pokecrystal/home/joypad.asm

484 lines
8.0 KiB
NASM

Joypad::
; Replaced by UpdateJoypad, called from VBlank instead of the useless
; joypad interrupt.
; This is a placeholder in case the interrupt is somehow enabled.
reti
ClearJoypad::
xor a
; Pressed this frame (delta)
ldh [hJoyPressed], a
; Currently pressed
ldh [hJoyDown], a
ret
UpdateJoypad::
; This is called automatically every frame in VBlank.
; Read the joypad register and translate it to something more
; workable for use in-game. There are 8 buttons, so we can use
; one byte to contain all player input.
; Updates:
; hJoypadReleased: released this frame (delta)
; hJoypadPressed: pressed this frame (delta)
; hJoypadDown: currently pressed
; hJoypadSum: pressed so far
; Any of these three bits can be used to disable input.
ld a, [wJoypadDisable]
and (1 << JOYPAD_DISABLE_MON_FAINT_F) | (1 << JOYPAD_DISABLE_SGB_TRANSFER_F) | (1 << 4)
ret nz
; If we're saving, input is disabled.
ld a, [wGameLogicPaused]
and a
ret nz
; We can only get four inputs at a time.
; We take d-pad first for no particular reason.
ld a, R_DPAD
ldh [rJOYP], a
; Read twice to give the request time to take.
ldh a, [rJOYP]
ldh a, [rJOYP]
; The Joypad register output is in the lo nybble (inversed).
; We make the hi nybble of our new container d-pad input.
cpl
and $f
swap a
; We'll keep this in b for now.
ld b, a
; Buttons make 8 total inputs (A, B, Select, Start).
; We can fit this into one byte.
ld a, R_BUTTONS
ldh [rJOYP], a
; Wait for input to stabilize.
rept 6
ldh a, [rJOYP]
endr
; Buttons take the lo nybble.
cpl
and $f
or b
ld b, a
; Reset the joypad register since we're done with it.
ld a, $30
ldh [rJOYP], a
; To get the delta we xor the last frame's input with the new one.
ldh a, [hJoypadDown] ; last frame
ld e, a
xor b
ld d, a
; Released this frame:
and e
ldh [hJoypadReleased], a
; Pressed this frame:
ld a, d
and b
ldh [hJoypadPressed], a
; Add any new presses to the list of collective presses:
ld c, a
ldh a, [hJoypadSum]
or c
ldh [hJoypadSum], a
; Currently pressed:
ld a, b
ldh [hJoypadDown], a
; Now that we have the input, we can do stuff with it.
; For example, soft reset:
and A_BUTTON | B_BUTTON | SELECT | START
cp A_BUTTON | B_BUTTON | SELECT | START
jp z, Reset
ret
GetJoypad::
; Update mirror joypad input from hJoypadDown (real input)
; hJoyReleased: released this frame (delta)
; hJoyPressed: pressed this frame (delta)
; hJoyDown: currently pressed
; bit 0 A
; 1 B
; 2 SELECT
; 3 START
; 4 RIGHT
; 5 LEFT
; 6 UP
; 7 DOWN
push af
push hl
push de
push bc
; The player input can be automated using an input stream.
; See more below.
ld a, [wInputType]
cp AUTO_INPUT
jr z, .auto
; To get deltas, take this and last frame's input.
ldh a, [hJoypadDown] ; real input
ld b, a
ldh a, [hJoyDown] ; last frame mirror
ld e, a
; Released this frame:
xor b
ld d, a
and e
ldh [hJoyReleased], a
; Pressed this frame:
ld a, d
and b
ldh [hJoyPressed], a
; It looks like the collective presses got commented out here.
ld c, a
; Currently pressed:
ld a, b
ldh [hJoyDown], a ; frame input
.quit
pop bc
pop de
pop hl
pop af
ret
.auto
; Use a predetermined input stream (used in the catching tutorial).
; Stream format: [input][duration]
; A value of $ff will immediately end the stream.
; Read from the input stream.
ldh a, [hROMBank]
push af
ld a, [wAutoInputBank]
rst Bankswitch
ld hl, wAutoInputAddress
ld a, [hli]
ld h, [hl]
ld l, a
; We only update when the input duration has expired.
ld a, [wAutoInputLength]
and a
jr z, .updateauto
; Until then, don't change anything.
dec a
ld [wAutoInputLength], a
pop af
rst Bankswitch
jr .quit
.updateauto
; An input of $ff will end the stream.
ld a, [hli]
cp -1
jr z, .stopauto
ld b, a
; A duration of $ff will end the stream indefinitely.
ld a, [hli]
ld [wAutoInputLength], a
cp -1
jr nz, .next
; The current input is overwritten.
dec hl
dec hl
ld b, NO_INPUT
jr .finishauto
.next
; On to the next input...
ld a, l
ld [wAutoInputAddress], a
ld a, h
ld [wAutoInputAddress + 1], a
jr .finishauto
.stopauto
call StopAutoInput
ld b, NO_INPUT
.finishauto
pop af
rst Bankswitch
ld a, b
ldh [hJoyPressed], a ; pressed
ldh [hJoyDown], a ; input
jr .quit
StartAutoInput::
; Start reading automated input stream at a:hl.
ld [wAutoInputBank], a
ld a, l
ld [wAutoInputAddress], a
ld a, h
ld [wAutoInputAddress + 1], a
; Start reading the stream immediately.
xor a
ld [wAutoInputLength], a
; Reset input mirrors.
xor a
ldh [hJoyPressed], a ; pressed this frame
ldh [hJoyReleased], a ; released this frame
ldh [hJoyDown], a ; currently pressed
ld a, AUTO_INPUT
ld [wInputType], a
ret
StopAutoInput::
; Clear variables related to automated input.
xor a
ld [wAutoInputBank], a
ld [wAutoInputAddress], a
ld [wAutoInputAddress + 1], a
ld [wAutoInputLength], a
; Back to normal input.
ld [wInputType], a
ret
JoyTitleScreenInput:: ; unreferenced
.loop
call DelayFrame
push bc
call JoyTextDelay
pop bc
; Save data can be deleted by pressing Up + B + Select.
ldh a, [hJoyDown]
cp D_UP | SELECT | B_BUTTON
jr z, .keycombo
; Press Start or A to start the game.
ldh a, [hJoyLast]
and START | A_BUTTON
jr nz, .keycombo
dec c
jr nz, .loop
and a
ret
.keycombo
scf
ret
JoyWaitAorB::
.loop
call DelayFrame
call GetJoypad
ldh a, [hJoyPressed]
and A_BUTTON | B_BUTTON
ret nz
call UpdateTimeAndPals
jr .loop
WaitButton::
ldh a, [hOAMUpdate]
push af
ld a, 1
ldh [hOAMUpdate], a
call WaitBGMap
call JoyWaitAorB
pop af
ldh [hOAMUpdate], a
ret
JoyTextDelay::
call GetJoypad
ldh a, [hInMenu]
and a
ldh a, [hJoyPressed]
jr z, .ok
ldh a, [hJoyDown]
.ok
ldh [hJoyLast], a
ldh a, [hJoyPressed]
and a
jr z, .checkframedelay
ld a, 15
ld [wTextDelayFrames], a
ret
.checkframedelay
ld a, [wTextDelayFrames]
and a
jr z, .restartframedelay
xor a
ldh [hJoyLast], a
ret
.restartframedelay
ld a, 5
ld [wTextDelayFrames], a
ret
WaitPressAorB_BlinkCursor::
; Show a blinking cursor in the lower right-hand
; corner of a textbox and wait until A or B is
; pressed.
;
; NOTE: The cursor has to be shown before calling
; this function or no cursor will be shown at all.
ldh a, [hMapObjectIndex]
push af
ldh a, [hObjectStructIndex]
push af
xor a
ldh [hMapObjectIndex], a
ld a, 6
ldh [hObjectStructIndex], a
.loop
push hl
hlcoord 18, 17
call BlinkCursor
pop hl
call JoyTextDelay
ldh a, [hJoyLast]
and A_BUTTON | B_BUTTON
jr z, .loop
pop af
ldh [hObjectStructIndex], a
pop af
ldh [hMapObjectIndex], a
ret
SimpleWaitPressAorB::
.loop
call JoyTextDelay
ldh a, [hJoyLast]
and A_BUTTON | B_BUTTON
jr z, .loop
ret
PromptButton::
; Show a blinking cursor in the lower right-hand
; corner of a textbox and wait until A or B is
; pressed, afterwards, play a sound.
ld a, [wLinkMode]
and a
jr nz, .link
call .wait_input
push de
ld de, SFX_READ_TEXT_2
call PlaySFX
pop de
ret
.link
ld c, 65
jp DelayFrames
.wait_input
ldh a, [hOAMUpdate]
push af
ld a, $1
ldh [hOAMUpdate], a
ld a, [wInputType]
or a
jr z, .input_wait_loop
farcall _DudeAutoInput_A
.input_wait_loop
call .blink_cursor
call JoyTextDelay
ldh a, [hJoyPressed]
and A_BUTTON | B_BUTTON
jr nz, .received_input
call UpdateTimeAndPals
ld a, $1
ldh [hBGMapMode], a
call DelayFrame
jr .input_wait_loop
.received_input
pop af
ldh [hOAMUpdate], a
ret
.blink_cursor
ldh a, [hVBlankCounter]
and %00010000 ; bit 4, a
jr z, .cursor_off
ld a, "▼"
jr .load_cursor_state
.cursor_off
lda_coord 17, 17
.load_cursor_state
ldcoord_a 18, 17
ret
BlinkCursor::
push bc
ld a, [hl]
ld b, a
ld a, "▼"
cp b
pop bc
jr nz, .place_arrow
ldh a, [hMapObjectIndex]
dec a
ldh [hMapObjectIndex], a
ret nz
ldh a, [hObjectStructIndex]
dec a
ldh [hObjectStructIndex], a
ret nz
ld a, "─"
ld [hl], a
ld a, -1
ldh [hMapObjectIndex], a
ld a, 6
ldh [hObjectStructIndex], a
ret
.place_arrow
ldh a, [hMapObjectIndex]
and a
ret z
dec a
ldh [hMapObjectIndex], a
ret nz
dec a
ldh [hMapObjectIndex], a
ldh a, [hObjectStructIndex]
dec a
ldh [hObjectStructIndex], a
ret nz
ld a, 6
ldh [hObjectStructIndex], a
ld a, "▼"
ld [hl], a
ret