mirror of
https://github.com/dborth/vbagx.git
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671 lines
17 KiB
C++
671 lines
17 KiB
C++
/****************************************************************************
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* Visual Boy Advance GX
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*
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* Carl Kenner May 2009
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*
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* inputstarwars.cpp
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*
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* Wii/Gamecube controls for Star Wars 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 LegoStarWars1Input(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DPadWASD(pad);
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// Rumble when they lose health!
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u8 Health = 0;
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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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#ifdef HW_RVL
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if (DownUsbKeys[KS_Return]) J |= VBA_BUTTON_START; // start
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if (DownUsbKeys[KS_K] || DownUsbKeys[KS_Control_L]) J |= VBA_BUTTON_SELECT; // change chars
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if (DownUsbKeys[KS_U]) J |= VBA_BUTTON_A; // jump
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if (DownUsbKeys[KS_H]) J |= VBA_BUTTON_B; // attack
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if (DownUsbKeys[KS_J]) J |= VBA_BUTTON_R; // force power, special ability
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if (DownUsbKeys[KS_I]) J |= VBA_BUTTON_L; // build, use force (supposed to be J too)
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if (DownUsbKeys[KS_space]) J |= VBA_SPEED; // fast forward
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WPADData * wp = WPAD_Data(pad);
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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->exp.type == WPAD_EXP_NONE) {
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J |= DecodeWiimote(pad);
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} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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// build, use force
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
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J |= VBA_BUTTON_L;
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// change characters
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C)
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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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// Shoot
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if (wp->btns_h & WPAD_BUTTON_B)
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J |= VBA_BUTTON_B;
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// Light saber
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if (fabs(wp->gforce.x)> 1.5 )
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J |= VBA_BUTTON_B;
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// Force power, special ability
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if (wp->btns_h & WPAD_BUTTON_MINUS)
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J |= VBA_BUTTON_R;
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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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J |= DecodeClassic(pad);
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} else J |= DecodeWiimote(pad);
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#endif
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return J;
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}
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u32 LegoStarWars2Input(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DPadWASD(pad);
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// Rumble when they lose health!
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u8 Health = 0;
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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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#ifdef HW_RVL
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if (DownUsbKeys[KS_Return]) J |= VBA_BUTTON_START; // start
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if (DownUsbKeys[KS_K] || DownUsbKeys[KS_Control_L]) J |= VBA_BUTTON_SELECT; // change chars
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if (DownUsbKeys[KS_U]) J |= VBA_BUTTON_A; // jump
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if (DownUsbKeys[KS_H]) J |= VBA_BUTTON_B; // attack
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if (DownUsbKeys[KS_J]) J |= VBA_BUTTON_L; // force power, special ability
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if (DownUsbKeys[KS_I]) J |= VBA_BUTTON_R; // build, use force (supposed to be J too)
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if (DownUsbKeys[KS_space]) J |= VBA_SPEED; // fast forward
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WPADData * wp = WPAD_Data(pad);
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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->exp.type == WPAD_EXP_NONE) {
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J |= DecodeWiimote(pad);
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} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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// build, force transform, pull lever
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)
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J |= VBA_BUTTON_R;
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// change characters
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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_BUTTON_SELECT;
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// grapple
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if (fabs(wp->gforce.y)> 1.6 )
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J |= VBA_BUTTON_R;
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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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// Shoot
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if (wp->btns_h & WPAD_BUTTON_B)
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J |= VBA_BUTTON_B;
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// Light saber
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if (fabs(wp->gforce.x)> 1.5 )
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J |= VBA_BUTTON_B;
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// Force power, vehicle special ability
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if (wp->btns_h & WPAD_BUTTON_MINUS)
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J |= VBA_BUTTON_L;
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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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J |= DecodeClassic(pad);
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}
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#endif
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return J;
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}
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u32 SWObiWanInput(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
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// Rumble when they lose health!
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u8 Health = gbReadMemory(0xCFF2);
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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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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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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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J |= DecodeWiimote(pad);
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} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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// use the force
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
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gbWriteMemory(0xCFF1, 2);
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J |= VBA_BUTTON_A;
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}
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// Jump
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if (wp->btns_h & WPAD_BUTTON_A)
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J |= VBA_BUTTON_B;
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// Shoot
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if (wp->btns_h & WPAD_BUTTON_B) {
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gbWriteMemory(0xCFF1, 0);
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J |= VBA_BUTTON_A;
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}
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// Light saber
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if (fabs(wp->gforce.x)> 1.5 ) {
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gbWriteMemory(0xCFF1, 1);
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J |= VBA_BUTTON_A;
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}
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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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J |= DecodeClassic(pad);
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}
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#endif
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return J;
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}
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u32 SWEpisode2Input(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
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// Rumble when they lose health!
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u8 Health = CPUReadByte(0x3002fb3);
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static u8 OldHealth = 0;
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if (Health < OldHealth)
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systemGameRumble(6);
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OldHealth = Health;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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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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J |= DecodeWiimote(pad);
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} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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// Jump
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if (wp->btns_h & WPAD_BUTTON_A)
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J |= VBA_BUTTON_B;
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// Shoot (N/A)
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if (wp->btns_h & WPAD_BUTTON_B) {
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J |= VBA_BUTTON_A;
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}
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// Light saber
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if (fabs(wp->gforce.x)> 1.5 ) {
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J |= VBA_BUTTON_A;
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}
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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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// CAKTODO
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) {
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J |= VBA_BUTTON_L;
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}
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
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J |= VBA_BUTTON_R;
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}
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} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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J |= DecodeClassic(pad);
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}
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#endif
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return J;
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}
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u32 SWEpisode3Input(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
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// Rumble when they lose health!
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u8 Health = 0;//CPUReadByte(0x3002fb3);
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static u8 OldHealth = 0;
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if (Health < OldHealth)
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systemGameRumble(6);
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OldHealth = Health;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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if (wp->exp.type == WPAD_EXP_NONE) {
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J |= DecodeWiimote(pad);
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} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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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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// Shoot (N/A)
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if (wp->btns_h & WPAD_BUTTON_B) {
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J |= VBA_BUTTON_B;
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}
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// Light saber
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if (fabs(wp->gforce.x)> 1.5 ) {
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J |= VBA_BUTTON_B;
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}
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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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// CAKTODO
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) {
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J |= VBA_BUTTON_L;
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}
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// Force
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
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J |= VBA_BUTTON_R;
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}
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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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} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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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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J |= DecodeClassic(pad);
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}
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#endif
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return J;
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}
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u32 SWJediPowerBattlesInput(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
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// Rumble when they lose health!
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u8 Health = 0;//CPUReadByte(0x3002fb3);
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static u8 OldHealth = 0;
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if (Health < OldHealth)
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systemGameRumble(6);
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OldHealth = Health;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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if (wp->exp.type == WPAD_EXP_NONE) {
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J |= DecodeWiimote(pad);
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} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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// Jump
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if (wp->btns_h & WPAD_BUTTON_A)
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J |= VBA_BUTTON_B;
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// Light saber
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if (fabs(wp->gforce.x)> 1.5 ) {
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J |= VBA_BUTTON_A;
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}
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// Shoot ?
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if (wp->btns_h & WPAD_BUTTON_B) {
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J |= VBA_BUTTON_A;
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}
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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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// Block
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) {
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J |= VBA_BUTTON_R;
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}
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// Force
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
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J |= VBA_BUTTON_L;
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}
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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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} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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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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J |= DecodeClassic(pad);
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}
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#endif
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return J;
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}
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u32 SWTrilogyInput(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
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// Rumble when they lose health!
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u8 Health = 0;//CPUReadByte(0x3002fb3);
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static u8 OldHealth = 0;
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if (Health < OldHealth)
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systemGameRumble(6);
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OldHealth = Health;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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if (wp->exp.type == WPAD_EXP_NONE) {
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J |= DecodeWiimote(pad);
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} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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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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// Light saber
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if (fabs(wp->gforce.x)> 1.5 ) {
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J |= VBA_BUTTON_B;
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}
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// Shoot
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if (wp->btns_h & WPAD_BUTTON_B) {
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J |= VBA_BUTTON_B;
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}
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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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// Block
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) {
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J |= VBA_BUTTON_L;
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}
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// Force
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
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J |= VBA_BUTTON_R;
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}
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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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} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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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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J |= DecodeClassic(pad);
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}
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#endif
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return J;
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}
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u32 SWEpisode4Input(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
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// Rumble when they lose health!
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u8 Health = 0;
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static u8 OldHealth = 0;
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if (Health < OldHealth)
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systemGameRumble(6);
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OldHealth = Health;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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if (wp->exp.type == WPAD_EXP_NONE) {
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J |= DecodeWiimote(pad);
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} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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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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// Light saber
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if (fabs(wp->gforce.x)> 1.5 ) {
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J |= VBA_BUTTON_B;
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}
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// Shoot / run
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if (wp->btns_h & WPAD_BUTTON_B) {
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J |= VBA_BUTTON_B;
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}
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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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// Block
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) {
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J |= VBA_BUTTON_B;
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}
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// Force
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
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}
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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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} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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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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J |= DecodeClassic(pad);
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}
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#endif
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return J;
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}
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u32 SWEpisode5Input(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
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// Rumble when they lose health!
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u8 Health = 0;
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static u8 OldHealth = 0;
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if (Health < OldHealth)
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systemGameRumble(6);
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OldHealth = Health;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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if (wp->exp.type == WPAD_EXP_NONE) {
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J |= DecodeWiimote(pad);
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} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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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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// Light saber
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if (fabs(wp->gforce.x)> 1.5 ) {
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J |= VBA_BUTTON_B;
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}
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// Shoot / run
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if (wp->btns_h & WPAD_BUTTON_B) {
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J |= VBA_BUTTON_B;
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}
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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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// Block
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) {
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J |= VBA_BUTTON_B;
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}
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// Force
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
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}
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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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} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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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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J |= DecodeClassic(pad);
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}
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#endif
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return J;
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}
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u32 SWEpisode6Input(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
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// Rumble when they lose health!
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u8 Health = 0;
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static u8 OldHealth = 0;
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if (Health < OldHealth)
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systemGameRumble(6);
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OldHealth = Health;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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if (wp->exp.type == WPAD_EXP_NONE) {
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J |= DecodeWiimote(pad);
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} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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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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// Light saber
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if (fabs(wp->gforce.x)> 1.5 ) {
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J |= VBA_BUTTON_B;
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}
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// Shoot / run
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if (wp->btns_h & WPAD_BUTTON_B) {
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J |= VBA_BUTTON_B;
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}
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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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// Block
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) {
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J |= VBA_BUTTON_B;
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}
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// Force
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
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}
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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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} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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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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J |= DecodeClassic(pad);
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}
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#endif
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return J;
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}
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u32 SWYodaStoriesInput(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
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// Rumble when they lose health!
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u8 Health = 0;//gbReadMemory(0xD58A); // actually health bar progress
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static u8 OldHealth = 0;
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if (Health < OldHealth)
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systemGameRumble(6);
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OldHealth = Health;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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if (wp->exp.type == WPAD_EXP_NONE) {
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J |= DecodeWiimote(pad);
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} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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// Drag object, get out of dialog
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if (wp->btns_h & WPAD_BUTTON_A)
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J |= VBA_BUTTON_B;
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// Light saber
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if (fabs(wp->gforce.x)> 1.5 ) {
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// should change weapon here
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J |= VBA_BUTTON_A;
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}
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// Shoot / run
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if (wp->btns_h & WPAD_BUTTON_B) {
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// should change weapon here
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J |= VBA_BUTTON_A;
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}
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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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// Force
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
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// should change weapon here
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J |= VBA_BUTTON_A;
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}
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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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} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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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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J |= DecodeClassic(pad);
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}
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#endif
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return J;
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}
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u32 SWNDAInput(unsigned short pad) {
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u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeKeyboard(pad);
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// Rumble when they lose health!
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u8 Health = 0;
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static u8 OldHealth = 0;
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if (Health < OldHealth)
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systemGameRumble(6);
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OldHealth = Health;
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#ifdef HW_RVL
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WPADData * wp = WPAD_Data(pad);
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if (wp->exp.type == WPAD_EXP_NONE) {
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J |= DecodeWiimote(pad);
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} else if (wp->exp.type == WPAD_EXP_NUNCHUK) {
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// Jump attack, the only kind of jumping in this game
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// Note, this only works if you press B first, then A
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if (wp->btns_h & WPAD_BUTTON_A) {
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J &= ~(VBA_DOWN | VBA_LEFT | VBA_RIGHT);
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J |= VBA_BUTTON_A | VBA_UP;
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}
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// Light saber
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if (fabs(wp->gforce.x)> 1.5 ) {
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J |= VBA_BUTTON_A;
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}
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// Activate light saber
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if (wp->btns_h & WPAD_BUTTON_B) {
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J |= VBA_BUTTON_A;
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}
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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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// Force
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) {
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J |= VBA_BUTTON_R;
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}
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// Block
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if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) {
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J |= VBA_BUTTON_B;
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}
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// Change force power
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if (wp->btns_h & (WPAD_BUTTON_LEFT | WPAD_BUTTON_RIGHT | WPAD_BUTTON_UP | WPAD_BUTTON_DOWN)) {
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J |= VBA_BUTTON_L;
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}
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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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} else if (wp->exp.type == WPAD_EXP_CLASSIC) {
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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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J |= DecodeClassic(pad);
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}
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#endif
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return J;
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}
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