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 MohUndergroundInput(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeClassic(pad) | DecodeWiimote(pad) | DecodeGamecube(pad); static bool crouched = false; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NUNCHUK) { // Joystick controls L and R, not left and right if (J & VBA_LEFT) J |= VBA_BUTTON_L; if (J & VBA_RIGHT) J |= VBA_BUTTON_R; J &= ~(VBA_LEFT | VBA_RIGHT); // Cursor controls left and right for turning CursorVisible = true; if (CursorValid) { if (CursorX < 320 - 40) J |= VBA_LEFT; else if (CursorX> 320 + 40) J |= VBA_RIGHT; } // Crouch if (wp->btns_h & WPAD_BUTTON_DOWN) crouched = !crouched; // Pause, objectives, menu if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; // Action button, not needed in this game if (wp->btns_h & WPAD_BUTTON_MINUS) J |= 0; // Use sights/scope, not needed in this game if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_A; // Shoot if (wp->btns_h & WPAD_BUTTON_B) J |= VBA_BUTTON_A; // Reload if (fabs(wp->gforce.y)> 1.6 || wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_2) J |= VBA_BUTTON_SELECT; // Change weapon if (wp->btns_h & WPAD_BUTTON_LEFT || wp->btns_h & WPAD_BUTTON_RIGHT) J |= VBA_BUTTON_B; // Speed if (wp->btns_h & WPAD_BUTTON_1) J |= VBA_SPEED; } else { CursorVisible = false; } #endif if (crouched && (!(J & VBA_BUTTON_L)) && (!(J & VBA_BUTTON_R))) J |= VBA_BUTTON_L | VBA_BUTTON_R; return J; }
u32 CastlevaniaCircleMoonInput(unsigned short pad) { // Only Nunchuk and Classic controls available // Wiimote and Gamecube controls depend on user configuration u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeWiimote(pad) | DecodeClassic(pad); bool JumpButton=0, AttackButton=0, ShootButton=0, GuardButton=0, PauseButton=0, SelectButton=0, SpeedButton=0, HyperButton=0, LButton=0, RButton=0; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); // Nunchuk controls are based on Castlevania Wii if (wp->exp.type == WPAD_EXP_NUNCHUK) { ShootButton = wp->btns_h & WPAD_BUTTON_A; AttackButton = (fabs(wp->gforce.x)> 1.5) || (fabs(wp->gforce.y)> 1.5) || wp->btns_h & WPAD_BUTTON_B; JumpButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_C; GuardButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_Z; PauseButton = wp->btns_h & WPAD_BUTTON_PLUS; SelectButton = wp->btns_h & WPAD_BUTTON_MINUS; SpeedButton = (wp->btns_h & WPAD_BUTTON_A) && (wp->btns_h & WPAD_BUTTON_B); HyperButton = wp->btns_h & WPAD_BUTTON_DOWN; LButton = wp->btns_h & WPAD_BUTTON_1; RButton = wp->btns_h & WPAD_BUTTON_2; // Classic controls are based on ...? } else if (wp->exp.type == WPAD_EXP_CLASSIC) { ShootButton = wp->btns_h & WPAD_CLASSIC_BUTTON_Y; AttackButton = wp->btns_h & WPAD_CLASSIC_BUTTON_B; JumpButton = wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_R); GuardButton = wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_L); PauseButton = wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS; SelectButton = wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS; SpeedButton = wp->btns_h & WPAD_CLASSIC_BUTTON_A; HyperButton = wp->btns_h & WPAD_CLASSIC_BUTTON_X; LButton = wp->btns_h & WPAD_CLASSIC_BUTTON_ZL; RButton = wp->btns_h & WPAD_CLASSIC_BUTTON_ZR; } #endif if (JumpButton) J |= VBA_BUTTON_A; if (AttackButton) { J &= ~VBA_UP; J |= VBA_BUTTON_B; } if (HyperButton) J |= VBA_BUTTON_A | VBA_BUTTON_B; if (ShootButton) J |= VBA_UP | VBA_BUTTON_B; if (PauseButton) J |= VBA_BUTTON_START; if (SelectButton) J |= VBA_BUTTON_SELECT; if (SpeedButton) J |= VBA_SPEED; if (GuardButton) { J &= ~VBA_UP; J |= VBA_DOWN; } if (LButton) J |= VBA_BUTTON_L; if (RButton) J |= VBA_BUTTON_R; 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 MohInfiltratorInput(unsigned short pad) { u32 J = StandardMovement(pad) | DecodeGamecube(pad); #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NONE) J |= DecodeWiimote(pad); else if (wp->exp.type == WPAD_EXP_CLASSIC) { J |= DecodeClassic(pad); } else if (wp->exp.type == WPAD_EXP_NUNCHUK) { // Pause, objectives, menu if (wp->btns_h & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; // Action button, use if (wp->btns_h & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_L; // Use sights/scope, not needed in this game if (wp->btns_h & WPAD_BUTTON_A) J |= VBA_BUTTON_A | VBA_BUTTON_L; // Shoot if (wp->btns_h & WPAD_BUTTON_B) J |= VBA_BUTTON_A; // Reload if (fabs(wp->gforce.y)> 1.6 || wp->btns_h & WPAD_BUTTON_UP || wp->btns_h & WPAD_BUTTON_2) J |= VBA_BUTTON_L; // Strafe if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) J |= VBA_BUTTON_R; // Change weapon if (wp->btns_h & WPAD_BUTTON_LEFT || wp->btns_h & WPAD_BUTTON_RIGHT) J |= VBA_BUTTON_B; // Speed if (wp->btns_h & WPAD_BUTTON_1) J |= VBA_SPEED; } else J |= DecodeWiimote(pad); #endif return J; }
u32 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 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 KidDraculaInput(unsigned short pad) { // Only Nunchuk and Classic controls available // Wiimote and Gamecube controls depend on user configuration u32 J = StandardMovement(pad) | DecodeGamecube(pad) | DecodeWiimote(pad) | DecodeClassic(pad); bool JumpButton=0, ShootButton=0, PauseButton=0, SelectButton=0, SpeedButton=0, NorButton=0, BatButton=0; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NUNCHUK) { JumpButton = wp->btns_h & WPAD_BUTTON_A; ShootButton = wp->btns_h & WPAD_BUTTON_B; PauseButton = wp->btns_h & WPAD_BUTTON_PLUS; SelectButton = wp->btns_h & WPAD_BUTTON_MINUS; SpeedButton = wp->btns_h & WPAD_BUTTON_1 || wp->btns_h & WPAD_BUTTON_2; NorButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_Z; BatButton = wp->btns_h & WPAD_NUNCHUK_BUTTON_C; } else if (wp->exp.type == WPAD_EXP_CLASSIC) { JumpButton = wp->btns_h & (WPAD_CLASSIC_BUTTON_B | WPAD_CLASSIC_BUTTON_A); ShootButton = wp->btns_h & WPAD_CLASSIC_BUTTON_Y; PauseButton = wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS; SelectButton = wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS; SpeedButton = wp->btns_h & (WPAD_CLASSIC_BUTTON_ZL | WPAD_CLASSIC_BUTTON_FULL_L); NorButton = wp->btns_h & WPAD_CLASSIC_BUTTON_X; BatButton = wp->btns_h & (WPAD_CLASSIC_BUTTON_ZR | WPAD_CLASSIC_BUTTON_FULL_R); } #endif if (JumpButton) J |= VBA_BUTTON_A; if (ShootButton && !(KD_WeaponPressed && KD_LastWeapon != -1)) { J |= VBA_BUTTON_B; KD_LastWeapon = -1; // Insert original weapon and graphics KD_WeaponToMemory(); gbWriteMemory(0xC8CB, KD_ActualItem); for (int i=0; i<64; i++) { gbWriteMemory(0x9110+i, KD_ACTUAL[i]); } for (int i=0; i<128; i++) { gbWriteMemory(0x8f40+i, KD_ACTUAL_GRAPHICS[i]); } } if (NorButton && !(KD_WeaponPressed && KD_LastWeapon != 0)) { J |= VBA_BUTTON_B; KD_LastWeapon = 0; // Insert NOR weapon and graphics KD_WeaponToMemory(); gbWriteMemory(0xC8CB, 0); for (int i=0; i<64; i++) { gbWriteMemory(0x9110+i, KD_NOR[i]); } for (int i=0; i<128; i++) { gbWriteMemory(0x8f40+i, KD_NOR_GRAPHICS[i]); } } if (BatButton && !(KD_WeaponPressed && KD_LastWeapon != 4)) { J |= VBA_BUTTON_B; KD_LastWeapon = 4; // Insert BAT weapon and graphics KD_WeaponToMemory(); gbWriteMemory(0xC8CB, 4); for (int i=0; i<64; i++) { gbWriteMemory(0x9110+i, KD_BAT[i]); } } if (PauseButton) J |= VBA_BUTTON_START; if (SelectButton) J |= VBA_BUTTON_SELECT; if (SpeedButton) J |= VBA_SPEED; KD_WeaponPressed = (ShootButton || NorButton || BatButton); return J; }
u32 GetMKInput(unsigned short pad, int rumbleTime=4) { u32 J = StandardMovement(pad) | DecodeWiimote(pad); HP=0;LP=0;HK=0;LK=0;BL=0;Throw=0;CS=0;F=0;B=0;Select=0;Start=0;SpecialMove=0; // Rumble when they lose health! if (OurHealth < OurOldHealth) systemGameRumble(rumbleTime); OurOldHealth = OurHealth; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); if (wp->exp.type == WPAD_EXP_NUNCHUK) { // Punch if (wp->btns_h & WPAD_BUTTON_LEFT) LP = true; if (wp->btns_h & WPAD_BUTTON_UP) HP = true; // Kick if (wp->btns_h & WPAD_BUTTON_DOWN) LK = true; if (wp->btns_h & WPAD_BUTTON_RIGHT) HK = true; // Block if (wp->btns_h & WPAD_NUNCHUK_BUTTON_Z) BL = true; // Throw if (wp->btns_h & WPAD_BUTTON_A) Throw = true; // Run / Change Styles if (wp->btns_h & WPAD_NUNCHUK_BUTTON_C) CS = true; // Start and Select if (wp->btns_h & WPAD_BUTTON_MINUS) Select=true; if (wp->btns_h & WPAD_BUTTON_PLUS) Start=true; // Special move if (wp->btns_h & WPAD_BUTTON_B) SpecialMove=true; } else if (wp->exp.type == WPAD_EXP_CLASSIC) { // D-Pad if (wp->btns_h & WPAD_CLASSIC_BUTTON_UP) J |= VBA_UP; if (wp->btns_h & WPAD_CLASSIC_BUTTON_DOWN) J |= VBA_DOWN; if (wp->btns_h & WPAD_CLASSIC_BUTTON_LEFT) J |= VBA_LEFT; if (wp->btns_h & WPAD_CLASSIC_BUTTON_RIGHT) J |= VBA_RIGHT; // Punch if (wp->btns_h & WPAD_CLASSIC_BUTTON_Y) LP = true; if (wp->btns_h & WPAD_CLASSIC_BUTTON_X) HP = true; // Kick if (wp->btns_h & WPAD_CLASSIC_BUTTON_B) LK = true; if (wp->btns_h & WPAD_CLASSIC_BUTTON_A) HK = true; // Throw if (wp->btns_h & WPAD_CLASSIC_BUTTON_ZR) Throw = true; // Block if (wp->btns_h & WPAD_CLASSIC_BUTTON_FULL_R) BL = true; // block // Run / Change Styles if (wp->btns_h & (WPAD_CLASSIC_BUTTON_FULL_L | WPAD_CLASSIC_BUTTON_ZL)) CS = true; // Start and Select if (wp->btns_h & WPAD_CLASSIC_BUTTON_MINUS) Select = true; if (wp->btns_h & WPAD_CLASSIC_BUTTON_PLUS) Start = true; // Special move if (wp->btns_h & WPAD_BUTTON_B) SpecialMove=true; } #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; // Start and Select if (gc & PAD_BUTTON_START) Start = true; // Punch if (gc & PAD_BUTTON_B) LP = true; if (gc & PAD_BUTTON_Y) HP = true; // Kick if (gc & PAD_BUTTON_A) LK = true; if (gc & PAD_BUTTON_X) HK = true; // Block if (gc & PAD_TRIGGER_R) BL = true; // Run / Change Style if (gc & PAD_TRIGGER_L) CS = true; // Throw if (gc & PAD_TRIGGER_Z) Throw = true; } // Check which side they are on if (OurX < OpponentX) { VBA_FORWARD = VBA_RIGHT; VBA_BACK = VBA_LEFT; } else { VBA_FORWARD = VBA_LEFT; VBA_BACK = VBA_RIGHT; } if (J & VBA_FORWARD) F = true; if (J & VBA_BACK) B = true; return J; }