuestButton=0, MapButton=0, SpeedButton=0, CheatButton=0, MidnaButton=0,
|
|
#ifdef HW_RVL
|
|
LeftItemButton=0, DownItemButton=0, RightItemButton=0, BItemButton=0,
|
|
#endif
|
|
UseLeftItemButton=0, UseRightItemButton=0;
|
|
|
|
bool OnItemScreen = (Subscreen == 1);
|
|
|
|
#ifdef HW_RVL
|
|
static int SwordCount = 0;
|
|
WPADData * wp = WPAD_Data(pad);
|
|
// Nunchuk controls are based on Twilight Princess for the Wii
|
|
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
|
|
ActionButton = wp->btns_h & WPAD_BUTTON_A;
|
|
ShieldButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_Z;
|
|
SpeedButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_C;
|
|
MidnaButton = wp->btns_d & WPAD_BUTTON_UP;
|
|
LeftItemButton = wp->btns_d & WPAD_BUTTON_LEFT;
|
|
DownItemButton = wp->btns_d & WPAD_BUTTON_DOWN;
|
|
RightItemButton = wp->btns_d & WPAD_BUTTON_RIGHT;
|
|
BItemButton = wp->btns_h & WPAD_BUTTON_B;
|
|
ItemsButton = wp->btns_d & WPAD_BUTTON_MINUS;
|
|
QuestButton = wp->btns_d & WPAD_BUTTON_PLUS;
|
|
MapButton = wp->btns_d & WPAD_BUTTON_1;
|
|
CheatButton = wp->btns_d & WPAD_BUTTON_2;
|
|
// Sword
|
|
SwordButton = false;
|
|
if (fabs(wp->gforce.x)> 1.5 && !OnItemScreen)
|
|
{
|
|
if (SwordCount<3) SwordCount = 3;
|
|
}
|
|
// Spin attack
|
|
if (fabs(wp->exp.nunchuk.gforce.x)> 0.6 && !OnItemScreen)
|
|
{
|
|
if (SwordCount<60) SwordCount=60;
|
|
}
|
|
if (SwordCount>0)
|
|
{
|
|
if (SwordCount == 50)
|
|
systemGameRumbleOnlyFor(50);
|
|
if (!OnItemScreen)
|
|
SwordButton = true;
|
|
SwordCount--;
|
|
}
|
|
// Classic controller controls are loosely based on Ocarina of Time virtual console
|
|
// but with R as the B button like in Twilight Princess
|
|
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
|
J |= StandardDPad(pad);
|
|
s8 wm_sx = userInput[pad].WPAD_StickX(1); // CC right joystick
|
|
s8 wm_sy = userInput[pad].WPAD_StickY(1); // CC right joystick
|
|
static bool StickReady = true;
|
|
ActionButton = wp->btns_h & WPAD_CLASSIC_BUTTON_A;
|
|
SwordButton = wp->btns_h & WPAD_CLASSIC_BUTTON_B;
|
|
ShieldButton = wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L || wp->exp.classic.ls_raw >= 0x10;
|
|
LeftItemButton = wp->btns_d & WPAD_CLASSIC_BUTTON_ZR || (StickReady && wm_sx < -70);
|
|
DownItemButton = wp->btns_d & WPAD_CLASSIC_BUTTON_Y || (StickReady && wm_sy < -70);
|
|
RightItemButton = wp->btns_d & WPAD_CLASSIC_BUTTON_X || (StickReady && wm_sx > 70);
|
|
if (abs(wm_sx)>70 || abs(wm_sy)>70) StickReady = false;
|
|
else if (abs(wm_sx)<50 && abs(wm_sy)<50) StickReady = true;
|
|
BItemButton = wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R || wp->exp.classic.rs_raw >= 0x10;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_SELECT;
|
|
SpeedButton = wp->btns_h & WPAD_CLASSIC_BUTTON_ZL;
|
|
// Must use Wiimote for these buttons
|
|
CheatButton = wp->btns_d & WPAD_BUTTON_2;
|
|
}
|
|
CheatButton = CheatButton;
|
|
#endif
|
|
// Gamecube controls are based on Twilight Princess for the Gamecube
|
|
{
|
|
u32 gc = PAD_ButtonsHeld(pad);
|
|
u32 pressed = PAD_ButtonsDown(pad);
|
|
s8 gc_px = PAD_SubStickX(pad);
|
|
if (gc_px > 70) J |= VBA_SPEED;
|
|
ActionButton = ActionButton || gc & PAD_BUTTON_A;
|
|
PullButton = PullButton || gc & PAD_TRIGGER_R;
|
|
SwordButton = SwordButton || gc & PAD_BUTTON_B;
|
|
ShieldButton = ShieldButton || gc & PAD_TRIGGER_L;
|
|
MidnaButton = MidnaButton || pressed & PAD_TRIGGER_Z;
|
|
UseLeftItemButton = UseLeftItemButton || gc & PAD_BUTTON_Y;
|
|
UseRightItemButton = UseRightItemButton || gc & PAD_BUTTON_X;
|
|
ItemsButton = ItemsButton || pressed & PAD_BUTTON_UP;
|
|
QuestButton = QuestButton || pressed & PAD_BUTTON_START;
|
|
MapButton = MapButton || pressed & PAD_BUTTON_RIGHT;
|
|
SpeedButton = SpeedButton || gc & PAD_BUTTON_DOWN;
|
|
CheatButton = CheatButton || gc & PAD_BUTTON_LEFT;
|
|
}
|
|
|
|
static int OldDesiredSubscreen = -1, DelayCount = 0;
|
|
OldDesiredSubscreen = DesiredSubscreen;
|
|
// Items
|
|
if (ItemsButton) {
|
|
if (Subscreen == 1) DesiredSubscreen = 0;
|
|
else DesiredSubscreen = 1;
|
|
DelayCount = 1;
|
|
}
|
|
// Talk to Midna, er... I mean go to secondary items screen
|
|
if (MidnaButton) {
|
|
if (Subscreen == 2) DesiredSubscreen = 0;
|
|
else DesiredSubscreen = 2;
|
|
DelayCount = 1;
|
|
}
|
|
// Quest Status
|
|
if (QuestButton) {
|
|
if (Subscreen == 3) DesiredSubscreen = 0;
|
|
else DesiredSubscreen = 3;
|
|
DelayCount = 1;
|
|
}
|
|
// Map
|
|
if (MapButton) {
|
|
if (Subscreen == 4) DesiredSubscreen = 0;
|
|
else DesiredSubscreen = 4;
|
|
DelayCount = 1;
|
|
}
|
|
|
|
// after using sword, need to release A button before using shield
|
|
static int SheathCount = 0;
|
|
if (OldJ & VBA_BUTTON_A) {
|
|
if (gbReadMemory(ItemsAddr+1)==5)
|
|
SheathCount = 15;
|
|
}
|
|
|
|
#ifdef HW_RVL
|
|
u8 CursorPos = gbReadMemory(0xCBD0)+2;
|
|
|
|
// Can't swap items if using two handed sword unless on item screen
|
|
if (OnItemScreen || (gbReadMemory(ItemsAddr+0)!=0x0C && gbReadMemory(ItemsAddr+1)!=0x0C)) {
|
|
// Left Item
|
|
if (LeftItemButton)
|
|
{
|
|
if (OnItemScreen) ZeldaSwap(2, CursorPos, ItemsAddr);
|
|
else ZeldaSwap(0, ZeldaDxLeftPos, ItemsAddr);
|
|
systemGameRumbleOnlyFor(5);
|
|
}
|
|
// Right Item
|
|
if (RightItemButton)
|
|
{
|
|
if (OnItemScreen) ZeldaSwap(4, CursorPos, ItemsAddr);
|
|
else ZeldaSwap(0, ZeldaDxRightPos, ItemsAddr);
|
|
systemGameRumbleOnlyFor(5);
|
|
}
|
|
// Down Item
|
|
if (DownItemButton)
|
|
{
|
|
if (OnItemScreen) ZeldaSwap(3, CursorPos, ItemsAddr);
|
|
else ZeldaSwap(0, ZeldaDxDownPos, ItemsAddr);
|
|
systemGameRumbleOnlyFor(5);
|
|
}
|
|
}
|
|
// B Item
|
|
if (BItemButton)
|
|
{
|
|
if (OnItemScreen) systemGameRumbleOnlyFor(5);
|
|
J |= VBA_BUTTON_B;
|
|
}
|
|
#endif
|
|
|
|
static bool BIsLeft = true;
|
|
if (UseLeftItemButton)
|
|
{
|
|
if (!BIsLeft) {
|
|
// Fix two-handed sword before swap
|
|
if (gbReadMemory(ItemsAddr+0)==0x0C && gbReadMemory(ItemsAddr+1)==0x0C && !OnItemScreen) {
|
|
} else {
|
|
bool DrawingTwoHanded = (gbReadMemory(ItemsAddr+2)==0x0C);
|
|
if (DrawingTwoHanded)
|
|
DrawingTwoHanded = ZeldaDrawItem(0, ItemsAddr, 18); // put A item away (by drawing emptiness)
|
|
// Swap B with first inventory item
|
|
ZeldaSwap(0, ZeldaDxLeftPos, ItemsAddr);
|
|
if (DrawingTwoHanded)
|
|
gbWriteMemory(ItemsAddr+1, 0x0C);
|
|
BIsLeft = true;
|
|
}
|
|
}
|
|
if (OnItemScreen) systemGameRumbleOnlyFor(5);
|
|
J |= VBA_BUTTON_B;
|
|
}
|
|
if (UseRightItemButton)
|
|
{
|
|
if (BIsLeft) {
|
|
// Fix two-handed sword before swap
|
|
if (gbReadMemory(ItemsAddr+0)==0x0C && gbReadMemory(ItemsAddr+1)==0x0C && !OnItemScreen) {
|
|
} else {
|
|
bool DrawingTwoHanded = (gbReadMemory(ItemsAddr+2)==0x0C);
|
|
if (DrawingTwoHanded)
|
|
DrawingTwoHanded = ZeldaDrawItem(0, ItemsAddr, 18); // put A item away (by drawing emptiness)
|
|
// Swap B with first inventory item
|
|
ZeldaSwap(0, ZeldaDxLeftPos, ItemsAddr);
|
|
if (DrawingTwoHanded)
|
|
gbWriteMemory(ItemsAddr+1, 0x0C);
|
|
BIsLeft = false;
|
|
}
|
|
}
|
|
if (OnItemScreen) systemGameRumbleOnlyFor(5);
|
|
J |= VBA_BUTTON_B;
|
|
}
|
|
|
|
// Action
|
|
if (ActionButton) {
|
|
if (!OnItemScreen) {
|
|
// If not using 2-handed sword then switch to holding nothing or shield
|
|
if (gbReadMemory(ItemsAddr+1)!=0x0C && !ZeldaDrawItem(0, ItemsAddr, 18))// draw nothing or shield
|
|
ZeldaDrawItem(1, ItemsAddr, 18);
|
|
}
|
|
J |= VBA_BUTTON_A;
|
|
}
|
|
// Z-Targetting
|
|
if (ShieldButton && !SwordButton) {
|
|
// Fix two-handed sword before swap
|
|
if (gbReadMemory(ItemsAddr+0)==0x0C && gbReadMemory(ItemsAddr+1)==0x0C)
|
|
gbWriteMemory(ItemsAddr+0, 0);
|
|
if (SheathCount>0) {// was using sword before
|
|
ZeldaDrawItem(1, ItemsAddr, 18);
|
|
SheathCount--;
|
|
}
|
|
else if (ZeldaDrawItem(1, ItemsAddr, 18))
|
|
J |= VBA_BUTTON_A;
|
|
}
|
|
// Pulling
|
|
if (PullButton) {
|
|
// Fix two-handed sword before swap
|
|
if (gbReadMemory(ItemsAddr+0)==0x0C && gbReadMemory(ItemsAddr+1)==0x0C)
|
|
gbWriteMemory(ItemsAddr+0, 0);
|
|
if (ZeldaDrawItem(0x16, ItemsAddr, 18))
|
|
J |= VBA_BUTTON_A;
|
|
}
|
|
// Sword
|
|
if (SwordButton) {
|
|
if (ShieldButton && gbReadMemory(ItemsAddr+1)==1) // was using shield before
|
|
ZeldaDrawItem(5, ItemsAddr, 18);
|
|
else if (gbReadMemory(ItemsAddr)==0x0C || gbReadMemory(ItemsAddr+1)==0x0C || ZeldaDrawItem(5, ItemsAddr, 18))
|
|
J |= VBA_BUTTON_A;
|
|
}
|
|
// Camera (fast forward)
|
|
if (SpeedButton)
|
|
J |= VBA_SPEED;
|
|
// Cheat
|
|
if (CheatButton) {
|
|
if (Seasons) ZeldaSeasonsCheat();
|
|
else ZeldaAgesCheat();
|
|
}
|
|
|
|
if (DesiredSubscreen == Subscreen)
|
|
DesiredSubscreen = -1;
|
|
static int OldSubscreen = 0;
|
|
if (Subscreen != OldSubscreen) {
|
|
if (Subscreen==1) DelayCount = 80; // wait for items screen to fade in
|
|
else DelayCount = 20; // wait to swap subscreens
|
|
}
|
|
OldSubscreen = Subscreen;
|
|
|
|
if (DelayCount > 0) {
|
|
// do nothing
|
|
DelayCount--;
|
|
} else if (DesiredSubscreen == 0) { // game
|
|
switch(Subscreen) {
|
|
case 1: case 2: case 3: case 5: default:
|
|
J |= VBA_BUTTON_START;
|
|
break;
|
|
case 4: // map
|
|
J |= VBA_BUTTON_SELECT;
|
|
}
|
|
} else if (DesiredSubscreen == 1) { // items
|
|
switch(Subscreen) {
|
|
case 0: case 5: default: // game or save
|
|
J |= VBA_BUTTON_START;
|
|
break;
|
|
case 2: case 3: case 4:
|
|
J |= VBA_BUTTON_SELECT;
|
|
}
|
|
} else if (DesiredSubscreen == 2) { // secondary items
|
|
switch(Subscreen) {
|
|
case 0: case 5: default: // game or save
|
|
J |= VBA_BUTTON_START;
|
|
break;
|
|
case 1: case 3: case 4:
|
|
J |= VBA_BUTTON_SELECT;
|
|
}
|
|
} else if (DesiredSubscreen == 3) { // quest status
|
|
switch(Subscreen) {
|
|
case 0: case 5: default: // game or save
|
|
J |= VBA_BUTTON_START;
|
|
break;
|
|
case 1: case 2: case 4:
|
|
J |= VBA_BUTTON_SELECT;
|
|
}
|
|
} else if (DesiredSubscreen == 4) { // map
|
|
switch(Subscreen) {
|
|
case 0: // game
|
|
J |= VBA_BUTTON_SELECT;
|
|
break;
|
|
case 1: case 2: case 3: case 5: default:
|
|
J |= VBA_BUTTON_START;
|
|
}
|
|
} else if (DesiredSubscreen == 5) { // save
|
|
switch(Subscreen) {
|
|
case 0: default: // game
|
|
J |= VBA_BUTTON_START;
|
|
break;
|
|
case 1: case 2: case 4: // other
|
|
J |= VBA_BUTTON_SELECT;
|
|
break;
|
|
case 3: // quest status
|
|
J |= VBA_RIGHT;
|
|
// give up, this is as close as I can be bothered to get
|
|
DesiredSubscreen = -1;
|
|
}
|
|
}
|
|
OldJ = J;
|
|
return J;
|
|
}
|
|
|
|
u32 OracleOfAgesInput(unsigned short pad)
|
|
{
|
|
return ZeldaOracleInput(false, pad);
|
|
}
|
|
|
|
u32 OracleOfSeasonsInput(unsigned short pad)
|
|
{
|
|
return ZeldaOracleInput(true, pad);
|
|
}
|
|
|
|
u32 MinishCapInput(unsigned short pad)
|
|
{
|
|
u32 J = StandardMovement(pad) | DecodeWiimote(pad);
|
|
|
|
// Rumble when they lose health!
|
|
u8 Health = CPUReadByte(0x2002aea);
|
|
static u8 OldHealth = 0;
|
|
if (Health < OldHealth)
|
|
systemGameRumble(20);
|
|
OldHealth = Health;
|
|
|
|
static u8 SubscreenWanted = 0xFF;
|
|
static bool waiting = false;
|
|
u8 Subscreen = CPUReadByte(0x200008C);
|
|
if (Subscreen == 0x64)
|
|
Subscreen = 0; // Boss battle (balloon)
|
|
|
|
u8 GameStart = CPUReadByte(0x2000086);
|
|
|
|
u8 SelBox = CPUReadByte(0x2000083);
|
|
|
|
|
|
u8 LoadMenu = CPUReadByte(0x200AF57);
|
|
static u8 AButtonItem = 0;
|
|
static u8 BButtonItem = 0;
|
|
if (Subscreen == 0x2c) {
|
|
AButtonItem = CPUReadByte(0x200af3c);
|
|
BButtonItem = CPUReadByte(0x200af5c);
|
|
} else if (Subscreen == 0) {
|
|
AButtonItem = CPUReadByte(0x200af5c);
|
|
BButtonItem = CPUReadByte(0x200af7c);
|
|
}
|
|
static int frame = 0;
|
|
u32 SwordButtonNumber = 0;
|
|
u32 ZTargetButton = 0;
|
|
if (AButtonItem <= 6 && AButtonItem >= 1)
|
|
SwordButtonNumber = VBA_BUTTON_A;
|
|
else if (BButtonItem <= 6 && BButtonItem >= 1)
|
|
SwordButtonNumber = VBA_BUTTON_B;
|
|
else
|
|
SwordButtonNumber = VBA_BUTTON_START;
|
|
// Shield
|
|
if (BButtonItem >= 0xD && BButtonItem <= 0xE)
|
|
ZTargetButton = VBA_BUTTON_B;
|
|
else if (AButtonItem >= 0xD && AButtonItem <= 0xE)
|
|
ZTargetButton = VBA_BUTTON_A;
|
|
// Gust Jar also does Z targetting
|
|
else if (BButtonItem == 0x11)
|
|
ZTargetButton = VBA_BUTTON_B;
|
|
else if (AButtonItem == 0x11)
|
|
ZTargetButton = VBA_BUTTON_A;
|
|
else
|
|
ZTargetButton = 0;
|
|
|
|
bool ActionButton=0, SwordButton=0, ShieldButton=0, PullButton=0,
|
|
ItemsButton=0, QuestButton=0, MapButton=0, SpeedButton=0, CheatButton=0, MidnaButton=0,
|
|
LeftItemButton=0, DownItemButton=0, RightItemButton=0,
|
|
BItemButton=0, UseLeftItemButton=0, UseRightItemButton=0;
|
|
|
|
|
|
#ifdef HW_RVL
|
|
bool OnItemScreen = (Subscreen==0x2c);
|
|
u8 RButtonAction = CPUReadByte(0x200af32);
|
|
WPADData * wp = WPAD_Data(pad);
|
|
// Wii Pointer selection on item screen
|
|
int cx, cy, SelRow, SelCol, CursorRow = 0xFF, CursorCol = 0xFF;
|
|
static int OldCursorRow = 0xFF;
|
|
static int OldCursorCol = 0xFF;
|
|
CursorVisible = ((Subscreen != 0 && Subscreen != 0x64) || LoadMenu == 2);
|
|
if (CursorVisible) {
|
|
cx = (CursorX * 240) / 640;
|
|
cy = (CursorY * 160) / 480;
|
|
} else {
|
|
cx = -1;
|
|
cy = -1;
|
|
}
|
|
if (Subscreen == 0x2c) {
|
|
SelRow = SelBox / 4;
|
|
SelCol = SelBox % 4;
|
|
if (SelBox == 16) {
|
|
SelRow = 3;
|
|
SelCol = 4;
|
|
}
|
|
else if (SelRow < 3 && SelCol >= 2)
|
|
SelCol++;
|
|
if (cy >= 35 && cy <= 55)
|
|
CursorRow = 0;
|
|
else if (cy >= 59 && cy <= 79)
|
|
CursorRow = 1;
|
|
else if (cy >= 83 && cy <= 103)
|
|
CursorRow = 2;
|
|
else if (cy >= 107 && cy <= 127)
|
|
CursorRow = 3;
|
|
else
|
|
CursorRow = 0xFF;
|
|
if (CursorRow < 3)
|
|
{
|
|
if (cx >= 52 && cx <= 79)
|
|
CursorCol = 0;
|
|
else if (cx >= 88 && cx <= 116)
|
|
CursorCol = 1;
|
|
else if (cx >= 124 && cx <= 152)
|
|
CursorCol = 3;
|
|
else if (cx >= 160 && cx <= 188)
|
|
CursorCol = 4;
|
|
else
|
|
CursorCol = 0xFF;
|
|
}
|
|
else
|
|
{
|
|
if (cx >= 157 && cx <= 204)
|
|
CursorCol = 4;
|
|
else if (cx >= 52 && cx < 152)
|
|
CursorCol = (cx - 52) / 25;
|
|
else
|
|
CursorCol = 0xFF;
|
|
}
|
|
if (CursorCol != 0xFF && CursorRow != 0xFF && (CursorCol != SelCol
|
|
|| CursorRow != SelRow))
|
|
{
|
|
if (CursorCol > SelCol)
|
|
J |= VBA_RIGHT;
|
|
else if (CursorCol < SelCol)
|
|
J |= VBA_LEFT;
|
|
else if (CursorRow > SelRow)
|
|
J |= VBA_DOWN;
|
|
else if (CursorRow < SelRow)
|
|
J |= VBA_UP;
|
|
}
|
|
}
|
|
else if (Subscreen == 0x38)
|
|
{
|
|
switch (SelBox)
|
|
{
|
|
case 0:
|
|
case 1:
|
|
case 10:
|
|
case 9:
|
|
case 11:
|
|
SelRow = 0;
|
|
break;
|
|
case 12:
|
|
SelRow = 1;
|
|
break;
|
|
case 2:
|
|
case 3:
|
|
case 13:
|
|
case 14:
|
|
case 15:
|
|
SelRow = 2;
|
|
break;
|
|
case 6:
|
|
case 7:
|
|
case 8:
|
|
case 4:
|
|
case 5:
|
|
SelRow = 3;
|
|
break;
|
|
default:
|
|
SelRow = 0xFF;
|
|
break;
|
|
}
|
|
switch (SelBox)
|
|
{
|
|
case 0:
|
|
case 2:
|
|
case 6:
|
|
SelCol = 0;
|
|
break;
|
|
case 7:
|
|
SelCol = 1;
|
|
break;
|
|
case 1:
|
|
case 3:
|
|
case 8:
|
|
SelCol = 2;
|
|
break;
|
|
case 10:
|
|
case 13:
|
|
case 4:
|
|
SelCol = 3;
|
|
break;
|
|
case 9:
|
|
case 12:
|
|
case 14:
|
|
SelCol = 4;
|
|
break;
|
|
case 11:
|
|
case 15:
|
|
case 5:
|
|
SelCol = 5;
|
|
break;
|
|
default:
|
|
SelCol = 0xFF;
|
|
break;
|
|
}
|
|
if (cy >= 109 && cy <= 130) {
|
|
CursorRow = 3;
|
|
if (cx >= 36 && cx <= 113)
|
|
CursorCol = (cx - 36) / 26;
|
|
else if (cx >= 118 && cx <= 165)
|
|
CursorCol = 3;
|
|
else if (cx >= 168 && cx <= 215)
|
|
CursorCol = 5;
|
|
else
|
|
CursorCol = 0xFF;
|
|
} else {
|
|
if (cx >= 35 && cx <= 70) {
|
|
CursorCol = 0;
|
|
if (cy >= 40 && cy <= 73)
|
|
CursorRow = 0;
|
|
else if (cy >= 79 && cy <= 104)
|
|
CursorRow = 2;
|
|
else
|
|
CursorRow = 0xFF;
|
|
} else if (cx >= 78 && cx <= 113) {
|
|
CursorCol = 2;
|
|
if (cy >= 40 && cy <= 73)
|
|
CursorRow = 0;
|
|
else if (cy >= 79 && cy <= 104)
|
|
CursorRow = 2;
|
|
else
|
|
CursorRow = 0xFF;
|
|
} else {
|
|
if (cx >= 125 && cx <= 148) {
|
|
CursorCol = 3;
|
|
if (cy >= 44 && cy <= 65)
|
|
CursorRow = 0;
|
|
else if (cy >= 83 && cy <= 104)
|
|
CursorRow = 2;
|
|
else
|
|
CursorRow = 0xFF;
|
|
} else if (cx >= 151 && cx <= 172) {
|
|
CursorCol = 4;
|
|
if (cy >= 31 && cy <= 53)
|
|
CursorRow = 0;
|
|
else if (cy >= 57 && cy <= 78)
|
|
CursorRow = 1;
|
|
else if (cy >= 83 && cy <= 104)
|
|
CursorRow = 2;
|
|
else
|
|
CursorRow = 0xFF;
|
|
} else if (cx >= 175 && cx <= 198) {
|
|
CursorCol = 5;
|
|
if (cy >= 44 && cy <= 65)
|
|
CursorRow = 0;
|
|
else if (cy >= 83 && cy <= 104)
|
|
CursorRow = 2;
|
|
else
|
|
CursorRow = 0xFF;
|
|
} else {
|
|
CursorCol = 0xFF;
|
|
CursorRow = 0xFF;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CursorCol != 0xFF && CursorRow != 0xFF && (CursorCol != SelCol
|
|
|| CursorRow != SelRow)) {
|
|
if (CursorCol > SelCol)
|
|
J |= VBA_RIGHT;
|
|
else if (CursorCol < SelCol)
|
|
J |= VBA_LEFT;
|
|
else if (CursorRow > SelRow)
|
|
J |= VBA_DOWN;
|
|
else if (CursorRow < SelRow)
|
|
J |= VBA_UP;
|
|
}
|
|
}
|
|
if ((CursorRow == 0xFF || CursorCol == 0xFF) && (OldCursorRow == 0xFF || OldCursorCol == 0xFF)) {
|
|
// no change, still not pointing at anything
|
|
} else if (CursorVisible && (CursorRow != OldCursorRow || CursorCol != OldCursorCol)) {
|
|
// Cursor changed buttons, so rumble
|
|
//systemGameRumble(5);
|
|
}
|
|
OldCursorRow = CursorRow;
|
|
OldCursorCol = CursorCol;
|
|
|
|
static int SwordCount = 0;
|
|
// Nunchuk controls are based on Twilight Princess for the Wii
|
|
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
|
|
ActionButton = wp->btns_h & WPAD_BUTTON_A;
|
|
ShieldButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_Z;
|
|
SpeedButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_C;
|
|
MidnaButton = wp->btns_h & WPAD_BUTTON_UP;
|
|
LeftItemButton = wp->btns_h & WPAD_BUTTON_LEFT;
|
|
DownItemButton = wp->btns_h & WPAD_BUTTON_DOWN;
|
|
RightItemButton = wp->btns_h & WPAD_BUTTON_RIGHT;
|
|
BItemButton = wp->btns_h & WPAD_BUTTON_B;
|
|
ItemsButton = wp->btns_d & WPAD_BUTTON_MINUS;
|
|
QuestButton = wp->btns_d & WPAD_BUTTON_PLUS;
|
|
MapButton = wp->btns_d & WPAD_BUTTON_1;
|
|
CheatButton = wp->btns_h & WPAD_BUTTON_2;
|
|
// Sword
|
|
SwordButton = false;
|
|
if (fabs(wp->gforce.x)> 1.5 && !OnItemScreen) {
|
|
if (SwordCount<3) SwordCount = 3;
|
|
}
|
|
// Throw gesture
|
|
if (RButtonAction==0x03) {
|
|
if (fabs(wp->exp.nunchuk.gforce.y)> 0.6) {
|
|
J |= VBA_BUTTON_R;
|
|
systemGameRumble(5);
|
|
}
|
|
// Spin attack
|
|
} else if (fabs(wp->exp.nunchuk.gforce.x)> 0.6 && !OnItemScreen) {
|
|
if (SwordCount<60) SwordCount=60;
|
|
}
|
|
if (SwordCount>0) {
|
|
if (SwordCount == 50)
|
|
systemGameRumbleOnlyFor(50);
|
|
if (!OnItemScreen)
|
|
SwordButton = true;
|
|
SwordCount--;
|
|
}
|
|
// Classic controller controls are loosely based on Ocarina of Time virtual console
|
|
// but with R as the B button like in Twilight Princess
|
|
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
|
J |= StandardDPad(pad);
|
|
s8 wm_sx = userInput[pad].WPAD_StickX(1); // CC right joystick
|
|
s8 wm_sy = userInput[pad].WPAD_StickY(1); // CC right joystick
|
|
static bool StickReady = true;
|
|
ActionButton = wp->btns_h & WPAD_CLASSIC_BUTTON_A;
|
|
SwordButton = wp->btns_h & WPAD_CLASSIC_BUTTON_B;
|
|
ShieldButton = wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L || wp->exp.classic.ls_raw >= 0x10;
|
|
if (abs(wm_sx)>80 || abs(wm_sy)>80) StickReady = true;
|
|
LeftItemButton = wp->btns_h & WPAD_CLASSIC_BUTTON_ZR || (StickReady && wm_sx < -70);
|
|
DownItemButton = wp->btns_h & WPAD_CLASSIC_BUTTON_Y || (StickReady && wm_sy < -70);
|
|
RightItemButton = wp->btns_h & WPAD_CLASSIC_BUTTON_X || (StickReady && wm_sx > 70);
|
|
MidnaButton = wm_sy > 70;
|
|
if (abs(wm_sx)<70 && abs(wm_sy)<70) StickReady = false;
|
|
BItemButton = wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R || wp->exp.classic.rs_raw >= 0x10;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_SELECT;
|
|
SpeedButton = wp->btns_h & WPAD_CLASSIC_BUTTON_ZL;
|
|
// Must use Wiimote for these buttons
|
|
CheatButton = wp->btns_h & WPAD_BUTTON_2;
|
|
}
|
|
CheatButton = CheatButton;
|
|
#endif
|
|
// Gamecube controls are based on Twilight Princess for the Gamecube
|
|
{
|
|
u32 gc = PAD_ButtonsHeld(pad);
|
|
u32 pressed = PAD_ButtonsDown(pad);
|
|
s8 gc_px = PAD_SubStickX(pad);
|
|
if (gc_px > 70) J |= VBA_SPEED;
|
|
ActionButton = ActionButton || gc & PAD_BUTTON_A;
|
|
PullButton = PullButton || gc & PAD_TRIGGER_R;
|
|
SwordButton = SwordButton || gc & PAD_BUTTON_B;
|
|
ShieldButton = ShieldButton || gc & PAD_TRIGGER_L;
|
|
MidnaButton = MidnaButton || pressed & PAD_TRIGGER_Z;
|
|
UseLeftItemButton = UseLeftItemButton || gc & PAD_BUTTON_Y;
|
|
UseRightItemButton = UseRightItemButton || gc & PAD_BUTTON_X;
|
|
ItemsButton = ItemsButton || pressed & PAD_BUTTON_UP;
|
|
QuestButton = QuestButton || pressed & PAD_BUTTON_START;
|
|
MapButton = MapButton || pressed & PAD_BUTTON_RIGHT;
|
|
SpeedButton = SpeedButton || gc & PAD_BUTTON_DOWN;
|
|
LeftItemButton = CheatButton || gc & PAD_BUTTON_LEFT;
|
|
}
|
|
|
|
if (ItemsButton) { // items
|
|
if (Subscreen == 0x2c) SubscreenWanted = 0;
|
|
else SubscreenWanted = 0x2c;
|
|
waiting = false;
|
|
} else if (MapButton) { // map
|
|
if (Subscreen == 0x0c || Subscreen==0x70) SubscreenWanted = 0;
|
|
else SubscreenWanted = 0x0c;
|
|
waiting = false;
|
|
} else if (QuestButton) { // quest
|
|
if (Subscreen == 0x38) SubscreenWanted = 0;
|
|
else SubscreenWanted = 0x38;
|
|
waiting = false;
|
|
} else if (ActionButton && Subscreen == 0x2c && SelBox!=16) {
|
|
SubscreenWanted = 0;
|
|
waiting = false;
|
|
} else if (BItemButton && Subscreen == 0x38) {
|
|
SubscreenWanted = 0;
|
|
waiting = false;
|
|
}
|
|
if (GameStart==2 || GameStart==3) {
|
|
SubscreenWanted = 0;
|
|
waiting = false;
|
|
if (QuestButton || (ActionButton && BButtonItem))
|
|
J |= VBA_BUTTON_START;
|
|
return J;
|
|
} else if (LoadMenu==2) {
|
|
if (MidnaButton)
|
|
J |= VBA_UP;
|
|
if (DownItemButton)
|
|
J |= VBA_DOWN;
|
|
if (LeftItemButton)
|
|
J |= VBA_LEFT;
|
|
if (RightItemButton)
|
|
J |= VBA_RIGHT;
|
|
if (ActionButton)
|
|
J |= VBA_BUTTON_A;
|
|
if (BButtonItem)
|
|
J |= VBA_BUTTON_B;
|
|
|
|
if (QuestButton)
|
|
J |= VBA_BUTTON_R;
|
|
if (ItemsButton)
|
|
J |= VBA_BUTTON_L;
|
|
if (MapButton)
|
|
J |= VBA_BUTTON_SELECT;
|
|
if (CheatButton)
|
|
J |= VBA_BUTTON_START;
|
|
if (SpeedButton)
|
|
J |= VBA_BUTTON_SELECT;
|
|
if (ShieldButton)
|
|
J |= VBA_BUTTON_START;
|
|
return J;
|
|
}
|
|
|
|
//0c = map
|
|
//70 = dungeon map
|
|
//38 = quest
|
|
//2c = items
|
|
//89 = KINSTONE PIECES
|
|
//f0 = SWORD TECHNIQUES
|
|
//00 = none or changing or save
|
|
//64 = Boss battle (balloon thing)
|
|
//FF = don't care!
|
|
//;
|
|
if (Subscreen == 0x70 && SubscreenWanted == 0x0c) {
|
|
SubscreenWanted = 0xFF;
|
|
waiting = false;
|
|
}
|
|
|
|
if (Subscreen != SubscreenWanted && SubscreenWanted != 0xFF) {
|
|
frame++;
|
|
if (frame % 2 == 0)
|
|
switch (Subscreen) {
|
|
case 0:
|
|
frame = 0;
|
|
if (!waiting) {
|
|
waiting = true;
|
|
//waittime =
|
|
J |= VBA_BUTTON_START;
|
|
}
|
|
break;
|
|
case 0x0c: // map
|
|
case 0x70:
|
|
if (SubscreenWanted == 0x38)
|
|
J |= VBA_BUTTON_L; // quest
|
|
else if (SubscreenWanted == 0x2c)
|
|
J |= VBA_BUTTON_R; // items
|
|
else
|
|
J |= VBA_BUTTON_START;
|
|
waiting = false;
|
|
break;
|
|
case 0x2c: // items
|
|
if (SubscreenWanted == 0x0c || SubscreenWanted == 0x70)
|
|
J |= VBA_BUTTON_L; // map
|
|
else if (SubscreenWanted == 0x38)
|
|
J |= VBA_BUTTON_R; // quest
|
|
else
|
|
J |= VBA_BUTTON_START;
|
|
waiting = false;
|
|
break;
|
|
case 0x38: // quest
|
|
if (SubscreenWanted == 0x2c)
|
|
J |= VBA_BUTTON_L; // map
|
|
else if (SubscreenWanted == 0x0c || SubscreenWanted == 0x70)
|
|
J |= VBA_BUTTON_R; // quest
|
|
else
|
|
J |= VBA_BUTTON_START;
|
|
// CAKTODO: kinstone and sword techniques
|
|
waiting = false;
|
|
break;
|
|
case 0x89: // kinstone
|
|
case 0xF0: // sword techniques
|
|
J |= VBA_BUTTON_B; // cancel
|
|
waiting = false;
|
|
break;
|
|
|
|
}
|
|
} else {
|
|
SubscreenWanted = 0xFF;
|
|
waiting = false;
|
|
}
|
|
|
|
/*** Report wp->btns_h buttons (gamepads) ***/
|
|
|
|
// Talk to Midna, er... I mean Ezlo
|
|
if (MidnaButton)
|
|
J |= VBA_BUTTON_SELECT;
|
|
|
|
// Save button
|
|
if ((Subscreen==0x2c && SelBox==16) || (Subscreen==0x38 && SelBox==5)) {
|
|
if (ActionButton) {
|
|
J |= VBA_BUTTON_A;
|
|
systemGameRumble(12);
|
|
}
|
|
} else if (Subscreen==0x2c) {
|
|
} else if (Subscreen==0x38 && SelBox==4) { // Sleep button returns to menu instead of sleep
|
|
if (ActionButton) {
|
|
ConfigRequested = 1;
|
|
return 0;
|
|
}
|
|
} else if (Subscreen==0x38) { // Action button counts as A Button on quest status screen
|
|
// Action
|
|
if (ActionButton) {
|
|
J |= VBA_BUTTON_A;
|
|
//systemGameRumble(4);
|
|
}
|
|
} else {
|
|
// Action
|
|
if (ActionButton)
|
|
J |= VBA_BUTTON_R;
|
|
}
|
|
// Right Item
|
|
if (RightItemButton || UseRightItemButton) {
|
|
J |= VBA_BUTTON_A;
|
|
if (Subscreen==0x2c) {
|
|
systemGameRumble(10);
|
|
}
|
|
}
|
|
// Down Item
|
|
if (Subscreen==0x38) {
|
|
} else {
|
|
if (BItemButton) {
|
|
J |= VBA_BUTTON_B;
|
|
if (Subscreen==0x2c) {
|
|
systemGameRumble(10);
|
|
}
|
|
}
|
|
}
|
|
if (DownItemButton || UseLeftItemButton) {
|
|
J |= VBA_BUTTON_B;
|
|
if (Subscreen==0x2c) {
|
|
systemGameRumble(10);
|
|
}
|
|
}
|
|
// Kinstone (doesn't work in items screen)
|
|
if (LeftItemButton && Subscreen != 0x2c)
|
|
J |= VBA_BUTTON_L;
|
|
// Menu
|
|
if (CheatButton)
|
|
J |= VBA_BUTTON_START;
|
|
// Sword
|
|
if (Subscreen == 0 && SwordButton)
|
|
J |= SwordButtonNumber;
|
|
// Z-Targetting
|
|
if (Subscreen==0 && ShieldButton)
|
|
J |= ZTargetButton;
|
|
// Camera (use as extra way of pressing A without using DPad)
|
|
if (SpeedButton)
|
|
J |= VBA_BUTTON_A;
|
|
// Pull (I was going to check RButtonAction, but the in-game text always tells you to
|
|
// use R as the action button, so let's just make Gamecube R = Gameboy R)
|
|
if (PullButton)
|
|
J |= VBA_BUTTON_R;
|
|
|
|
return J;
|
|
}
|
|
|
|
u32 ALinkToThePastInput(unsigned short pad)
|
|
{
|
|
u32 J = StandardMovement(pad);
|
|
u8 Health = 0;
|
|
static u8 OldHealth = 0;
|
|
|
|
// Rumble when they lose health!
|
|
if (Health < OldHealth)
|
|
systemGameRumble(20);
|
|
OldHealth = Health;
|
|
|
|
#ifdef HW_RVL
|
|
WPADData * wp = WPAD_Data(pad);
|
|
|
|
// Talk to Midna, er... I mean ... nobody
|
|
if (wp->btns_h & WPAD_BUTTON_UP)
|
|
J |= VBA_BUTTON_START;
|
|
|
|
// Action
|
|
if (wp->btns_h & WPAD_BUTTON_A)
|
|
J |= VBA_BUTTON_R;
|
|
if (wp->exp.type == WPAD_EXP_NUNCHUK)
|
|
{
|
|
if (fabs(wp->exp.nunchuk.gforce.x)> 0.6)
|
|
{ // Wiiuse bug!!! Not correct values
|
|
J |= VBA_BUTTON_B;
|
|
systemGameRumble(20);
|
|
}
|
|
// CAKTODO hold down attack button to do spin attack
|
|
|
|
}
|
|
// Use item
|
|
if (wp->btns_h & WPAD_BUTTON_B)
|
|
{
|
|
J |= VBA_BUTTON_A;
|
|
}
|
|
if (wp->btns_h & WPAD_BUTTON_LEFT)
|
|
{
|
|
J |= VBA_BUTTON_A;
|
|
}
|
|
if (wp->btns_h & WPAD_BUTTON_RIGHT)
|
|
{
|
|
J |= VBA_BUTTON_A;
|
|
}
|
|
if (wp->btns_h & WPAD_BUTTON_DOWN)
|
|
{
|
|
J |= VBA_BUTTON_A;
|
|
}
|
|
// Menu (like Quest Status)
|
|
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
// Items
|
|
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_SELECT;
|
|
// Map
|
|
if (wp->btns_h & WPAD_BUTTON_1)
|
|
J |= VBA_BUTTON_L;
|
|
// Sword
|
|
if (fabs(wp->gforce.x)> 1.5)
|
|
J |= VBA_BUTTON_B;
|
|
if (wp->btns_h & WPAD_BUTTON_2)
|
|
J |= VBA_BUTTON_B;
|
|
// Shield has no controls
|
|
// Camera (speed)
|
|
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_C))
|
|
J |= VBA_SPEED;
|
|
#endif
|
|
|
|
return J;
|
|
}
|
|
|
|
u32 Zelda1Input(unsigned short pad)
|
|
{
|
|
u32 J = StandardMovement(pad);
|
|
u8 Health = 0;
|
|
static u8 OldHealth = 0;
|
|
|
|
// Rumble when they lose health!
|
|
if (Health < OldHealth)
|
|
systemGameRumble(20);
|
|
OldHealth = Health;
|
|
|
|
#ifdef HW_RVL
|
|
WPADData * wp = WPAD_Data(pad);
|
|
|
|
// Talk to Midna, er... I mean ... nobody
|
|
if (wp->btns_h & WPAD_BUTTON_UP)
|
|
J |= 0;
|
|
|
|
// Action
|
|
if (wp->btns_h & WPAD_BUTTON_A)
|
|
J |= VBA_BUTTON_A;
|
|
if (wp->exp.type == WPAD_EXP_NUNCHUK)
|
|
{
|
|
if (fabs(wp->exp.nunchuk.gforce.x)> 0.6)
|
|
{ // Wiiuse bug!!! Not correct values
|
|
J |= VBA_BUTTON_A;
|
|
systemGameRumble(20);
|
|
}
|
|
}
|
|
// Use item
|
|
if (wp->btns_h & WPAD_BUTTON_B)
|
|
{
|
|
J |= VBA_BUTTON_B;
|
|
}
|
|
if (wp->btns_h & WPAD_BUTTON_LEFT)
|
|
{
|
|
J |= VBA_BUTTON_B;
|
|
}
|
|
if (wp->btns_h & WPAD_BUTTON_RIGHT)
|
|
{
|
|
J |= VBA_BUTTON_A;
|
|
}
|
|
if (wp->btns_h & WPAD_BUTTON_DOWN)
|
|
{
|
|
J |= VBA_BUTTON_B;
|
|
}
|
|
// Menu (like Quest Status)
|
|
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_SELECT;
|
|
// Items
|
|
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_START;
|
|
// Map
|
|
if (wp->btns_h & WPAD_BUTTON_1)
|
|
J |= 0;
|
|
// Sword
|
|
if (fabs(wp->gforce.x)> 1.5)
|
|
J |= VBA_BUTTON_A;
|
|
// Shield has no controls
|
|
// Camera (speed)
|
|
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_C))
|
|
J |= VBA_SPEED;
|
|
#endif
|
|
|
|
return J;
|
|
}
|
|
|
|
u32 Zelda2Input(unsigned short pad) {
|
|
u32 J = StandardMovement(pad);
|
|
u8 Health = 0;
|
|
static u8 OldHealth = 0;
|
|
|
|
// Rumble when they lose health!
|
|
if (Health < OldHealth)
|
|
systemGameRumble(20);
|
|
OldHealth = Health;
|
|
|
|
#ifdef HW_RVL
|
|
WPADData * wp = WPAD_Data(pad);
|
|
|
|
// Talk to Midna, er... I mean ... nobody
|
|
if (wp->btns_h & WPAD_BUTTON_UP)
|
|
J |= 0;
|
|
|
|
// Jump
|
|
if (wp->btns_h & WPAD_BUTTON_A)
|
|
J |= VBA_BUTTON_A;
|
|
// spin attack
|
|
if (wp->exp.type == WPAD_EXP_NUNCHUK)
|
|
{
|
|
if (fabs(wp->exp.nunchuk.gforce.x)> 0.6)
|
|
{ // Wiiuse bug!!! Not correct values
|
|
J |= VBA_BUTTON_B;
|
|
systemGameRumble(20);
|
|
}
|
|
}
|
|
// Use item
|
|
if (wp->btns_h & WPAD_BUTTON_B)
|
|
{
|
|
J |= VBA_BUTTON_SELECT;
|
|
}
|
|
if (wp->btns_h & WPAD_BUTTON_LEFT)
|
|
{
|
|
J |= VBA_BUTTON_SELECT;
|
|
}
|
|
if (wp->btns_h & WPAD_BUTTON_RIGHT)
|
|
{
|
|
J |= VBA_BUTTON_SELECT;
|
|
}
|
|
if (wp->btns_h & WPAD_BUTTON_DOWN)
|
|
{
|
|
J |= VBA_BUTTON_SELECT;
|
|
}
|
|
// Menu (like Quest Status)
|
|
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
// Items
|
|
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_START;
|
|
// Map
|
|
if (wp->btns_h & WPAD_BUTTON_1)
|
|
J |= 0;
|
|
// Sword
|
|
if (fabs(wp->gforce.x)> 1.5)
|
|
J |= VBA_BUTTON_B;
|
|
// No shield control, just duck
|
|
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
|
|
J |= VBA_DOWN;
|
|
// Camera (speed)
|
|
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_C))
|
|
J |= VBA_SPEED;
|
|
#endif
|
|
return J;
|
|
}
|
|
|