pokecrystal/home/joypad.asm

495 lines
7.7 KiB
NASM

JoypadInt:: ; 92e
; Replaced by Joypad, called from VBlank instead of the useless
; joypad interrupt.
; This is a placeholder in case the interrupt is somehow enabled.
reti
; 92f
ClearJoypad:: ; 92f
xor a
; Pressed this frame (delta)
ld [hJoyPressed], a
; Currently pressed
ld [hJoyDown], a
ret
; 935
Joypad:: ; 935
; 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, [wcfbe]
and %11010000
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
ld [rJOYP], a
; Read twice to give the request time to take.
ld a, [rJOYP]
ld 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
ld [rJOYP], a
; Wait for input to stabilize.
rept 6
ld 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
ld [rJOYP], a
; To get the delta we xor the last frame's input with the new one.
ld a, [hJoypadDown] ; last frame
ld e, a
xor b
ld d, a
; Released this frame:
and e
ld [hJoypadReleased], a
; Pressed this frame:
ld a, d
and b
ld [hJoypadPressed], a
; Add any new presses to the list of collective presses:
ld c, a
ld a, [hJoypadSum]
or c
ld [hJoypadSum], a
; Currently pressed:
ld a, b
ld [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
; 984
GetJoypad:: ; 984
; 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, [InputType]
cp AUTO_INPUT
jr z, .auto
; To get deltas, take this and last frame's input.
ld a, [hJoypadDown] ; real input
ld b, a
ld a, [hJoyDown] ; last frame mirror
ld e, a
; Released this frame:
xor b
ld d, a
and e
ld [hJoyReleased], a
; Pressed this frame:
ld a, d
and b
ld [hJoyPressed], a
; It looks like the collective presses got commented out here.
ld c, a
; Currently pressed:
ld a, b
ld [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.
ld a, [hROMBank]
push af
ld a, [AutoInputBank]
rst Bankswitch
ld hl, AutoInputAddress
ld a, [hli]
ld h, [hl]
ld l, a
; We only update when the input duration has expired.
ld a, [AutoInputLength]
and a
jr z, .updateauto
; Until then, don't change anything.
dec a
ld [AutoInputLength], 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 [AutoInputLength], 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 [AutoInputAddress], a
ld a, h
ld [AutoInputAddress+1], a
jr .finishauto
.stopauto
call StopAutoInput
ld b, NO_INPUT
.finishauto
pop af
rst Bankswitch
ld a, b
ld [hJoyPressed], a ; pressed
ld [hJoyDown], a ; input
jr .quit
; 9ee
StartAutoInput:: ; 9ee
; Start reading automated input stream at a:hl.
ld [AutoInputBank], a
ld a, l
ld [AutoInputAddress], a
ld a, h
ld [AutoInputAddress+1], a
; Start reading the stream immediately.
xor a
ld [AutoInputLength], a
; Reset input mirrors.
xor a
ld [hJoyPressed], a ; pressed this frame
ld [hJoyReleased], a ; released this frame
ld [hJoyDown], a ; currently pressed
ld a, AUTO_INPUT
ld [InputType], a
ret
; a0a
StopAutoInput:: ; a0a
; Clear variables related to automated input.
xor a
ld [AutoInputBank], a
ld [AutoInputAddress], a
ld [AutoInputAddress+1], a
ld [AutoInputLength], a
; Back to normal input.
ld [InputType], a
ret
; a1b
JoyTitleScreenInput:: ; a1b
.loop
call DelayFrame
push bc
call JoyTextDelay
pop bc
ld a, [hJoyDown]
cp D_UP | SELECT | B_BUTTON
jr z, .keycombo
ld a, [hJoyLast]
and START | A_BUTTON
jr nz, .keycombo
dec c
jr nz, .loop
and a
ret
.keycombo
scf
ret
; a36
JoyWaitAorB:: ; a36
.loop
call DelayFrame
call GetJoypad
ld a, [hJoyPressed]
and A_BUTTON | B_BUTTON
ret nz
call RTC
jr .loop
; a46
WaitButton:: ; a46
ld a, [hOAMUpdate]
push af
ld a, 1
ld [hOAMUpdate], a
call WaitBGMap
call JoyWaitAorB
pop af
ld [hOAMUpdate], a
ret
; a57
JoyTextDelay:: ; a57
call GetJoypad
ld a, [hInMenu]
and a
ld a, [hJoyPressed]
jr z, .ok
ld a, [hJoyDown]
.ok
ld [hJoyLast], a
ld a, [hJoyPressed]
and a
jr z, .checkframedelay
ld a, 15
ld [TextDelayFrames], a
ret
.checkframedelay
ld a, [TextDelayFrames]
and a
jr z, .restartframedelay
xor a
ld [hJoyLast], a
ret
.restartframedelay
ld a, 5
ld [TextDelayFrames], a
ret
; a80
WaitPressAorB_BlinkCursor:: ; a80
ld a, [hMapObjectIndexBuffer]
push af
ld a, [hObjectStructIndexBuffer]
push af
xor a
ld [hMapObjectIndexBuffer], a
ld a, 6
ld [hObjectStructIndexBuffer], a
.loop
push hl
hlcoord 18, 17
call BlinkCursor
pop hl
call JoyTextDelay
ld a, [hJoyLast]
and A_BUTTON | B_BUTTON
jr z, .loop
pop af
ld [hObjectStructIndexBuffer], a
pop af
ld [hMapObjectIndexBuffer], a
ret
; aa5
SimpleWaitPressAorB:: ; aa5
.loop
call JoyTextDelay
ld a, [hJoyLast]
and A_BUTTON | B_BUTTON
jr z, .loop
ret
; aaf
ButtonSound:: ; aaf
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
; ac6
.wait_input ; ac6
ld a, [hOAMUpdate]
push af
ld a, $1
ld [hOAMUpdate], a
ld a, [InputType]
or a
jr z, .input_wait_loop
callba _DudeAutoInput_A
.input_wait_loop
call .blink_cursor
call JoyTextDelay
ld a, [hJoyPressed]
and A_BUTTON | B_BUTTON
jr nz, .received_input
call RTC
ld a, $1
ld [hBGMapMode], a
call DelayFrame
jr .input_wait_loop
.received_input
pop af
ld [hOAMUpdate], a
ret
; af5
.blink_cursor ; af5
ld a, [hVBlankCounter]
and %00010000 ; bit 4, a
jr z, .cursor_off
ld a, "▼"
jr .load_cursor_state
.cursor_off
ld a, [TileMap + 17 + 17 * SCREEN_WIDTH]
.load_cursor_state
ld [TileMap + 18 + 17 * SCREEN_WIDTH], a
ret
; b06
BlinkCursor:: ; b06
push bc
ld a, [hl]
ld b, a
ld a, "▼"
cp b
pop bc
jr nz, .place_arrow
ld a, [hMapObjectIndexBuffer]
dec a
ld [hMapObjectIndexBuffer], a
ret nz
ld a, [hObjectStructIndexBuffer]
dec a
ld [hObjectStructIndexBuffer], a
ret nz
ld a, "─"
ld [hl], a
ld a, -1
ld [hMapObjectIndexBuffer], a
ld a, 6
ld [hObjectStructIndexBuffer], a
ret
.place_arrow
ld a, [hMapObjectIndexBuffer]
and a
ret z
dec a
ld [hMapObjectIndexBuffer], a
ret nz
dec a
ld [hMapObjectIndexBuffer], a
ld a, [hObjectStructIndexBuffer]
dec a
ld [hObjectStructIndexBuffer], a
ret nz
ld a, 6
ld [hObjectStructIndexBuffer], a
ld a, "▼"
ld [hl], a
ret
; b40