mirror of
https://github.com/dborth/vbagx.git
synced 2024-11-01 16:35:11 +01:00
351 lines
11 KiB
C++
351 lines
11 KiB
C++
/****************************************************************************
|
|
* Visual Boy Advance GX
|
|
*
|
|
* Carl Kenner April 2009
|
|
*
|
|
* inputmortalkombat.cpp
|
|
*
|
|
* Wii/Gamecube controls for Mortal Kombat
|
|
***************************************************************************/
|
|
|
|
#include <gccore.h>
|
|
#include <stdio.h>
|
|
#include <stdarg.h>
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
#include <math.h>
|
|
#include <ogcsys.h>
|
|
#include <unistd.h>
|
|
#include <wiiuse/wpad.h>
|
|
|
|
#include "vba.h"
|
|
#include "button_mapping.h"
|
|
#include "audio.h"
|
|
#include "video.h"
|
|
#include "input.h"
|
|
#include "gameinput.h"
|
|
#include "vbasupport.h"
|
|
#include "wiiusbsupport.h"
|
|
#include "gba/GBA.h"
|
|
#include "gba/bios.h"
|
|
#include "gba/GBAinline.h"
|
|
|
|
u32 MK1Input(unsigned short pad) {
|
|
u32 J = StandardMovement(pad) | DecodeKeyboard(pad);
|
|
u8 Health = gbReadMemory(0xc695);
|
|
static u8 OldHealth = 0;
|
|
|
|
// Rumble when they lose health!
|
|
if (Health < OldHealth)
|
|
systemGameRumble(5);
|
|
OldHealth = Health;
|
|
|
|
#ifdef HW_RVL
|
|
WPADData * wp = WPAD_Data(pad);
|
|
|
|
// Punch
|
|
if (wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_LEFT)
|
|
J |= VBA_BUTTON_B;
|
|
// Kick
|
|
if (wp->btns_h & WPAD_BUTTON_DOWN || wp->btns_h & WPAD_BUTTON_RIGHT)
|
|
J |= VBA_BUTTON_A;
|
|
// Block
|
|
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
|
|
J |= VBA_BUTTON_A | VBA_BUTTON_B; // different from MK2
|
|
// Throw
|
|
if (wp->btns_h & WPAD_BUTTON_A)
|
|
J |= VBA_BUTTON_B | VBA_RIGHT; // CAKTODO check which way we are facing
|
|
// Pause
|
|
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_SELECT;
|
|
// Start
|
|
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
// Special move
|
|
if (wp->btns_h & WPAD_BUTTON_B)
|
|
{
|
|
// CAKTODO
|
|
}
|
|
|
|
if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_UP) J |= VBA_UP;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_DOWN) J |= VBA_DOWN;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_LEFT) J |= VBA_LEFT;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_RIGHT) J |= VBA_RIGHT;
|
|
if (wp->btns_h & (WPAD_CLASSIC_BUTTON_X | WPAD_CLASSIC_BUTTON_Y)) J |= VBA_BUTTON_B;
|
|
if (wp->btns_h & (WPAD_CLASSIC_BUTTON_A | WPAD_CLASSIC_BUTTON_B)) J |= VBA_BUTTON_A;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS) J |= VBA_BUTTON_SELECT;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS) J |= VBA_BUTTON_START;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR) J |= VBA_BUTTON_B | VBA_RIGHT; // CAKTODO
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R) J |= VBA_BUTTON_B | VBA_BUTTON_A; // block
|
|
}
|
|
|
|
#endif
|
|
{
|
|
u32 gc = PAD_ButtonsHeld(pad);
|
|
// DPad moves
|
|
if (gc & PAD_BUTTON_UP) J |= VBA_UP;
|
|
if (gc & PAD_BUTTON_DOWN) J |= VBA_DOWN;
|
|
if (gc & PAD_BUTTON_LEFT) J |= VBA_LEFT;
|
|
if (gc & PAD_BUTTON_RIGHT) J |= VBA_RIGHT;
|
|
if (gc & PAD_BUTTON_START) J |= VBA_BUTTON_START;
|
|
if (gc & (PAD_BUTTON_B | PAD_BUTTON_Y)) J |= VBA_BUTTON_B;
|
|
if (gc & (PAD_BUTTON_A | PAD_BUTTON_X)) J |= VBA_BUTTON_A;
|
|
if (gc & PAD_TRIGGER_Z) J |= VBA_BUTTON_B | VBA_RIGHT; // CAKTODO
|
|
if (gc & PAD_TRIGGER_R) J |= VBA_BUTTON_B | VBA_BUTTON_A; // block
|
|
}
|
|
return J;
|
|
}
|
|
|
|
u32 MK4Input(unsigned short pad)
|
|
{
|
|
u32 J = StandardMovement(pad) | DecodeKeyboard(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);
|
|
|
|
// Punch
|
|
if (wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_LEFT)
|
|
J |= VBA_BUTTON_B;
|
|
// Kick
|
|
if (wp->btns_h & WPAD_BUTTON_DOWN || wp->btns_h & WPAD_BUTTON_RIGHT)
|
|
J |= VBA_BUTTON_A;
|
|
// Block
|
|
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
|
|
J |= VBA_BUTTON_START;
|
|
// Throw
|
|
if (wp->btns_h & WPAD_BUTTON_A)
|
|
J |= VBA_BUTTON_B | VBA_RIGHT; // CAKTODO check which way we are facing
|
|
// Pause
|
|
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_SELECT;
|
|
// Start
|
|
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
// Special move
|
|
if (wp->btns_h & WPAD_BUTTON_B)
|
|
{
|
|
// CAKTODO
|
|
}
|
|
if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_UP) J |= VBA_UP;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_DOWN) J |= VBA_DOWN;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_LEFT) J |= VBA_LEFT;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_RIGHT) J |= VBA_RIGHT;
|
|
if (wp->btns_h & (WPAD_CLASSIC_BUTTON_X | WPAD_CLASSIC_BUTTON_Y)) J |= VBA_BUTTON_B;
|
|
if (wp->btns_h & (WPAD_CLASSIC_BUTTON_A | WPAD_CLASSIC_BUTTON_B)) J |= VBA_BUTTON_A;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS) J |= VBA_BUTTON_SELECT;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS) J |= VBA_BUTTON_START;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR) J |= VBA_BUTTON_B | VBA_RIGHT; // CAKTODO
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R) J |= VBA_BUTTON_START; // block
|
|
}
|
|
#endif
|
|
{
|
|
u32 gc = PAD_ButtonsHeld(pad);
|
|
// DPad moves
|
|
if (gc & PAD_BUTTON_UP) J |= VBA_UP;
|
|
if (gc & PAD_BUTTON_DOWN) J |= VBA_DOWN;
|
|
if (gc & PAD_BUTTON_LEFT) J |= VBA_LEFT;
|
|
if (gc & PAD_BUTTON_RIGHT) J |= VBA_RIGHT;
|
|
if (gc & PAD_BUTTON_START) J |= VBA_BUTTON_START;
|
|
if (gc & (PAD_BUTTON_B | PAD_BUTTON_Y)) J |= VBA_BUTTON_B;
|
|
if (gc & (PAD_BUTTON_A | PAD_BUTTON_X)) J |= VBA_BUTTON_A;
|
|
if (gc & PAD_TRIGGER_Z) J |= VBA_BUTTON_B | VBA_RIGHT; // CAKTODO
|
|
if (gc & PAD_TRIGGER_R) J |= VBA_BUTTON_START; // block
|
|
}
|
|
|
|
return J;
|
|
}
|
|
|
|
u32 MKAInput(unsigned short pad)
|
|
{
|
|
u32 J = StandardMovement(pad) | DecodeKeyboard(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);
|
|
|
|
// Punch
|
|
if (wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_LEFT)
|
|
J |= VBA_BUTTON_B;
|
|
// Kick
|
|
if (wp->btns_h & WPAD_BUTTON_DOWN || wp->btns_h & WPAD_BUTTON_RIGHT)
|
|
J |= VBA_BUTTON_A;
|
|
// Block
|
|
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
|
|
J |= VBA_BUTTON_R;
|
|
// Run (supposed to be change styles)
|
|
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_C))
|
|
J |= VBA_BUTTON_L;
|
|
// Throw
|
|
if (wp->btns_h & WPAD_BUTTON_A)
|
|
J |= VBA_RIGHT; // CAKTODO check which way we are facing
|
|
// Pause
|
|
if (wp->btns_h & WPAD_BUTTON_PLUS || wp->btns_h & WPAD_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_SELECT;
|
|
// Special move
|
|
if (wp->btns_h & WPAD_BUTTON_B)
|
|
{
|
|
// CAKTODO
|
|
}
|
|
if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_UP) J |= VBA_UP;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_DOWN) J |= VBA_DOWN;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_LEFT) J |= VBA_LEFT;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_RIGHT) J |= VBA_RIGHT;
|
|
if (wp->btns_h & (WPAD_CLASSIC_BUTTON_X | WPAD_CLASSIC_BUTTON_Y)) J |= VBA_BUTTON_B;
|
|
if (wp->btns_h & (WPAD_CLASSIC_BUTTON_A | WPAD_CLASSIC_BUTTON_B)) J |= VBA_BUTTON_A;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS) J |= VBA_BUTTON_SELECT;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS) J |= VBA_BUTTON_START;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR) J |= VBA_RIGHT; // CAKTODO
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R) J |= VBA_BUTTON_R; // block
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L) J |= VBA_BUTTON_L; // run
|
|
}
|
|
#endif
|
|
{
|
|
u32 gc = PAD_ButtonsHeld(pad);
|
|
// DPad moves
|
|
if (gc & PAD_BUTTON_UP) J |= VBA_UP;
|
|
if (gc & PAD_BUTTON_DOWN) J |= VBA_DOWN;
|
|
if (gc & PAD_BUTTON_LEFT) J |= VBA_LEFT;
|
|
if (gc & PAD_BUTTON_RIGHT) J |= VBA_RIGHT;
|
|
if (gc & PAD_BUTTON_START) J |= VBA_BUTTON_START;
|
|
if (gc & (PAD_BUTTON_B | PAD_BUTTON_Y)) J |= VBA_BUTTON_B;
|
|
if (gc & (PAD_BUTTON_A | PAD_BUTTON_X)) J |= VBA_BUTTON_A;
|
|
if (gc & PAD_TRIGGER_Z) J |= VBA_RIGHT; // CAKTODO
|
|
if (gc & PAD_TRIGGER_R) J |= VBA_BUTTON_R; // block
|
|
if (gc & PAD_TRIGGER_L) J |= VBA_BUTTON_L; // block
|
|
}
|
|
|
|
return J;
|
|
}
|
|
|
|
u32 MKTEInput(unsigned short pad)
|
|
{
|
|
static u32 prevJ = 0, prevPrevJ = 0;
|
|
u32 J = StandardMovement(pad) | DecodeKeyboard(pad);
|
|
bool throwButton = false;
|
|
u8 Health;
|
|
u8 Side;
|
|
if (RomIdCode & 0xFFFFFF == MKDA)
|
|
{
|
|
Health = CPUReadByte(0x3000760); // 731 or 760
|
|
Side = CPUReadByte(0x3000747);
|
|
} else {
|
|
Health = CPUReadByte(0x3000761); // or 790
|
|
Side = CPUReadByte(0x3000777);
|
|
}
|
|
u32 Forwards, Back;
|
|
if (Side == 0) {
|
|
Forwards = VBA_RIGHT;
|
|
Back = VBA_LEFT;
|
|
} else {
|
|
Forwards = VBA_LEFT;
|
|
Back = VBA_RIGHT;
|
|
}
|
|
|
|
// Rumble when they lose health!
|
|
static u8 OldHealth = 0;
|
|
if (Health < OldHealth)
|
|
systemGameRumble(20);
|
|
OldHealth = Health;
|
|
|
|
#ifdef HW_RVL
|
|
WPADData * wp = WPAD_Data(pad);
|
|
|
|
// Punch
|
|
if (wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_LEFT)
|
|
J |= VBA_BUTTON_B;
|
|
// Kick
|
|
if (wp->btns_h & WPAD_BUTTON_DOWN || wp->btns_h & WPAD_BUTTON_RIGHT)
|
|
J |= VBA_BUTTON_A;
|
|
// Block
|
|
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
|
|
J |= VBA_BUTTON_R;
|
|
// Change styles
|
|
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_C))
|
|
J |= VBA_BUTTON_L;
|
|
// Throw
|
|
if (wp->btns_h & WPAD_BUTTON_A) throwButton=true;
|
|
// Pause
|
|
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_SELECT;
|
|
// Start
|
|
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
// Special move
|
|
if (wp->btns_h & WPAD_BUTTON_B) {
|
|
// CAKTODO
|
|
}
|
|
// Speed
|
|
if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2) {
|
|
J |= VBA_SPEED;
|
|
}
|
|
if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_UP) J |= VBA_UP;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_DOWN) J |= VBA_DOWN;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_LEFT) J |= VBA_LEFT;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_RIGHT) J |= VBA_RIGHT;
|
|
if (wp->btns_h & (WPAD_CLASSIC_BUTTON_X | WPAD_CLASSIC_BUTTON_Y)) J |= VBA_BUTTON_B;
|
|
if (wp->btns_h & (WPAD_CLASSIC_BUTTON_A | WPAD_CLASSIC_BUTTON_B)) J |= VBA_BUTTON_A;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS) J |= VBA_BUTTON_SELECT;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS) J |= VBA_BUTTON_START;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR) throwButton = true;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R) J |= VBA_BUTTON_R; // block
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L) J |= VBA_BUTTON_L; // run
|
|
}
|
|
#endif
|
|
{
|
|
u32 gc = PAD_ButtonsHeld(pad);
|
|
// DPad moves
|
|
if (gc & PAD_BUTTON_UP) J |= VBA_UP;
|
|
if (gc & PAD_BUTTON_DOWN) J |= VBA_DOWN;
|
|
if (gc & PAD_BUTTON_LEFT) J |= VBA_LEFT;
|
|
if (gc & PAD_BUTTON_RIGHT) J |= VBA_RIGHT;
|
|
if (gc & PAD_BUTTON_START) J |= VBA_BUTTON_START;
|
|
if (gc & (PAD_BUTTON_B | PAD_BUTTON_Y)) J |= VBA_BUTTON_B;
|
|
if (gc & (PAD_BUTTON_A | PAD_BUTTON_X)) J |= VBA_BUTTON_A;
|
|
if (gc & PAD_TRIGGER_Z) J |= throwButton = true;
|
|
if (gc & PAD_TRIGGER_R) J |= VBA_BUTTON_R; // block
|
|
if (gc & PAD_TRIGGER_L) J |= VBA_BUTTON_L; // change styles
|
|
}
|
|
if (throwButton)
|
|
{
|
|
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;
|
|
}
|
|
|