mirror of https://github.com/pret/pokecrystal.git
484 lines
8.1 KiB
NASM
484 lines
8.1 KiB
NASM
Joypad::
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; Replaced by UpdateJoypad, called from VBlank instead of the useless
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; joypad interrupt.
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; This is a placeholder in case the interrupt is somehow enabled.
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reti
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ClearJoypad::
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xor a
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; Pressed this frame (delta)
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ldh [hJoyPressed], a
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; Currently pressed
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ldh [hJoyDown], a
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ret
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UpdateJoypad::
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; This is called automatically every frame in VBlank.
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; Read the joypad register and translate it to something more
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; workable for use in-game. There are 8 buttons, so we can use
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; one byte to contain all player input.
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; Updates:
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; hJoypadReleased: released this frame (delta)
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; hJoypadPressed: pressed this frame (delta)
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; hJoypadDown: currently pressed
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; hJoypadSum: pressed so far
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; Any of these three bits can be used to disable input.
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ld a, [wcfbe]
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and %11010000
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ret nz
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; If we're saving, input is disabled.
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ld a, [wGameLogicPaused]
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and a
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ret nz
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; We can only get four inputs at a time.
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; We take d-pad first for no particular reason.
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ld a, R_DPAD
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ldh [rJOYP], a
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; Read twice to give the request time to take.
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ldh a, [rJOYP]
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ldh a, [rJOYP]
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; The Joypad register output is in the lo nybble (inversed).
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; We make the hi nybble of our new container d-pad input.
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cpl
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and $f
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swap a
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; We'll keep this in b for now.
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ld b, a
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; Buttons make 8 total inputs (A, B, Select, Start).
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; We can fit this into one byte.
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ld a, R_BUTTONS
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ldh [rJOYP], a
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; Wait for input to stabilize.
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rept 6
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ldh a, [rJOYP]
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endr
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; Buttons take the lo nybble.
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cpl
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and $f
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or b
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ld b, a
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; Reset the joypad register since we're done with it.
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ld a, $30
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ldh [rJOYP], a
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; To get the delta we xor the last frame's input with the new one.
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ldh a, [hJoypadDown] ; last frame
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ld e, a
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xor b
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ld d, a
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; Released this frame:
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and e
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ldh [hJoypadReleased], a
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; Pressed this frame:
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ld a, d
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and b
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ldh [hJoypadPressed], a
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; Add any new presses to the list of collective presses:
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ld c, a
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ldh a, [hJoypadSum]
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or c
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ldh [hJoypadSum], a
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; Currently pressed:
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ld a, b
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ldh [hJoypadDown], a
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; Now that we have the input, we can do stuff with it.
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; For example, soft reset:
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and A_BUTTON | B_BUTTON | SELECT | START
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cp A_BUTTON | B_BUTTON | SELECT | START
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jp z, Reset
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ret
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GetJoypad::
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; Update mirror joypad input from hJoypadDown (real input)
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; hJoyReleased: released this frame (delta)
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; hJoyPressed: pressed this frame (delta)
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; hJoyDown: currently pressed
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; bit 0 A
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; 1 B
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; 2 SELECT
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; 3 START
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; 4 RIGHT
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; 5 LEFT
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; 6 UP
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; 7 DOWN
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push af
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push hl
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push de
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push bc
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; The player input can be automated using an input stream.
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; See more below.
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ld a, [wInputType]
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cp AUTO_INPUT
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jr z, .auto
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; To get deltas, take this and last frame's input.
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ldh a, [hJoypadDown] ; real input
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ld b, a
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ldh a, [hJoyDown] ; last frame mirror
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ld e, a
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; Released this frame:
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xor b
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ld d, a
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and e
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ldh [hJoyReleased], a
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; Pressed this frame:
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ld a, d
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and b
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ldh [hJoyPressed], a
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; It looks like the collective presses got commented out here.
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ld c, a
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; Currently pressed:
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ld a, b
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ldh [hJoyDown], a ; frame input
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.quit
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pop bc
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pop de
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pop hl
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pop af
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ret
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.auto
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; Use a predetermined input stream (used in the catching tutorial).
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; Stream format: [input][duration]
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; A value of $ff will immediately end the stream.
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; Read from the input stream.
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ldh a, [hROMBank]
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push af
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ld a, [wAutoInputBank]
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rst Bankswitch
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ld hl, wAutoInputAddress
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ld a, [hli]
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ld h, [hl]
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ld l, a
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; We only update when the input duration has expired.
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ld a, [wAutoInputLength]
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and a
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jr z, .updateauto
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; Until then, don't change anything.
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dec a
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ld [wAutoInputLength], a
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pop af
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rst Bankswitch
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jr .quit
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.updateauto
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; An input of $ff will end the stream.
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ld a, [hli]
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cp -1
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jr z, .stopauto
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ld b, a
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; A duration of $ff will end the stream indefinitely.
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ld a, [hli]
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ld [wAutoInputLength], a
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cp -1
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jr nz, .next
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; The current input is overwritten.
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dec hl
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dec hl
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ld b, NO_INPUT
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jr .finishauto
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.next
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; On to the next input...
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ld a, l
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ld [wAutoInputAddress], a
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ld a, h
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ld [wAutoInputAddress + 1], a
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jr .finishauto
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.stopauto
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call StopAutoInput
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ld b, NO_INPUT
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.finishauto
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pop af
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rst Bankswitch
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ld a, b
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ldh [hJoyPressed], a ; pressed
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ldh [hJoyDown], a ; input
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jr .quit
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StartAutoInput::
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; Start reading automated input stream at a:hl.
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ld [wAutoInputBank], a
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ld a, l
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ld [wAutoInputAddress], a
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ld a, h
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ld [wAutoInputAddress + 1], a
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; Start reading the stream immediately.
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xor a
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ld [wAutoInputLength], a
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; Reset input mirrors.
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xor a
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ldh [hJoyPressed], a ; pressed this frame
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ldh [hJoyReleased], a ; released this frame
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ldh [hJoyDown], a ; currently pressed
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ld a, AUTO_INPUT
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ld [wInputType], a
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ret
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StopAutoInput::
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; Clear variables related to automated input.
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xor a
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ld [wAutoInputBank], a
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ld [wAutoInputAddress], a
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ld [wAutoInputAddress + 1], a
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ld [wAutoInputLength], a
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; Back to normal input.
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ld [wInputType], a
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ret
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JoyTitleScreenInput:: ; unreferenced
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.loop
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call DelayFrame
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push bc
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call JoyTextDelay
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pop bc
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; Save data can be deleted by pressing Up + B + Select.
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ldh a, [hJoyDown]
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cp D_UP | SELECT | B_BUTTON
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jr z, .keycombo
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; Press Start or A to start the game.
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ldh a, [hJoyLast]
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and START | A_BUTTON
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jr nz, .keycombo
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dec c
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jr nz, .loop
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and a
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ret
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.keycombo
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scf
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ret
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JoyWaitAorB::
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.loop
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call DelayFrame
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call GetJoypad
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ldh a, [hJoyPressed]
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and A_BUTTON | B_BUTTON
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ret nz
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call UpdateTimeAndPals
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jr .loop
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WaitButton::
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ldh a, [hOAMUpdate]
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push af
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ld a, 1
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ldh [hOAMUpdate], a
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call WaitBGMap
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call JoyWaitAorB
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pop af
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ldh [hOAMUpdate], a
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ret
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JoyTextDelay::
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call GetJoypad
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ldh a, [hInMenu]
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and a
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ldh a, [hJoyPressed]
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jr z, .ok
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ldh a, [hJoyDown]
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.ok
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ldh [hJoyLast], a
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ldh a, [hJoyPressed]
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and a
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jr z, .checkframedelay
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ld a, 15
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ld [wTextDelayFrames], a
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ret
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.checkframedelay
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ld a, [wTextDelayFrames]
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and a
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jr z, .restartframedelay
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xor a
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ldh [hJoyLast], a
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ret
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.restartframedelay
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ld a, 5
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ld [wTextDelayFrames], a
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ret
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WaitPressAorB_BlinkCursor::
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; Show a blinking cursor in the lower right-hand
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; corner of a textbox and wait until A or B is
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; pressed.
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;
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; NOTE: The cursor has to be shown before calling
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; this function or no cursor will be shown at all.
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ldh a, [hMapObjectIndexBuffer]
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push af
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ldh a, [hObjectStructIndexBuffer]
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push af
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xor a
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ldh [hMapObjectIndexBuffer], a
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ld a, 6
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ldh [hObjectStructIndexBuffer], a
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.loop
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push hl
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hlcoord 18, 17
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call BlinkCursor
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pop hl
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call JoyTextDelay
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ldh a, [hJoyLast]
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and A_BUTTON | B_BUTTON
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jr z, .loop
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pop af
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ldh [hObjectStructIndexBuffer], a
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pop af
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ldh [hMapObjectIndexBuffer], a
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ret
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SimpleWaitPressAorB::
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.loop
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call JoyTextDelay
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ldh a, [hJoyLast]
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and A_BUTTON | B_BUTTON
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jr z, .loop
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ret
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PromptButton::
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; Show a blinking cursor in the lower right-hand
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; corner of a textbox and wait until A or B is
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; pressed, afterwards, play a sound.
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ld a, [wLinkMode]
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and a
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jr nz, .link
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call .wait_input
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push de
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ld de, SFX_READ_TEXT_2
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call PlaySFX
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pop de
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ret
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.link
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ld c, 65
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jp DelayFrames
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.wait_input
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ldh a, [hOAMUpdate]
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push af
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ld a, $1
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ldh [hOAMUpdate], a
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ld a, [wInputType]
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or a
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jr z, .input_wait_loop
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farcall _DudeAutoInput_A
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.input_wait_loop
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call .blink_cursor
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call JoyTextDelay
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ldh a, [hJoyPressed]
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and A_BUTTON | B_BUTTON
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jr nz, .received_input
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call UpdateTimeAndPals
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ld a, $1
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ldh [hBGMapMode], a
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call DelayFrame
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jr .input_wait_loop
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.received_input
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pop af
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ldh [hOAMUpdate], a
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ret
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.blink_cursor
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ldh a, [hVBlankCounter]
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and %00010000 ; bit 4, a
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jr z, .cursor_off
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ld a, "▼"
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jr .load_cursor_state
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.cursor_off
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lda_coord 17, 17
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.load_cursor_state
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ldcoord_a 18, 17
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ret
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BlinkCursor::
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push bc
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ld a, [hl]
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ld b, a
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ld a, "▼"
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cp b
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pop bc
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jr nz, .place_arrow
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ldh a, [hMapObjectIndexBuffer]
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dec a
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ldh [hMapObjectIndexBuffer], a
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ret nz
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ldh a, [hObjectStructIndexBuffer]
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dec a
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ldh [hObjectStructIndexBuffer], a
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ret nz
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ld a, "─"
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ld [hl], a
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ld a, -1
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ldh [hMapObjectIndexBuffer], a
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ld a, 6
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ldh [hObjectStructIndexBuffer], a
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ret
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.place_arrow
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ldh a, [hMapObjectIndexBuffer]
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and a
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ret z
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dec a
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ldh [hMapObjectIndexBuffer], a
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ret nz
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dec a
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ldh [hMapObjectIndexBuffer], a
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ldh a, [hObjectStructIndexBuffer]
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dec a
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ldh [hObjectStructIndexBuffer], a
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ret nz
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ld a, 6
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ldh [hObjectStructIndexBuffer], a
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ld a, "▼"
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ld [hl], a
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ret
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