vbagx/source/ngc/gameinput.cpp
Carl.Kenner 3ae39c8ff0 Lego Star Wars keyboard controls added, based on Lego Star Wars for the PC.
Mortal Kombat Gamecube and Classic Controller controls added, based on Armageddon.
2009-04-09 06:27:47 +00:00

965 lines
27 KiB
C++

/****************************************************************************
* Visual Boy Advance GX
*
* Carl Kenner Febuary 2009
*
* gameinput.cpp
*
* Wii/Gamecube controls for individual games
***************************************************************************/
#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"
char DebugStr[50] = "";
/*void DebugPrintf(const char *format, ...) {
va_list args;
va_start( args, format );
vsprintf( DebugStr, format, args );
va_end( args );
}*/
u32 LegoStarWars1Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DPadWASD(pad);
// Rumble when they lose health!
u8 Health = 0;
static u8 OldHealth = 0;
if (Health < OldHealth)
systemGameRumble(20);
OldHealth = Health;
#ifdef HW_RVL
if (DownUsbKeys[KB_ENTER]) J |= VBA_BUTTON_START; // start
if (DownUsbKeys[KB_K] || DownUsbKeys[KB_LCTRL]) J |= VBA_BUTTON_SELECT; // change chars
if (DownUsbKeys[KB_U]) J |= VBA_BUTTON_A; // jump
if (DownUsbKeys[KB_H]) J |= VBA_BUTTON_B; // attack
if (DownUsbKeys[KB_J]) J |= VBA_BUTTON_R; // force power, special ability
if (DownUsbKeys[KB_I]) J |= VBA_BUTTON_L; // build, use force (supposed to be J too)
if (DownUsbKeys[KB_SPACE]) J |= VBA_SPEED; // fast forward
WPADData * wp = WPAD_Data(pad);
// Start/Select
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
if (wp->exp.type == WPAD_EXP_NONE) {
// CAKTODO
J |= DecodeWiimote(pad);
} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
// build, use force
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
J |= VBA_BUTTON_L;
// change characters
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C)
J |= VBA_BUTTON_SELECT;
// Jump
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A;
// Shoot
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_BUTTON_B;
// Light saber
if (fabs(wp->gforce.x)> 1.5 )
J |= VBA_BUTTON_B;
// Force power, special ability
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_R;
if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2)
J |= VBA_SPEED;
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
J |= DecodeClassic(pad);
} else J |= DecodeWiimote(pad);
#endif
return J;
}
u32 LegoStarWars2Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DPadWASD(pad);
// Rumble when they lose health!
u8 Health = 0;
static u8 OldHealth = 0;
if (Health < OldHealth)
systemGameRumble(20);
OldHealth = Health;
#ifdef HW_RVL
if (DownUsbKeys[KB_ENTER]) J |= VBA_BUTTON_START; // start
if (DownUsbKeys[KB_K] || DownUsbKeys[KB_LCTRL]) J |= VBA_BUTTON_SELECT; // change chars
if (DownUsbKeys[KB_U]) J |= VBA_BUTTON_A; // jump
if (DownUsbKeys[KB_H]) J |= VBA_BUTTON_B; // attack
if (DownUsbKeys[KB_J]) J |= VBA_BUTTON_L; // force power, special ability
if (DownUsbKeys[KB_I]) J |= VBA_BUTTON_R; // build, use force (supposed to be J too)
if (DownUsbKeys[KB_SPACE]) J |= VBA_SPEED; // fast forward
WPADData * wp = WPAD_Data(pad);
// Start/Select
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
if (wp->exp.type == WPAD_EXP_NONE) {
J |= DecodeWiimote(pad);
} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
// build, force transform, pull lever
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
J |= VBA_BUTTON_R;
// change characters
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C || wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2)
J |= VBA_BUTTON_SELECT;
// grapple
if (fabs(wp->gforce.y)> 1.6 )
J |= VBA_BUTTON_R;
// Jump
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A;
// Shoot
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_BUTTON_B;
// Light saber
if (fabs(wp->gforce.x)> 1.5 )
J |= VBA_BUTTON_B;
// Force power, vehicle special ability
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_L;
if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2)
J |= VBA_SPEED;
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
J |= DecodeClassic(pad);
}
#endif
return J;
}
u32 TMNTInput(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad) | DecodeClassic(pad) | DecodeKeyboard(pad) | DecodeGamecube(pad);
static u32 LastDir = VBA_RIGHT;
static bool wait = false;
static int holdcount = 0;
bool Jump=0, Attack=0, SpinKick=0, Roll=0, Pause=0, Select=0;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
Jump = (wp->btns_h & WPAD_BUTTON_A);
Attack = (fabs(wp->gforce.x)> 1.5);
SpinKick = (fabs(wp->exp.nunchuk.gforce.x)> 0.5);
Roll = (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z || wp->btns_h & WPAD_NUNCHUK_BUTTON_C);
Pause = (wp->btns_h & WPAD_BUTTON_PLUS);
Select = (wp->btns_h & WPAD_BUTTON_MINUS);
// Swap Turtles or super turtle summon
if (wp->btns_h & WPAD_BUTTON_B) {
if (wp->exp.nunchuk.orient.pitch < -35 && wp->orient.pitch < -35)
J |= VBA_BUTTON_L | VBA_BUTTON_R;
else J |= VBA_BUTTON_R;
}
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
Jump = (wp->btns_h & WPAD_CLASSIC_BUTTON_B);
Attack = (wp->btns_h & WPAD_CLASSIC_BUTTON_A);
SpinKick = (wp->btns_h & WPAD_CLASSIC_BUTTON_X);
Pause = (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS);
Select = (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS);
Roll = (wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_L | WPAD_CLASSIC_BUTTON_FULL_R | WPAD_CLASSIC_BUTTON_ZL | WPAD_CLASSIC_BUTTON_ZR));
// Swap Turtles or super turtle summon
if (wp->btns_h & WPAD_CLASSIC_BUTTON_Y) {
holdcount++;
if (holdcount > 20)
J |= VBA_BUTTON_L | VBA_BUTTON_R;
}
if (wp->btns_u & WPAD_CLASSIC_BUTTON_Y) {
if (holdcount <= 20)
J |= VBA_BUTTON_R;
holdcount = 0;
}
} else {
Jump = (wp->btns_h & WPAD_BUTTON_A);
Attack = (fabs(wp->gforce.x)> 1.5);
Pause = (wp->btns_h & WPAD_BUTTON_PLUS);
Select = (wp->btns_h & WPAD_BUTTON_MINUS);
// Swap Turtles or super turtle summon
if (wp->btns_h & WPAD_BUTTON_B) {
if (wp->orient.pitch < -40)
J |= VBA_BUTTON_L | VBA_BUTTON_R;
else J |= VBA_BUTTON_R;
}
SpinKick = (wp->btns_h & WPAD_BUTTON_1);
Roll = (wp->btns_h & WPAD_BUTTON_2);
}
#endif
u32 gc = PAD_ButtonsHeld(pad);
u32 released = PAD_ButtonsUp(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;
// Jump
if (gc & PAD_BUTTON_A) J |= VBA_BUTTON_A;
// Swap turtles, hold for super family move
if (gc & PAD_BUTTON_B) {
holdcount++;
if (holdcount > 20)
J |= VBA_BUTTON_L | VBA_BUTTON_R;
}
if (released & PAD_BUTTON_B) {
if (holdcount <= 20)
J |= VBA_BUTTON_R;
holdcount = 0;
}
// Attack
if (gc & PAD_BUTTON_X) Attack = true;
// Spin kick
if (gc & PAD_BUTTON_Y) SpinKick = true;
// Pause
if (gc & PAD_BUTTON_START) Pause = true;
// Select
if (gc & PAD_TRIGGER_Z) Select = true;
// Roll
if (gc & PAD_TRIGGER_L || gc & PAD_TRIGGER_R) Roll = true;
if (Jump) J |= VBA_BUTTON_A;
if (Attack) J |= VBA_BUTTON_B;
if (SpinKick) J |= VBA_BUTTON_B | VBA_BUTTON_A;
if (Pause) J |= VBA_BUTTON_START;
if (Select) J |= VBA_BUTTON_SELECT;
if (Roll) {
if (!wait) {
J |= LastDir; // Double tap D-Pad to roll CAKTODO
wait = true;
} else wait = false;
}
if (J & VBA_RIGHT) LastDir = VBA_RIGHT;
else if (J & VBA_LEFT) LastDir = VBA_LEFT;
return J;
}
u32 HarryPotter1GBCInput(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad) | DPadWASD(pad) | DPadArrowKeys(pad)
| DecodeGamecube(pad);
//u8 ScreenMode = gbReadMemory(0xFFCF);
//u8 CursorItem = gbReadMemory(0xFFD5);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
// Pause Menu
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Map (well, it tells you where you are)
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
// talk or interact
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A;
// cancel
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_BUTTON_B;
// spells
if (fabs(wp->gforce.x)> 1.5)
J |= VBA_BUTTON_A;
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_BUTTON_L;
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_BUTTON_R;
// Run (uses emulator speed button)
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
J |= VBA_SPEED;
// Camera, just tells you what room you are in. CAKTODO make press and release trigger it
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_C))
J |= VBA_BUTTON_SELECT;
#endif
// CAKTODO spell gestures
return J;
}
u32 HarryPotter2GBCInput(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad) | DPadWASD(pad) | DPadArrowKeys(pad)
| DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
// Pause Menu
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Map (well, it tells you where you are)
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
// talk or interact
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A;
// cancel
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_BUTTON_B;
// spells
if (fabs(wp->gforce.x)> 1.5)
J |= VBA_BUTTON_A;
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_BUTTON_L;
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_BUTTON_R;
// Run (uses emulator speed button)
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
J |= VBA_SPEED;
// Camera, just tells you what room you are in. CAKTODO make press and release trigger it
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_C))
J |= VBA_BUTTON_SELECT;
// CAKTODO spell gestures
#endif
return J;
}
u32 HarryPotter1Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DPadWASD(pad) | DPadArrowKeys(pad)
| DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
// DPad works in the map
if (wp->btns_h & WPAD_BUTTON_RIGHT)
J |= VBA_BUTTON_R;
if (wp->btns_h & WPAD_BUTTON_LEFT)
J |= VBA_BUTTON_L;
if (wp->btns_h & WPAD_BUTTON_UP)
J |= VBA_UP;
if (wp->btns_h & WPAD_BUTTON_DOWN)
J |= VBA_DOWN;
// Pause
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Map
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
// talk or interact
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A;
// spells
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_BUTTON_B;
if (fabs(wp->gforce.x)> 1.5)
J |= VBA_BUTTON_B;
if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2)
J |= VBA_BUTTON_R;
// Run (uses emulator speed button)
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
J |= VBA_SPEED;
// Flute
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_C))
J |= VBA_BUTTON_L;
// CAKTODO spell gestures
#endif
return J;
}
u32 HarryPotter2Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DPadWASD(pad) | DPadArrowKeys(pad)
| DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
// DPad works in the map
if (wp->btns_h & WPAD_BUTTON_RIGHT)
J |= VBA_BUTTON_R;
if (wp->btns_h & WPAD_BUTTON_LEFT)
J |= VBA_BUTTON_L;
if (wp->btns_h & WPAD_BUTTON_UP)
J |= VBA_UP;
if (wp->btns_h & WPAD_BUTTON_DOWN)
J |= VBA_DOWN;
// Pause
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Map
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
// talk or interact or sneak
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_B;
// spells
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_BUTTON_A;
if (fabs(wp->gforce.x)> 1.5)
J |= VBA_BUTTON_A;
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_BUTTON_L;
if (wp->btns_h & WPAD_BUTTON_2)
J |= VBA_BUTTON_L;
// Sneak instead of run
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
J |= VBA_BUTTON_B;
// Jump with C button
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_C))
J |= VBA_BUTTON_R;
// CAKTODO spell gestures
#endif
return J;
}
u32 HarryPotter3Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DPadWASD(pad) | DPadArrowKeys(pad)
| DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
// DPad works in the map
if (wp->btns_h & WPAD_BUTTON_RIGHT)
J |= VBA_BUTTON_R;
if (wp->btns_h & WPAD_BUTTON_LEFT)
J |= VBA_BUTTON_L;
if (wp->btns_h & WPAD_BUTTON_UP)
J |= VBA_UP;
if (wp->btns_h & WPAD_BUTTON_DOWN)
J |= VBA_DOWN;
// Pause
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Map doesn't exist. Options instead
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
// talk or interact
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A;
// spells
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_BUTTON_B;
if (fabs(wp->gforce.x)> 1.5)
J |= VBA_BUTTON_B;
// Change spells
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_BUTTON_L;
if (wp->btns_h & WPAD_BUTTON_2)
J |= VBA_BUTTON_R;
// Run (uses emulator speed button)
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
J |= VBA_SPEED;
// CAKTODO spell gestures
// swing sideways for Flipendo
// point at ceiling for Lumos
#endif
return J;
}
u32 HarryPotter4Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DPadArrowKeys(pad)
| DecodeGamecube(pad);
#ifdef HW_RVL
if (DownUsbKeys[KB_A]) J |= VBA_BUTTON_L;
if (DownUsbKeys[KB_D]) J |= VBA_BUTTON_R;
if (DownUsbKeys[KB_ENTER] || DownUsbKeys[KB_X]) J |= VBA_BUTTON_A;
if (DownUsbKeys[KB_C]) J |= VBA_BUTTON_B;
if (DownUsbKeys[KB_TAB]) J |= VBA_BUTTON_SELECT;
if (DownUsbKeys[KB_SPACE]) J |= VBA_BUTTON_START;
if (DownUsbKeys[KB_LSHIFT] || DownUsbKeys[KB_RSHIFT]) J |= VBA_SPEED;
WPADData * wp = WPAD_Data(pad);
// DPad works in the map
if (wp->btns_h & WPAD_BUTTON_RIGHT)
J |= VBA_BUTTON_R;
if (wp->btns_h & WPAD_BUTTON_LEFT)
J |= VBA_BUTTON_L;
if (wp->btns_h & WPAD_BUTTON_UP)
J |= VBA_UP;
if (wp->btns_h & WPAD_BUTTON_DOWN)
J |= VBA_DOWN;
// Pause
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Map doesn't exist. Select Needed for starting game.
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
// talk or interact or jinx
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A;
if (fabs(wp->gforce.x)> 1.5)
J |= VBA_BUTTON_A;
// Charms
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_BUTTON_B;
// L and R
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_BUTTON_L;
if (wp->btns_h & WPAD_BUTTON_2)
J |= VBA_BUTTON_R;
// Run (uses emulator speed button)
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
J |= VBA_SPEED;
// CAKTODO spell gestures
// swing sideways for Flipendo
// point at ceiling for Lumos
#endif
return J;
}
u32 HarryPotter5Input(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DPadWASD(pad);
#ifdef HW_RVL
// Keyboard controls based on Harry Potter 5 for PC
if (DownUsbKeys[KB_LEFT]) J |= VBA_BUTTON_L;
if (DownUsbKeys[KB_RIGHT]) J |= VBA_BUTTON_R;
if (DownUsbKeys[KB_UP] || DownUsbKeys[KB_DOWN]) J |= VBA_BUTTON_B;
if (DownUsbKeys[KB_ENTER]) J |= VBA_BUTTON_A;
if (DownUsbKeys[KB_TAB]) J |= VBA_BUTTON_SELECT;
if (DownUsbKeys[KB_SPACE]) J |= VBA_BUTTON_START;
if (DownUsbKeys[KB_LSHIFT] || DownUsbKeys[KB_RSHIFT]) J |= VBA_SPEED;
WPADData * wp = WPAD_Data(pad);
// Wand cursor, normally controlled by DPad, now controlled by Wiimote!
int cx = 0;
int cy = 0;
static int oldcx = 0;
static int oldcy = 0;
u8 WandOut = CPUReadByte(0x200e0dd);
if (WandOut && CursorValid) {
cx = (CursorX * 268)/640;
cy = (CursorY * 187)/480;
if (cx<0x14) cx=0x14;
else if (cx>0xf8) cx=0xf8;
if (cy<0x13) cy=0x13;
else if (cy>0xa8) cy=0xa8;
CPUWriteByte(0x200e0fe, cx);
CPUWriteByte(0x200e102, cy);
}
oldcx = cx;
oldcy = cy;
// DPad works in the map
if (wp->btns_h & WPAD_BUTTON_RIGHT)
J |= VBA_BUTTON_R;
if (wp->btns_h & WPAD_BUTTON_LEFT)
J |= VBA_BUTTON_L;
if (wp->btns_h & WPAD_BUTTON_UP)
J |= VBA_UP;
if (wp->btns_h & WPAD_BUTTON_DOWN)
J |= VBA_DOWN;
// Pause
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Map (actually objectives)
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
// talk or interact
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A;
// spells
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_BUTTON_B;
// Run (uses emulator speed button)
if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z))
J |= VBA_SPEED;
// CAKTODO spell gestures
#endif
return J;
}
u32 TwistedInput(unsigned short pad) {
// Change this to true if you want to see the screen tilt.
TiltScreen = false;
u32 J = StandardMovement(pad) | DecodeKeyboard(pad) | DecodeGamecube(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
TiltSideways = false;
J |= StandardDPad(pad);
// Pause
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Select and L do nothing!
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_BUTTON_L | VBA_SPEED;
if (wp->btns_h & WPAD_BUTTON_2)
J |= VBA_BUTTON_L | VBA_SPEED;
// A Button
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A;
// B Button
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_BUTTON_B;
// Grab an icon and prevent menu from spinning
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
J |= VBA_BUTTON_R;
// Speed
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C)
J |= VBA_SPEED;
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
TiltSideways = false;
J |= StandardDPad(pad) | StandardClassic(pad);
} else {
TiltSideways = true;
J |= StandardSideways(pad);
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_SPEED;
}
#endif
return J;
}
u32 KirbyTntInput(unsigned short pad) {
TiltScreen = false;
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
TiltSideways = false;
J |= StandardDPad(pad);
// Pause
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Select and L do nothing!
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_BUTTON_B;
if (wp->btns_h & WPAD_BUTTON_2)
J |= VBA_BUTTON_A;
// A Button
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A;
// B Button
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_BUTTON_B;
// Speed
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C)
J |= VBA_SPEED;
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
TiltSideways = false;
J |= StandardDPad(pad) | DecodeClassic(pad);
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A;
} else {
TiltSideways = true;
J |= StandardSideways(pad);
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A;
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_SPEED;
}
#endif
return J;
}
u32 MohInfiltratorInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
if (wp->exp.type == WPAD_EXP_NONE)
J |= DecodeWiimote(pad);
else if (wp->exp.type == WPAD_EXP_CLASSIC) {
J |= DecodeClassic(pad);
} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
// Pause, objectives, menu
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Action button, use
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_L;
// Use sights/scope, not needed in this game
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A | VBA_BUTTON_L;
// Shoot
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_BUTTON_A;
// Reload
if (fabs(wp->gforce.y)> 1.6 || wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_2)
J |= VBA_BUTTON_L;
// Strafe
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C)
J |= VBA_BUTTON_R;
// Change weapon
if (wp->btns_h & WPAD_BUTTON_LEFT || wp->btns_h & WPAD_BUTTON_RIGHT)
J |= VBA_BUTTON_B;
// Speed
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_SPEED;
} else
J |= DecodeWiimote(pad);
#endif
return J;
}
u32 MohUndergroundInput(unsigned short pad) {
u32 J = StandardMovement(pad) | DecodeClassic(pad) | DecodeWiimote(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
static bool crouched = false;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
// Joystick controls L and R, not left and right
if (J & VBA_LEFT)
J |= VBA_BUTTON_L;
if (J & VBA_RIGHT)
J |= VBA_BUTTON_R;
J &= ~(VBA_LEFT | VBA_RIGHT);
// Cursor controls left and right for turning
CursorVisible = true;
if (CursorValid) {
if (CursorX < 320 - 40)
J |= VBA_LEFT;
else if (CursorX> 320 + 40)
J |= VBA_RIGHT;
}
// Crouch
if (wp->btns_h & WPAD_BUTTON_DOWN)
crouched = !crouched;
// Pause, objectives, menu
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Action button, not needed in this game
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= 0;
// Use sights/scope, not needed in this game
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A;
// Shoot
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_BUTTON_A;
// Reload
if (fabs(wp->gforce.y)> 1.6 || wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_2)
J |= VBA_BUTTON_SELECT;
// Change weapon
if (wp->btns_h & WPAD_BUTTON_LEFT || wp->btns_h & WPAD_BUTTON_RIGHT)
J |= VBA_BUTTON_B;
// Speed
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_SPEED;
} else {
CursorVisible = false;
}
#endif
if (crouched && (!(J & VBA_BUTTON_L)) && (!(J & VBA_BUTTON_R)))
J |= VBA_BUTTON_L | VBA_BUTTON_R;
return J;
}
u32 BoktaiInput(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad)
| DecodeKeyboard(pad) | DecodeGamecube(pad) | DecodeClassic(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
static bool GunRaised = false;
// Action
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A;
// Hold Gun Del Sol up to the light to recharge
if ((-wp->orient.pitch)> 45) {
GunRaised = true;
} else if ((-wp->orient.pitch) < 40) {
GunRaised = false;
}
if (GunRaised)
J |= VBA_BUTTON_A;
// Fire Gun Del Sol
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_BUTTON_B;
// Look around or change subscreen
if (wp->btns_h & WPAD_BUTTON_2)
J |= VBA_BUTTON_R;
// Start
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Select
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
// Look around
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C)
J |= VBA_BUTTON_R;
// Change element or change subscreen
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
J |= VBA_BUTTON_L;
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_SPEED;
} else {
// Change element or change subscreen
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_BUTTON_L;
}
#endif
return J;
}
u32 Boktai2Input(unsigned short pad) {
u32 J = StandardMovement(pad) | StandardDPad(pad)
| DecodeKeyboard(pad) | DecodeGamecube(pad) | DecodeClassic(pad);
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
static bool GunRaised = false;
// Action
if (wp->btns_h & WPAD_BUTTON_A)
J |= VBA_BUTTON_A;
// Hold gun or hand up to the light to recharge
if ((-wp->orient.pitch)> 45) {
GunRaised = true;
} else if ((-wp->orient.pitch) < 40) {
GunRaised = false;
}
if (GunRaised)
J |= VBA_BUTTON_A;
// Fire Gun Del Sol
if (wp->btns_h & WPAD_BUTTON_B)
J |= VBA_BUTTON_B;
// Swing sword or hammer or stab spear
if (fabs(wp->gforce.x)> 1.8)
J |= VBA_BUTTON_B;
// Look around or change subscreen
if (wp->btns_h & WPAD_BUTTON_2)
J |= VBA_BUTTON_R;
// Start
if (wp->btns_h & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
// Select
if (wp->btns_h & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
// Look around
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C)
J |= VBA_BUTTON_R;
// Change element or change subscreen
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
J |= VBA_BUTTON_L;
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_SPEED;
} else {
// Change element or change subscreen
if (wp->btns_h & WPAD_BUTTON_1)
J |= VBA_BUTTON_L;
}
#endif
return J;
}
u32 OnePieceInput(unsigned short pad) {
// Only Nunchuk and Gamecube controls available
// Keyboard, Wiimote and Classic controls depend on user configuration
u32 J = StandardMovement(pad)
| DecodeKeyboard(pad) | DecodeWiimote(pad) | DecodeClassic(pad);
static u32 LastDir = VBA_RIGHT;
bool JumpButton=0, AttackButton=0, ViewButton=0, CharacterButton=0, PauseButton=0,
DashButton=0, GrabButton=0, SpeedButton=0, AttackUpButton = 0;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
// Nunchuk controls are based on One Piece: Unlimited Adventure for the Wii
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
J |= StandardDPad(pad);
JumpButton = wp->btns_h & WPAD_BUTTON_B;
AttackButton = wp->btns_h & WPAD_BUTTON_A;
CharacterButton = wp->btns_h & WPAD_BUTTON_MINUS;
PauseButton = wp->btns_h & WPAD_BUTTON_PLUS;
DashButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_C;
GrabButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_Z;
ViewButton = wp->btns_h & WPAD_BUTTON_1; // doesn't do anything?
SpeedButton = wp->btns_h & WPAD_BUTTON_2;
}
#endif
// Gamecube controls are based on One Piece Grand Adventure
{
u32 gc = PAD_ButtonsHeld(pad);
signed char gc_px = PAD_SubStickX(pad);
if (gc_px > 70) J |= VBA_SPEED;
JumpButton = JumpButton || gc & PAD_BUTTON_Y;
AttackButton = AttackButton || gc & PAD_BUTTON_A;
GrabButton = GrabButton || gc & PAD_BUTTON_B;
AttackUpButton = AttackUpButton || gc & PAD_BUTTON_X;
DashButton = DashButton || gc & PAD_TRIGGER_L;
PauseButton = PauseButton || gc & PAD_BUTTON_START;
CharacterButton = CharacterButton || gc & PAD_TRIGGER_R; // supposed to be block
}
if (JumpButton) J |= VBA_BUTTON_A;
if (AttackButton) J |= VBA_BUTTON_B;
if (AttackUpButton) J |= VBA_UP | VBA_BUTTON_B;
if (CharacterButton) J |= VBA_BUTTON_L;
if (DashButton) J |= LastDir;
if (PauseButton) J |= VBA_BUTTON_START;
if (GrabButton) J |= VBA_BUTTON_R;
if (SpeedButton) J |= VBA_SPEED;
if (ViewButton) J |= VBA_BUTTON_SELECT; // doesn't do anything?
if (J & VBA_RIGHT) LastDir = VBA_RIGHT;
else if (J & VBA_LEFT) LastDir = VBA_LEFT;
return J;
}