/* ReC98 * ----- * 1st part of code segment #1 of TH01's REIIDEN.EXE */ extern "C" { #include "ReC98.h" #include "th01/hardware/input.hpp" #include "th01/main/bomb.hpp" #include "th01/main/debug.hpp" inline void bomb_doubletap_update(uint8_t& pressed, uint8_t& other) { if(bomb_doubletap_frames < BOMB_DOUBLETAP_WINDOW) { pressed++; } else { bomb_doubletap_frames = 0; pressed = 1; other = 0; } } void input_sense(bool16 reset_repeat) { extern uint8_t input_prev[16]; int group_1, group_2, group_3, group_4; if(reset_repeat == true) { input_prev[0] = 0; input_prev[1] = 0; input_prev[2] = 0; input_prev[3] = 0; input_prev[8] = 0; input_prev[9] = 0; input_prev[10] = 0; input_prev[11] = 0; input_prev[4] = 0; input_prev[5] = 0; input_prev[6] = 0; input_prev[7] = 0; input_prev[12] = 0; input_prev[13] = 0; // Yup, no reset for 14 or 15. input_bomb = 0; return; } #define bomb_doubletap_shot input_prev[12] #define bomb_doubletap_strike input_prev[13] group_1 = key_sense(7); group_2 = key_sense(5); group_3 = key_sense(8); group_4 = key_sense(9); group_1 |= key_sense(7); group_2 |= key_sense(5); group_3 |= key_sense(8); group_4 |= key_sense(9); input_onchange_bool_2(0, 8, input_up, (group_1 & K7_ARROW_UP), (group_3 & K8_NUM_8) ); input_onchange_bool_2(1, 9, input_down, (group_1 & K7_ARROW_DOWN), (group_4 & K9_NUM_2) ); input_onchange_flag_2(2, 10, input_lr, INPUT_LEFT, (group_1 & K7_ARROW_LEFT), (group_3 & K8_NUM_4) ); input_onchange_flag_2(3, 11, input_lr, INPUT_RIGHT, (group_1 & K7_ARROW_RIGHT), (group_4 & K9_NUM_6) ); input_onchange(4, (group_2 & K5_Z), { input_shot = true; bomb_doubletap_update(bomb_doubletap_shot, bomb_doubletap_strike); } else { input_shot = false; }); input_onchange(5, (group_2 & K5_X), { input_strike = true; bomb_doubletap_update(bomb_doubletap_strike, bomb_doubletap_shot); } else { input_strike = false; }); input_pause_ok_sense(6, 7, group_1, group_2); if( (bomb_doubletap_strike >= 2 && bomb_doubletap_shot >= 2) || (input_lr == (INPUT_LEFT | INPUT_RIGHT) && input_shot) ) { input_bomb = true; bomb_doubletap_strike = 0; bomb_doubletap_shot = 0; } if(mode_test == true) { group_1 = key_sense(6); group_1 |= key_sense(6); // Hilarious bug: test_mem() itself renders a sub-screen in a blocking // way, and senses input after a 3-frame delay, thus recursing back // into this function. Therefore, test_mem() will also be recursively // called for every 3 frames you're holding this key. // [input_prev[14]], which is supposed to prevent that, isn't set // until test_mem() returns, making this variable entirely pointless. input_onchange(14, (group_1 & K6_ROLL_UP), { input_mem_enter = true; /* TODO: Replace with the decompiled call * test_mem(); * once that function is part of this translation unit */ __asm { nop; push cs; call near ptr test_mem; } } else { input_mem_enter = false; }); // And since this works as intended and only sets [input_mem_leave] to // true on the first non-repeated key down event, you need to actually // press and release this key once for every call to test_mem() to get // back into the game - even though test_show_game() will make it // appear as if you're already back in the game. input_onchange(15, (group_1 & K6_ROLL_DOWN), { input_mem_leave = true; /* TODO: Replace with the decompiled call * test_show_game(); * once that function is part of this translation unit */ __asm { nop; push cs; call near ptr test_show_game; } } else { input_mem_leave = false; }); } } #include "th01/hardware/input_rs.cpp" }