// WarioWare Twisted u32 TwistedInput(unsigned short pad) { // Change this to true if you want to see the screen tilt. TiltScreen = false; u32 J = StandardMovement(pad) | DecodeGamecube(pad); #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NUNCHUK) { TiltSideways = false; J |= StandardDPad(pad); // Pause if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; // Select and L do nothing! if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; if (wp->btns_h & WPAD_BUTTON_1) J |= VBA_BUTTON_L | VBA_SPEED; if (wp->btns_h & WPAD_BUTTON_2) J |= VBA_BUTTON_L | VBA_SPEED; // A Button if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_A; // B Button if (wp->btns_h & WPAD_BUTTON_B) J |= VBA_BUTTON_B; // Grab an icon and prevent menu from spinning if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) J |= VBA_BUTTON_R; // Calibrate if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) { CalibrateWario = true; } else CalibrateWario = false; } else if (wp->exp.type == WPAD_EXP_CLASSIC) { TiltSideways = false; J |= StandardDPad(pad) | StandardClassic(pad); } else { TiltSideways = true; J |= StandardSideways(pad); if (wp->btns_h & WPAD_BUTTON_B) { CalibrateWario = true; } else CalibrateWario = false; } #endif return J; }
u32 ReturnOfTheKingInput(unsigned short pad) { // Only Nunchuk controls available // Wiimote, Gamecube and Classic controls depend on user configuration u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeWiimote(pad) | DecodeClassic(pad); bool AbilityButton=0, AttackButton=0, UseButton=0, ChangeSkillButton=0, PauseButton=0, ItemsButton=0, SpeedButton=0; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); // Nunchuk controls are made up if (wp->exp.type == WPAD_EXP_NUNCHUK) { J |= StandardDPad(pad); AbilityButton = wp->btns_h & WPAD_BUTTON_B; UseButton = wp->btns_h & WPAD_BUTTON_A; PauseButton = wp->btns_h & WPAD_BUTTON_PLUS; ItemsButton = wp->btns_h & WPAD_BUTTON_MINUS; SpeedButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_C; ChangeSkillButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_Z; AttackButton = (fabs(wp->gforce.x)> 1.5); } #endif if (AbilityButton) J |= VBA_BUTTON_A; if (AttackButton) J |= VBA_BUTTON_B; if (ChangeSkillButton) J |= VBA_BUTTON_L; if (ItemsButton) J |= VBA_BUTTON_START; if (UseButton) J |= VBA_BUTTON_R; if (SpeedButton) J |= VBA_SPEED; if (PauseButton) J |= VBA_BUTTON_SELECT; return J; }
u32 KirbyTntInput(unsigned short pad) { TiltScreen = false; u32 J = StandardMovement(pad) | DecodeGamecube(pad); #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NUNCHUK) { TiltSideways = false; J |= StandardDPad(pad); // Pause if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; // Select and L do nothing! if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; if (wp->btns_h & WPAD_BUTTON_1) J |= VBA_BUTTON_B; if (wp->btns_h & WPAD_BUTTON_2) J |= VBA_BUTTON_A; // A Button if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_A; // B Button if (wp->btns_h & WPAD_BUTTON_B) J |= VBA_BUTTON_B; // Speed if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) J |= VBA_SPEED; } else if (wp->exp.type == WPAD_EXP_CLASSIC) { TiltSideways = false; J |= StandardDPad(pad) | DecodeClassic(pad); if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_A; } else { TiltSideways = true; J |= StandardSideways(pad); if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_A; if (wp->btns_h & WPAD_BUTTON_B) J |= VBA_SPEED; } #endif return J; }
u32 OnePieceInput(unsigned short pad) { // Only Nunchuk and Gamecube controls available // Wiimote and Classic controls depend on user configuration u32 J = StandardMovement(pad) | DecodeWiimote(pad) | DecodeClassic(pad); static u32 LastDir = VBA_RIGHT; bool JumpButton=0, AttackButton=0, ViewButton=0, CharacterButton=0, PauseButton=0, DashButton=0, GrabButton=0, SpeedButton=0, AttackUpButton = 0; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); // Nunchuk controls are based on One Piece: Unlimited Adventure for the Wii if (wp->exp.type == WPAD_EXP_NUNCHUK) { J |= StandardDPad(pad); JumpButton = wp->btns_h & WPAD_BUTTON_B; AttackButton = wp->btns_h & WPAD_BUTTON_A; CharacterButton = wp->btns_h & WPAD_BUTTON_MINUS; PauseButton = wp->btns_h & WPAD_BUTTON_PLUS; DashButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_C; GrabButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_Z; ViewButton = wp->btns_h & WPAD_BUTTON_1; // doesn't do anything? SpeedButton = wp->btns_h & WPAD_BUTTON_2; } #endif // Gamecube controls are based on One Piece Grand Adventure { u32 gc = PAD_ButtonsHeld(pad); signed char gc_px = PAD_SubStickX(pad); if (gc_px > 70) J |= VBA_SPEED; JumpButton = JumpButton || gc & PAD_BUTTON_Y; AttackButton = AttackButton || gc & PAD_BUTTON_A; GrabButton = GrabButton || gc & PAD_BUTTON_B; AttackUpButton = AttackUpButton || gc & PAD_BUTTON_X; DashButton = DashButton || gc & PAD_TRIGGER_L; PauseButton = PauseButton || gc & PAD_BUTTON_START; CharacterButton = CharacterButton || gc & PAD_TRIGGER_R; // supposed to be block } if (JumpButton) J |= VBA_BUTTON_A; if (AttackButton) J |= VBA_BUTTON_B; if (AttackUpButton) J |= VBA_UP | VBA_BUTTON_B; if (CharacterButton) J |= VBA_BUTTON_L; if (DashButton) J |= LastDir; if (PauseButton) J |= VBA_BUTTON_START; if (GrabButton) J |= VBA_BUTTON_R; if (SpeedButton) J |= VBA_SPEED; if (ViewButton) J |= VBA_BUTTON_SELECT; // doesn't do anything? if (J & VBA_RIGHT) LastDir = VBA_RIGHT; else if (J & VBA_LEFT) LastDir = VBA_LEFT; return J; }
u32 Boktai2Input(unsigned short pad) { u32 J = StandardMovement(pad) | StandardDPad(pad) | DecodeGamecube(pad) | DecodeClassic(pad); #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); static bool GunRaised = false; // Action if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_A; // Hold gun or hand up to the light to recharge if ((-wp->orient.pitch)> 45) { GunRaised = true; } else if ((-wp->orient.pitch) < 40) { GunRaised = false; } if (GunRaised) J |= VBA_BUTTON_A; // Fire Gun Del Sol if (wp->btns_h & WPAD_BUTTON_B) J |= VBA_BUTTON_B; // Swing sword or hammer or stab spear if (fabs(wp->gforce.x)> 1.8) J |= VBA_BUTTON_B; // Look around or change subscreen if (wp->btns_h & WPAD_BUTTON_2) J |= VBA_BUTTON_R; // Start if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; // Select if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; if (wp->exp.type == WPAD_EXP_NUNCHUK) { // Look around if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) J |= VBA_BUTTON_R; // Change element or change subscreen if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) J |= VBA_BUTTON_L; if (wp->btns_h & WPAD_BUTTON_1) J |= VBA_SPEED; } else { // Change element or change subscreen if (wp->btns_h & WPAD_BUTTON_1) J |= VBA_BUTTON_L; } #endif return J; }
u32 HarryPotter1GBCInput(unsigned short pad) { u32 J = StandardMovement(pad) | StandardDPad(pad) | DecodeGamecube(pad); //u8 ScreenMode = gbReadMemory(0xFFCF); //u8 CursorItem = gbReadMemory(0xFFD5); #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); // Pause Menu if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; // Map (well, it tells you where you are) if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; // talk or interact if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_A; // cancel if (wp->btns_h & WPAD_BUTTON_B) J |= VBA_BUTTON_B; // spells if (fabs(wp->gforce.x)> 1.5) J |= VBA_BUTTON_A; if (wp->btns_h & WPAD_BUTTON_1) J |= VBA_BUTTON_L; if (wp->btns_h & WPAD_BUTTON_1) J |= VBA_BUTTON_R; // Run (uses emulator speed button) if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z)) J |= VBA_SPEED; // Camera, just tells you what room you are in. CAKTODO make press and release trigger it if ((wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & WPAD_NUNCHUK_BUTTON_C)) J |= VBA_BUTTON_SELECT; #endif // CAKTODO spell gestures return J; }
u32 UniversalGravitationInput(unsigned short pad) { TiltScreen = true; u32 J = StandardMovement(pad) | DecodeGamecube(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; }
u32 YoshiIslandInput(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeWiimote(pad) | DecodeGamecube(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 Mario3Input(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(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 MarioWorldInput(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(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 MarioLand2Input(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(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 |= StandardSideways(pad); else if (wp->exp.type == WPAD_EXP_CLASSIC) { 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_DOWN | VBA_BUTTON_A; // Camera if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_L) J |= VBA_DOWN | VBA_BUTTON_B; if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R) J |= VBA_UP | VBA_BUTTON_B; // Crouch if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL && (!(wp->btns_h & WPAD_CLASSIC_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_CLASSIC_BUTTON_ZR) J |= VBA_SPEED; } else if (wp->exp.type == WPAD_EXP_NUNCHUK) { // 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, 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 TMNTGBA2Input(unsigned short pad) { u32 J = StandardMovement(pad) | StandardDPad(pad); static u32 LastDir = VBA_RIGHT; //static bool wait = false; //static int holdcount = 0; bool Jump=0, Attack=0, SpinKick=0, SpecialMove=0, Pause=0, Select=0, Look=0; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NUNCHUK) { Jump = (wp->btns_h & WPAD_BUTTON_A); Attack = (fabs(wp->gforce.x)> 1.5) || (wp->btns_h & WPAD_BUTTON_B); SpinKick = (fabs(wp->exp.nunchuk.gforce.x)> 0.5); SpecialMove = (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z); Pause = (wp->btns_h & WPAD_BUTTON_PLUS); Select = (wp->btns_h & WPAD_BUTTON_MINUS); Look = (wp->btns_h & WPAD_NUNCHUK_BUTTON_C); // Swap Turtles or super turtle summon if (wp->btns_h & WPAD_BUTTON_B) { //J |= VBA_BUTTON_START; } } else if (wp->exp.type == WPAD_EXP_CLASSIC) { Jump = (wp->btns_h & WPAD_CLASSIC_BUTTON_B); Attack = (wp->btns_h & WPAD_CLASSIC_BUTTON_A); SpinKick = (wp->btns_h & WPAD_CLASSIC_BUTTON_X); Pause = (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS); Select = (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS); SpecialMove = (wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_L | WPAD_CLASSIC_BUTTON_FULL_R | WPAD_CLASSIC_BUTTON_ZR)); Look = (wp->btns_h & WPAD_CLASSIC_BUTTON_ZL); // Swap Turtles or super turtle summon if (wp->btns_h & WPAD_CLASSIC_BUTTON_Y) { //J |= VBA_BUTTON_START; } } else { Jump = (wp->btns_h & WPAD_BUTTON_A); Attack = (fabs(wp->gforce.x)> 1.5) || (wp->btns_h & WPAD_BUTTON_B); Pause = (wp->btns_h & WPAD_BUTTON_PLUS); Select = (wp->btns_h & WPAD_BUTTON_MINUS); // Swap Turtles or super turtle summon if (wp->btns_h & WPAD_BUTTON_B) { Look = true; } SpinKick = (wp->btns_h & WPAD_BUTTON_1); SpecialMove = (wp->btns_h & WPAD_BUTTON_2); } #endif u32 gc = PAD_ButtonsHeld(pad); // DPad moves if (gc & PAD_BUTTON_UP) J |= VBA_UP; if (gc & PAD_BUTTON_DOWN) J |= VBA_DOWN; if (gc & PAD_BUTTON_LEFT) J |= VBA_LEFT; if (gc & PAD_BUTTON_RIGHT) J |= VBA_RIGHT; // Jump if (gc & PAD_BUTTON_A) J |= VBA_BUTTON_A; // Swap turtles if (gc & PAD_BUTTON_B) { Look = true; } // Attack if (gc & PAD_BUTTON_X) Attack = true; // Spin kick if (gc & PAD_BUTTON_Y) SpinKick = true; // Pause if (gc & PAD_BUTTON_START) Pause = true; // Select if (gc & PAD_TRIGGER_Z) Select = true; // SpecialMove if (gc & PAD_TRIGGER_L || gc & PAD_TRIGGER_R) SpecialMove = true; if (Jump) J |= VBA_BUTTON_A; if (Attack) J |= VBA_BUTTON_B; if (SpinKick) J |= VBA_BUTTON_R; if (Pause) J |= VBA_BUTTON_START; if (Select) J |= VBA_BUTTON_SELECT; if (SpecialMove) { J |= VBA_UP | VBA_BUTTON_A; // CAKTODO, currently works for Don and Mike } if (J & VBA_RIGHT) LastDir = VBA_RIGHT; else if (J & VBA_LEFT) LastDir = VBA_LEFT; return J; }
u32 TMNTInput(unsigned short pad) { u32 J = StandardMovement(pad) | StandardDPad(pad); static u32 LastDir = VBA_RIGHT; static bool wait = false; static int holdcount = 0; bool Jump=0, Attack=0, SpinKick=0, Roll=0, Pause=0, Select=0; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NUNCHUK) { Jump = (wp->btns_h & WPAD_BUTTON_A); Attack = (fabs(wp->gforce.x)> 1.5); SpinKick = (fabs(wp->exp.nunchuk.gforce.x)> 0.5); Roll = (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z || wp->btns_h & WPAD_NUNCHUK_BUTTON_C); Pause = (wp->btns_h & WPAD_BUTTON_PLUS); Select = (wp->btns_h & WPAD_BUTTON_MINUS); // Swap Turtles or super turtle summon if (wp->btns_h & WPAD_BUTTON_B) { if (wp->exp.nunchuk.orient.pitch < -35 && wp->orient.pitch < -35) J |= VBA_BUTTON_L | VBA_BUTTON_R; else J |= VBA_BUTTON_R; } } else if (wp->exp.type == WPAD_EXP_CLASSIC) { Jump = (wp->btns_h & WPAD_CLASSIC_BUTTON_B); Attack = (wp->btns_h & WPAD_CLASSIC_BUTTON_A); SpinKick = (wp->btns_h & WPAD_CLASSIC_BUTTON_X); Pause = (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS); Select = (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS); Roll = (wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_L | WPAD_CLASSIC_BUTTON_FULL_R | WPAD_CLASSIC_BUTTON_ZL | WPAD_CLASSIC_BUTTON_ZR)); // Swap Turtles or super turtle summon if (wp->btns_h & WPAD_CLASSIC_BUTTON_Y) { holdcount++; if (holdcount > 20) J |= VBA_BUTTON_L | VBA_BUTTON_R; } if (wp->btns_u & WPAD_CLASSIC_BUTTON_Y) { if (holdcount <= 20) J |= VBA_BUTTON_R; holdcount = 0; } } else { Jump = (wp->btns_h & WPAD_BUTTON_A); Attack = (fabs(wp->gforce.x)> 1.5); Pause = (wp->btns_h & WPAD_BUTTON_PLUS); Select = (wp->btns_h & WPAD_BUTTON_MINUS); // Swap Turtles or super turtle summon if (wp->btns_h & WPAD_BUTTON_B) { if (wp->orient.pitch < -40) J |= VBA_BUTTON_L | VBA_BUTTON_R; else J |= VBA_BUTTON_R; } SpinKick = (wp->btns_h & WPAD_BUTTON_1); Roll = (wp->btns_h & WPAD_BUTTON_2); } #endif u32 gc = PAD_ButtonsHeld(pad); u32 released = PAD_ButtonsUp(pad); // DPad moves if (gc & PAD_BUTTON_UP) J |= VBA_UP; if (gc & PAD_BUTTON_DOWN) J |= VBA_DOWN; if (gc & PAD_BUTTON_LEFT) J |= VBA_LEFT; if (gc & PAD_BUTTON_RIGHT) J |= VBA_RIGHT; // Jump if (gc & PAD_BUTTON_A) J |= VBA_BUTTON_A; // Swap turtles, hold for super family move if (gc & PAD_BUTTON_B) { holdcount++; if (holdcount > 20) J |= VBA_BUTTON_L | VBA_BUTTON_R; } if (released & PAD_BUTTON_B) { if (holdcount <= 20) J |= VBA_BUTTON_R; holdcount = 0; } // Attack if (gc & PAD_BUTTON_X) Attack = true; // Spin kick if (gc & PAD_BUTTON_Y) SpinKick = true; // Pause if (gc & PAD_BUTTON_START) Pause = true; // Select if (gc & PAD_TRIGGER_Z) Select = true; // Roll if (gc & PAD_TRIGGER_L || gc & PAD_TRIGGER_R) Roll = true; if (Jump) J |= VBA_BUTTON_A; if (Attack) J |= VBA_BUTTON_B; if (SpinKick) J |= VBA_BUTTON_B | VBA_BUTTON_A; if (Pause) J |= VBA_BUTTON_START; if (Select) J |= VBA_BUTTON_SELECT; if (Roll) { if (!wait) { J |= LastDir; // Double tap D-Pad to roll wait = true; } else wait = false; } if (J & VBA_RIGHT) LastDir = VBA_RIGHT; else if (J & VBA_LEFT) LastDir = VBA_LEFT; return J; }
u32 TMNT3Input(unsigned short pad) { u32 J = StandardMovement(pad) | StandardDPad(pad); static u32 LastDir = VBA_RIGHT; bool Jump=0, Attack=0, SpinKick=0, Roll=0, Pause=0, Select=0; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NUNCHUK) { Jump = (wp->btns_h & WPAD_BUTTON_A); Attack = (fabs(wp->gforce.x)> 1.5); SpinKick = (fabs(wp->exp.nunchuk.gforce.x)> 0.5); Roll = (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z || wp->btns_h & WPAD_NUNCHUK_BUTTON_C); Pause = (wp->btns_h & WPAD_BUTTON_PLUS); Select = (wp->btns_h & WPAD_BUTTON_MINUS); // Swap Turtles or super turtle summon if (wp->btns_h & WPAD_BUTTON_B) { J |= VBA_BUTTON_START; } } else if (wp->exp.type == WPAD_EXP_CLASSIC) { J |= StandardDPad(pad); Jump = (wp->btns_h & WPAD_CLASSIC_BUTTON_B); Attack = (wp->btns_h & WPAD_CLASSIC_BUTTON_A); SpinKick = (wp->btns_h & WPAD_CLASSIC_BUTTON_X); Pause = (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS); Select = (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS); Roll = (wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_L | WPAD_CLASSIC_BUTTON_FULL_R | WPAD_CLASSIC_BUTTON_ZL | WPAD_CLASSIC_BUTTON_ZR)); // Swap Turtles or super turtle summon if (wp->btns_h & WPAD_CLASSIC_BUTTON_Y) { J |= VBA_BUTTON_START; } } else { Jump = (wp->btns_h & WPAD_BUTTON_A); Attack = (fabs(wp->gforce.x)> 1.5); Pause = (wp->btns_h & WPAD_BUTTON_PLUS); Select = (wp->btns_h & WPAD_BUTTON_MINUS); // Swap Turtles or super turtle summon if (wp->btns_h & WPAD_BUTTON_B) { J |= VBA_BUTTON_START; } SpinKick = (wp->btns_h & WPAD_BUTTON_1); Roll = (wp->btns_h & WPAD_BUTTON_2); } #endif u32 gc = PAD_ButtonsHeld(pad); // DPad moves if (gc & PAD_BUTTON_UP) J |= VBA_UP; if (gc & PAD_BUTTON_DOWN) J |= VBA_DOWN; if (gc & PAD_BUTTON_LEFT) J |= VBA_LEFT; if (gc & PAD_BUTTON_RIGHT) J |= VBA_RIGHT; // Jump if (gc & PAD_BUTTON_A) J |= VBA_BUTTON_A; // Swap turtles if (gc & PAD_BUTTON_B) { J |= VBA_BUTTON_START; } // Attack if (gc & PAD_BUTTON_X) Attack = true; // Spin kick if (gc & PAD_BUTTON_Y) SpinKick = true; // Pause if (gc & PAD_BUTTON_START) Pause = true; // Select if (gc & PAD_TRIGGER_Z) Select = true; // Roll if (gc & PAD_TRIGGER_L || gc & PAD_TRIGGER_R) Roll = true; if (Jump || Roll) J |= VBA_BUTTON_A; if (Attack || SpinKick) J |= VBA_BUTTON_B; if (Pause) J |= VBA_BUTTON_SELECT; if (Select) J |= VBA_BUTTON_START; if (J & VBA_RIGHT) LastDir = VBA_RIGHT; else if (J & VBA_LEFT) LastDir = VBA_LEFT; return J; }
u32 Mario1ClassicInput(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_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 || run) J |= VBA_BUTTON_B; // Starspin shoots when using fireflower if (fabs(wp->gforce.x)> 1.5) 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_1 || wp->btns_h & WPAD_BUTTON_2) J |= VBA_SPEED; } 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_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 J |= StandardSideways(pad); #endif return J; }