mirror of
https://github.com/dborth/vbagx.git
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5727662110
Added controls for One Piece. Fixed in-game cursor. Removed annoying rumble from Minish Cap items screen. Added change list and instructions to readme.txt. Moved some of the functions from gameinput.cpp. I think it is ready for release.
892 lines
25 KiB
C++
892 lines
25 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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* gameinput.cpp
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*
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* Wii/Gamecube controls for individual 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 "vba.h"
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#include "button_mapping.h"
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#include "audio.h"
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#include "video.h"
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#include "input.h"
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#include "gameinput.h"
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#include "vbasupport.h"
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#include "wiiusbsupport.h"
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#include "gba/GBA.h"
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#include "gba/bios.h"
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#include "gba/GBAinline.h"
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u32 MarioKartInput(unsigned short pad) {
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u32 J = StandardMovement(pad);
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static u32 frame = 0;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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u8 Health = 0;
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static u8 OldHealth = 0;
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float fraction;
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// Rumble when they lose health!
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if (Health < OldHealth)
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systemGameRumble(20);
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OldHealth = Health;
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// Start/Select
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if (wp->btns_h & WPAD_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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if (wp->btns_h & WPAD_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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if (wp->exp.type == WPAD_EXP_NONE)
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{
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// Use item
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if (wp->btns_h & WPAD_BUTTON_RIGHT)
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{
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J |= VBA_BUTTON_L | VBA_UP;
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J &= ~VBA_DOWN;
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}
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else if (wp->btns_h & WPAD_BUTTON_LEFT)
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{
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J |= VBA_BUTTON_L | VBA_DOWN;
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J &= ~VBA_UP;
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}
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else if (wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_DOWN)
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J |= VBA_BUTTON_L;
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// Accelerate
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if (wp->btns_h & WPAD_BUTTON_2)
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J |= VBA_BUTTON_A;
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// Brake
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if (wp->btns_h & WPAD_BUTTON_1)
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J |= VBA_BUTTON_B;
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// Jump/Power slide
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if (wp->btns_h & WPAD_BUTTON_A)
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J |= VBA_BUTTON_R;
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if (wp->btns_h & WPAD_BUTTON_B)
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J |= VBA_BUTTON_R;
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if (wp->orient.pitch> 12) {
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fraction = (wp->orient.pitch - 12)/60.0f;
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if ((frame % 60)/60.0f < fraction)
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J |= VBA_LEFT;
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} else if (wp->orient.pitch <- 12) {
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fraction = -(wp->orient.pitch + 10)/60.0f;
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if ((frame % 60)/60.0f < fraction)
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J |= VBA_RIGHT;
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}
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} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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// Use item
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
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J |= VBA_BUTTON_L;
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// Accelerate
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if (wp->btns_h & WPAD_BUTTON_A)
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J |= VBA_BUTTON_A;
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// Brake
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if (wp->btns_h & WPAD_BUTTON_B)
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J |= VBA_BUTTON_B;
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// Jump
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if (fabs(wp->gforce.y)> 1.5 )
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J |= VBA_BUTTON_R;
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if (wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_LEFT || wp->btns_h & WPAD_BUTTON_RIGHT || wp->btns_h & WPAD_BUTTON_DOWN)
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J |= VBA_BUTTON_R;
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} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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// Use item
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L)
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J |= VBA_BUTTON_L;
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// Accelerate
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_A)
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J |= VBA_BUTTON_A;
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// Brake
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if (wp->btns_h & WPAD_BUTTON_B)
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J |= VBA_BUTTON_B;
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// Jump
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
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J |= VBA_BUTTON_R;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_UP || wp->btns_h & WPAD_CLASSIC_BUTTON_LEFT || wp->btns_h & WPAD_CLASSIC_BUTTON_RIGHT || wp->btns_h & WPAD_CLASSIC_BUTTON_DOWN)
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J |= VBA_BUTTON_R;
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// Start/Select
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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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}
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#endif
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u32 gc = PAD_ButtonsHeld(pad);
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if (gc & PAD_BUTTON_START)
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J |= VBA_BUTTON_START;
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if (gc & PAD_BUTTON_X || gc & PAD_BUTTON_Y)
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J |= VBA_BUTTON_SELECT;
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if (gc & PAD_BUTTON_A)
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J |= VBA_BUTTON_A;
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if (gc & PAD_BUTTON_B)
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J |= VBA_BUTTON_B;
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if (gc & PAD_TRIGGER_L)
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J |= VBA_BUTTON_L;
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if (gc & PAD_TRIGGER_R)
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J |= VBA_BUTTON_R;
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if (gc & PAD_BUTTON_UP || gc & PAD_BUTTON_DOWN || gc & PAD_BUTTON_LEFT
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|| gc & PAD_BUTTON_RIGHT)
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J |= VBA_BUTTON_R;
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frame++;
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return J;
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}
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u32 Mario1DXInput(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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bool run = false;
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run = (wp->exp.type==WPAD_EXP_NUNCHUK && wp->exp.nunchuk.js.mag> 0.83) || (wp->exp.type==WPAD_EXP_CLASSIC && wp->exp.classic.ljs.mag> 0.83);
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run = run && ((J & VBA_LEFT) || (J & VBA_RIGHT));
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if (wp->exp.type==WPAD_EXP_NUNCHUK) {
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// Pause
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if (wp->btns_h & WPAD_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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// Select
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if (wp->btns_h & WPAD_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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// Jump
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if (wp->btns_h & WPAD_BUTTON_A)
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J |= VBA_BUTTON_A;
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// Run, pick up
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if (wp->btns_h & WPAD_BUTTON_B || run)
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J |= VBA_BUTTON_B;
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// Starspin shoots when using fireflower
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if (fabs(wp->gforce.x)> 1.5)
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J |= VBA_BUTTON_B;
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// Camera (must come before Crouch)
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if (!(wp->btns_h & WPAD_NUNCHUK_BUTTON_C))
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J &= ~(VBA_DOWN | VBA_UP);
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if (wp->btns_h & WPAD_BUTTON_UP)
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J |= VBA_UP;
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if (wp->btns_h & WPAD_BUTTON_DOWN)
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J |= VBA_DOWN;
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// Crouch (must come after Camera)
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
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J |= VBA_DOWN;
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// Speed
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if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2)
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J |= VBA_SPEED;
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} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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// Pause
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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// Select
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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// Jump
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
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J |= VBA_BUTTON_A;
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// Run, pick up, throw, fire
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y || run)
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J |= VBA_BUTTON_B;
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// Spin attack
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_A)
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J |= VBA_BUTTON_B;
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// Camera
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J &= ~(VBA_DOWN | VBA_UP);
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L)
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J |= VBA_DOWN;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
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J |= VBA_UP;
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// Crouch
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL) {
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J |= VBA_DOWN;
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J &= ~VBA_UP;
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}
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// DPad movement/camera
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_UP)
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J |= VBA_UP;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_DOWN)
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J |= VBA_DOWN;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_LEFT)
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J |= VBA_LEFT;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_RIGHT)
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J |= VBA_RIGHT;
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// Speed
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR)
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J |= VBA_SPEED;
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} else
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J |= StandardSideways(pad);
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#endif
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return J;
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}
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u32 Mario1ClassicInput(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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bool run = false;
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run = (wp->exp.type==WPAD_EXP_NUNCHUK && wp->exp.nunchuk.js.mag> 0.83) || (wp->exp.type==WPAD_EXP_CLASSIC && wp->exp.classic.ljs.mag> 0.83);
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run = run && ((J & VBA_LEFT) || (J & VBA_RIGHT));
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if (wp->exp.type==WPAD_EXP_NUNCHUK) {
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J |= StandardDPad(pad);
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// Pause
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if (wp->btns_h & WPAD_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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// Select
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if (wp->btns_h & WPAD_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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// Jump
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if (wp->btns_h & WPAD_BUTTON_A)
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J |= VBA_BUTTON_A;
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// Run, pick up
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if (wp->btns_h & WPAD_BUTTON_B || run)
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J |= VBA_BUTTON_B;
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// Starspin shoots when using fireflower
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if (fabs(wp->gforce.x)> 1.5)
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J |= VBA_BUTTON_B;
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// Crouch
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
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J |= VBA_DOWN;
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J &= ~VBA_UP;
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}
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// Speed
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if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2)
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J |= VBA_SPEED;
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} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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// DPad movement
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J |= StandardDPad(pad);
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// Pause
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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// Select
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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// Jump
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
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J |= VBA_BUTTON_A;
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// Run, pick up, throw, fire
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y || run)
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J |= VBA_BUTTON_B;
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// Spin attack
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_A)
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J |= VBA_BUTTON_B;
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// Crouch
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL || wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L)
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{
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J |= VBA_DOWN;
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J &= ~VBA_UP;
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}
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// Speed
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR)
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J |= VBA_SPEED;
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} else
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J |= StandardSideways(pad);
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#endif
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return J;
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}
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u32 MarioLand1Input(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeKeyboard(pad) | DecodeGamecube(pad);
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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bool run = false;
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run = (wp->exp.type==WPAD_EXP_NUNCHUK && wp->exp.nunchuk.js.mag> 0.83) || (wp->exp.type==WPAD_EXP_CLASSIC && wp->exp.classic.ljs.mag> 0.83);
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run = run && ((J & VBA_LEFT) || (J & VBA_RIGHT));
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if (wp->exp.type == WPAD_EXP_NONE)
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J |= StandardSideways(pad);
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else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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J |= StandardDPad(pad);
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// Pause
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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// Select
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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// Jump
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
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J |= VBA_BUTTON_A;
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// Run, pick up, throw, fire
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y || run)
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J |= VBA_BUTTON_B;
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// Spin attack
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_A)
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J |= VBA_BUTTON_B;
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// Crouch
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL || wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L)
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{
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J |= VBA_DOWN;
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J &= ~VBA_UP;
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}
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// Speed
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR || wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
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J |= VBA_SPEED;
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} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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J |= StandardDPad(pad);
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// Pause
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if (wp->btns_h & WPAD_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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// Select
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if (wp->btns_h & WPAD_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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// Jump
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if (wp->btns_h & WPAD_BUTTON_A)
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J |= VBA_BUTTON_A;
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// Run, pick up, throw, fire
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if (wp->btns_h & WPAD_BUTTON_B || run)
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J |= VBA_BUTTON_B;
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if (fabs(wp->gforce.x)> 1.5)
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J |= VBA_BUTTON_B;
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// Crouch
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
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J |= VBA_DOWN;
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// Speed
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C || wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2)
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J |= VBA_SPEED;
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}
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else
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J |= DecodeWiimote(pad);
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#endif
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return J;
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}
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u32 MarioLand2Input(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeKeyboard(pad) | DecodeGamecube(pad);
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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bool run = false;
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run = (wp->exp.type==WPAD_EXP_NUNCHUK && wp->exp.nunchuk.js.mag> 0.83) || (wp->exp.type==WPAD_EXP_CLASSIC && wp->exp.classic.ljs.mag> 0.83);
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run = run && ((J & VBA_LEFT) || (J & VBA_RIGHT));
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if (wp->exp.type == WPAD_EXP_NONE)
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J |= StandardSideways(pad);
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else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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J |= StandardDPad(pad);
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// Pause
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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// Select
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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// Jump
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
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J |= VBA_BUTTON_A;
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// Run, pick up, throw, fire
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y || run)
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J |= VBA_BUTTON_B;
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// Spin attack
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_A)
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J |= VBA_DOWN | VBA_BUTTON_A;
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// Camera
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L)
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J |= VBA_DOWN | VBA_BUTTON_B;
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
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J |= VBA_UP | VBA_BUTTON_B;
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// Crouch
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL && (!(wp->btns_h & WPAD_CLASSIC_BUTTON_A))) {
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J |= VBA_DOWN;
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// if the run button is held down, crouching also looks down
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// which we don't want when using the Z button
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J &= ~VBA_BUTTON_B;
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J &= ~VBA_UP;
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}
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// Speed
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if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR)
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J |= VBA_SPEED;
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} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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// Pause
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if (wp->btns_h & WPAD_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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// Select
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if (wp->btns_h & WPAD_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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// Jump
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if (wp->btns_h & WPAD_BUTTON_A)
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J |= VBA_BUTTON_A;
|
|
// Run, pick up, throw, fire
|
|
if (wp->btns_h & WPAD_BUTTON_B || run)
|
|
J |= VBA_BUTTON_B;
|
|
// Spin attack
|
|
if (fabs(wp->gforce.x)> 1.4)
|
|
J |= VBA_DOWN | VBA_BUTTON_A;
|
|
// Camera
|
|
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C)
|
|
J |= VBA_BUTTON_B;
|
|
if (wp->btns_h & WPAD_BUTTON_UP)
|
|
J |= VBA_BUTTON_B | VBA_UP;
|
|
if (wp->btns_h & WPAD_BUTTON_DOWN)
|
|
J |= VBA_BUTTON_B | VBA_DOWN;
|
|
if (wp->btns_h & WPAD_BUTTON_LEFT)
|
|
J |= VBA_BUTTON_B | VBA_LEFT;
|
|
if (wp->btns_h & WPAD_BUTTON_RIGHT)
|
|
J |= VBA_BUTTON_B | VBA_RIGHT;
|
|
// Crouch
|
|
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z && (!(wp->btns_h & WPAD_BUTTON_A))) {
|
|
J |= VBA_DOWN;
|
|
// if the run button is held down, crouching also looks down
|
|
// which we don't want when using the Z button
|
|
J &= ~VBA_BUTTON_B;
|
|
J &= ~VBA_UP;
|
|
}
|
|
// Speed
|
|
if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2)
|
|
J |= VBA_SPEED;
|
|
} else
|
|
J |= DecodeWiimote(pad);
|
|
#endif
|
|
return J;
|
|
}
|
|
|
|
u32 Mario2Input(unsigned short pad)
|
|
{
|
|
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad) | DecodeWiimote(pad);
|
|
#ifdef HW_RVL
|
|
WPADData * wp = WPAD_Data(pad);
|
|
bool run = false;
|
|
run = (wp->exp.type==WPAD_EXP_NUNCHUK && wp->exp.nunchuk.js.mag> 0.83) || (wp->exp.type==WPAD_EXP_CLASSIC && wp->exp.classic.ljs.mag> 0.83);
|
|
run = run && ((J & VBA_LEFT) || (J & VBA_RIGHT));
|
|
|
|
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
|
|
// DPad looks around
|
|
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_BUTTON_L;
|
|
if (wp->btns_h & WPAD_BUTTON_DOWN)
|
|
J |= VBA_BUTTON_L;
|
|
|
|
// Pause
|
|
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
// Select
|
|
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_SELECT;
|
|
|
|
// Jump
|
|
if (wp->btns_h & WPAD_BUTTON_A)
|
|
J |= VBA_BUTTON_A;
|
|
// Run, pick up
|
|
if (wp->btns_h & WPAD_BUTTON_B)
|
|
J |= VBA_BUTTON_B;
|
|
if (fabs(wp->gforce.x)> 1.5)
|
|
J |= VBA_BUTTON_B;
|
|
|
|
// Crouch
|
|
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
|
|
J |= VBA_DOWN;
|
|
|
|
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C)
|
|
J |= VBA_BUTTON_L;
|
|
if (wp->btns_h & WPAD_BUTTON_1)
|
|
J |= VBA_BUTTON_R;
|
|
if (wp->btns_h & WPAD_BUTTON_2)
|
|
J |= VBA_BUTTON_R;
|
|
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
|
// DPad movement
|
|
J |= StandardDPad(pad);
|
|
// Pause
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
// Select
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_SELECT;
|
|
// Jump
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
|
|
J |= VBA_BUTTON_A;
|
|
// Run, pick up, throw, fire
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y || run)
|
|
J |= VBA_BUTTON_B;
|
|
// Spin attack
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_A)
|
|
J |= VBA_BUTTON_A;
|
|
// R
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
|
|
J |= VBA_BUTTON_R;
|
|
// Crouch
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L || wp->btns_h & WPAD_CLASSIC_BUTTON_ZL) {
|
|
J |= VBA_DOWN;
|
|
J &= ~VBA_UP;
|
|
}
|
|
// Speed
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR)
|
|
J |= VBA_SPEED;
|
|
}
|
|
#endif
|
|
return J;
|
|
}
|
|
|
|
u32 MarioWorldInput(unsigned short pad) {
|
|
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
|
|
u8 CarryState = CPUReadByte(0x3003F06); // 01 = carrying, 00 = not carrying
|
|
u8 InYoshisMouth = CPUReadByte(0x3003F53); // FF = nothing, 00 = no level, else thing
|
|
u8 FallState = CPUReadByte(0x3003FA1); // 0B = jump, 24 = fall
|
|
u8 RidingYoshi = CPUReadByte(0x3004302); // 00 = not riding, 01 = riding
|
|
static bool NeedStomp = false;
|
|
bool dontrun = false;
|
|
bool run = false;
|
|
static bool dontletgo = false;
|
|
dontrun = (InYoshisMouth != 0 && InYoshisMouth != 0xFF && RidingYoshi);
|
|
bool BButton = false;
|
|
#ifdef HW_RVL
|
|
WPADData * wp = WPAD_Data(pad);
|
|
|
|
run = (wp->exp.type==WPAD_EXP_NUNCHUK && wp->exp.nunchuk.js.mag> 0.83) || (wp->exp.type==WPAD_EXP_CLASSIC && wp->exp.classic.ljs.mag> 0.83);
|
|
BButton = (wp->exp.type == WPAD_EXP_CLASSIC && (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y)) || wp->btns_h & WPAD_BUTTON_B;
|
|
#endif
|
|
u32 gc = PAD_ButtonsHeld(pad);
|
|
BButton = BButton || gc & PAD_BUTTON_B;
|
|
if (run && CarryState && !BButton)
|
|
dontletgo = true;
|
|
if (!CarryState)
|
|
dontletgo = false;
|
|
#ifdef HW_RVL
|
|
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
|
|
J |= StandardDPad(pad);
|
|
// Pause
|
|
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
// Select
|
|
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_SELECT;
|
|
|
|
// Jump
|
|
if (wp->btns_h & WPAD_BUTTON_A)
|
|
J |= VBA_BUTTON_A;
|
|
// Run, pick up
|
|
if ((run && !dontrun) || wp->btns_h & WPAD_BUTTON_B || dontletgo)
|
|
J |= VBA_BUTTON_B;
|
|
if (wp->btns_h & WPAD_BUTTON_B && dontletgo) {
|
|
J = J & ~VBA_BUTTON_B;
|
|
dontletgo = false;
|
|
}
|
|
// Spin attack
|
|
if (fabs(wp->gforce.x)> 1.5)
|
|
J |= VBA_BUTTON_R;
|
|
|
|
// Butt stomp
|
|
if (FallState!=0 && (wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) && (!RidingYoshi))
|
|
NeedStomp = true;
|
|
if (FallState!=0 && (wp->exp.type == WPAD_EXP_CLASSIC) && (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL || wp->btns_h & WPAD_CLASSIC_BUTTON_ZR) && (!RidingYoshi))
|
|
NeedStomp = true;
|
|
// Crouch
|
|
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
|
|
J |= VBA_DOWN; // Crouch
|
|
J &= ~VBA_UP;
|
|
}
|
|
|
|
// Camera
|
|
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) {
|
|
if (J & VBA_DOWN || J & VBA_UP)
|
|
J |= VBA_BUTTON_L;
|
|
else if (J & VBA_RIGHT || J & VBA_LEFT) {
|
|
J |= VBA_BUTTON_L;
|
|
J &= ~VBA_RIGHT;
|
|
J &= ~VBA_LEFT;
|
|
}
|
|
}
|
|
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
|
J |= StandardDPad(pad);
|
|
// Pause
|
|
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->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_SELECT;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y)
|
|
J |= VBA_BUTTON_B;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
|
|
J |= VBA_BUTTON_A;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_A || wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
|
|
J |= VBA_BUTTON_R;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L)
|
|
J |= VBA_BUTTON_L;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL || wp->btns_h & WPAD_CLASSIC_BUTTON_ZR)
|
|
{
|
|
J |= VBA_DOWN; // Crouch
|
|
J &= ~VBA_UP;
|
|
}
|
|
}
|
|
|
|
BButton = (wp->exp.type == WPAD_EXP_CLASSIC && (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y)) || wp->btns_h & WPAD_BUTTON_B;
|
|
#endif
|
|
// Gamecube controller
|
|
if (gc & PAD_BUTTON_A)
|
|
J |= VBA_BUTTON_A;
|
|
if (gc & PAD_BUTTON_B)
|
|
J |= VBA_BUTTON_B;
|
|
if (gc & PAD_BUTTON_X)
|
|
J |= VBA_BUTTON_R;
|
|
if (gc & PAD_BUTTON_Y)
|
|
J |= VBA_BUTTON_SELECT;
|
|
if (gc & PAD_TRIGGER_R)
|
|
J |= VBA_BUTTON_R;
|
|
if (gc & PAD_TRIGGER_L)
|
|
J |= VBA_BUTTON_L;
|
|
if (gc & PAD_BUTTON_START)
|
|
J |= VBA_BUTTON_START;
|
|
if (gc & PAD_TRIGGER_Z) {
|
|
J |= VBA_DOWN;
|
|
J &= ~VBA_UP;
|
|
}
|
|
// if we try to use Yoshi's tongue while running, release run for one frame
|
|
if (run && BButton && !dontrun && !dontletgo)
|
|
J &= ~VBA_BUTTON_B;
|
|
if (NeedStomp && FallState == 0 && !RidingYoshi) {
|
|
J |= VBA_BUTTON_R; // spin attack only works when on ground
|
|
NeedStomp = false;
|
|
}
|
|
|
|
return J;
|
|
}
|
|
|
|
u32 Mario3Input(unsigned short pad)
|
|
{
|
|
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
|
|
#ifdef HW_RVL
|
|
WPADData * wp = WPAD_Data(pad);
|
|
bool run = false;
|
|
|
|
run = (wp->exp.type==WPAD_EXP_NUNCHUK && wp->exp.nunchuk.js.mag> 0.83) || (wp->exp.type==WPAD_EXP_CLASSIC && wp->exp.classic.ljs.mag> 0.83);
|
|
run = run && ((J & VBA_LEFT) || (J & VBA_RIGHT));
|
|
|
|
if (wp->exp.type == WPAD_EXP_NONE)
|
|
J |= DecodeWiimote(pad);
|
|
else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
|
// DPad movement
|
|
J |= StandardDPad(pad);
|
|
// Pause
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
// Select
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_L;
|
|
// Replay menu
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
|
|
J |= VBA_BUTTON_SELECT;
|
|
// Jump
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
|
|
J |= VBA_BUTTON_A;
|
|
// Run, pick up, throw, fire
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_X || wp->btns_h & WPAD_CLASSIC_BUTTON_Y || run)
|
|
J |= VBA_BUTTON_B;
|
|
// Spin attack (racoon costume, fire flower)
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_A)
|
|
J |= VBA_BUTTON_B;
|
|
// Crouch
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL || wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L) {
|
|
J |= VBA_DOWN;
|
|
J &= ~VBA_UP;
|
|
}
|
|
// Speed
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR)
|
|
J |= VBA_SPEED;
|
|
|
|
} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
|
|
J |= StandardDPad(pad);
|
|
// Pause
|
|
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
// Select
|
|
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_L;
|
|
// Replay Menu
|
|
if (wp->btns_h & WPAD_BUTTON_1)
|
|
J |= VBA_BUTTON_SELECT;
|
|
// Jump
|
|
if (wp->btns_h & WPAD_BUTTON_A)
|
|
J |= VBA_BUTTON_A;
|
|
// Run, pick up, throw, fire
|
|
if (wp->btns_h & WPAD_BUTTON_B || run)
|
|
J |= VBA_BUTTON_B;
|
|
// Spin attack (racoon, fire flower)
|
|
if (fabs(wp->gforce.x)> 1.4)
|
|
J |= VBA_BUTTON_B;
|
|
// Crouch
|
|
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
|
|
{
|
|
J |= VBA_DOWN;
|
|
J &= ~VBA_UP;
|
|
}
|
|
// Speed
|
|
if (wp->btns_h & WPAD_BUTTON_2)
|
|
J |= VBA_SPEED;
|
|
}
|
|
#endif
|
|
|
|
return J;
|
|
}
|
|
|
|
u32 YoshiIslandInput(unsigned short pad)
|
|
{
|
|
u32 J = StandardMovement(pad) | DecodeWiimote(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
|
|
|
|
#ifdef HW_RVL
|
|
WPADData * wp = WPAD_Data(pad);
|
|
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
|
|
J |= StandardDPad(pad);
|
|
// Pause
|
|
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
// Select
|
|
if (wp->btns_h & WPAD_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_SELECT;
|
|
|
|
// Jump
|
|
if (wp->btns_h & WPAD_BUTTON_A)
|
|
J |= VBA_BUTTON_A;
|
|
// Run, pick up
|
|
if (wp->btns_h & WPAD_BUTTON_B)
|
|
J |= VBA_BUTTON_B;
|
|
// throw
|
|
if (wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2)
|
|
J |= VBA_BUTTON_R;
|
|
|
|
// Crouch, lay egg
|
|
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
|
|
J |= VBA_DOWN; // Crouch
|
|
J &= ~VBA_UP;
|
|
}
|
|
|
|
// Camera
|
|
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C)
|
|
J |= VBA_BUTTON_L;
|
|
|
|
} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
|
J |= StandardDPad(pad);
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_SELECT;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_X)
|
|
J |= VBA_BUTTON_B;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_Y)
|
|
J |= VBA_BUTTON_R;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_B)
|
|
J |= VBA_BUTTON_A;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_A || wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
|
|
J |= VBA_BUTTON_R;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L)
|
|
J |= VBA_BUTTON_L;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL || wp->btns_h & WPAD_CLASSIC_BUTTON_ZR)
|
|
{
|
|
J |= VBA_DOWN; // Crouch
|
|
J &= ~VBA_UP;
|
|
}
|
|
}
|
|
#endif
|
|
// Gamecube controller
|
|
{
|
|
u32 gc = PAD_ButtonsHeld(pad);
|
|
if (gc & PAD_BUTTON_A)
|
|
J |= VBA_BUTTON_A;
|
|
if (gc & PAD_BUTTON_B)
|
|
J |= VBA_BUTTON_B;
|
|
if (gc & PAD_BUTTON_X)
|
|
J |= VBA_BUTTON_R;
|
|
if (gc & PAD_BUTTON_Y)
|
|
J |= VBA_BUTTON_SELECT;
|
|
if (gc & PAD_TRIGGER_R)
|
|
J |= VBA_BUTTON_R;
|
|
if (gc & PAD_TRIGGER_L)
|
|
J |= VBA_BUTTON_L;
|
|
if (gc & PAD_BUTTON_START)
|
|
J |= VBA_BUTTON_START;
|
|
if (gc & PAD_TRIGGER_Z) {
|
|
J |= VBA_DOWN;
|
|
J &= ~VBA_UP;
|
|
}
|
|
}
|
|
return J;
|
|
}
|
|
|
|
u32 UniversalGravitationInput(unsigned short pad) {
|
|
TiltScreen = true;
|
|
u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
|
|
#ifdef HW_RVL
|
|
WPADData * wp = WPAD_Data(pad);
|
|
if (wp->exp.type == WPAD_EXP_NUNCHUK) {
|
|
J |= StandardDPad(pad);
|
|
TiltSideways = false;
|
|
// Pause
|
|
if (wp->btns_h & WPAD_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
// Select, L & R 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_R | VBA_SPEED;
|
|
|
|
// Jump
|
|
if (wp->btns_h & WPAD_BUTTON_A)
|
|
J |= VBA_BUTTON_A;
|
|
// tongue
|
|
if (wp->btns_h & WPAD_BUTTON_B)
|
|
J |= VBA_BUTTON_B;
|
|
// Crouch, butt stomp
|
|
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
|
|
J |= VBA_DOWN; // Crouch
|
|
J &= ~VBA_UP;
|
|
}
|
|
// Camera
|
|
if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) {
|
|
J |= VBA_UP;
|
|
}
|
|
}
|
|
else if (wp->exp.type == WPAD_EXP_CLASSIC) {
|
|
TiltSideways = false;
|
|
J |= StandardDPad(pad);
|
|
// A bit stupid playing with the classic controller, but nevermind.
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
|
J |= VBA_BUTTON_START;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS)
|
|
J |= VBA_BUTTON_SELECT;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_X)
|
|
J |= VBA_BUTTON_B;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_Y)
|
|
J |= VBA_BUTTON_R;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_B || wp->btns_h & WPAD_CLASSIC_BUTTON_A)
|
|
J |= VBA_BUTTON_A;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L || wp->btns_h & WPAD_CLASSIC_BUTTON_ZL)
|
|
J |= VBA_DOWN;
|
|
if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R)
|
|
J |= VBA_UP;
|
|
if (WPAD_CLASSIC_BUTTON_ZR)
|
|
J |= VBA_SPEED;
|
|
} else {
|
|
J |= StandardSideways(pad);
|
|
TiltSideways = true;
|
|
}
|
|
#endif
|
|
return J;
|
|
}
|
|
|