pokecrystal-board/home/joypad.asm

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Joypad::
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; Replaced by UpdateJoypad, called from VBlank instead of the useless
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; joypad interrupt.
; This is a placeholder in case the interrupt is somehow enabled.
reti
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ClearJoypad::
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xor a
; Pressed this frame (delta)
ldh [hJoyPressed], a
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; Currently pressed
ldh [hJoyDown], a
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ret
UpdateJoypad::
; This is called automatically every frame in VBlank.
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; 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:
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; hJoypadReleased: released this frame (delta)
; hJoypadPressed: pressed this frame (delta)
; hJoypadDown: currently pressed
; hJoypadSum: pressed so far
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; 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)
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ret nz
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; If we're saving, input is disabled.
ld a, [wGameLogicPaused]
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and a
ret nz
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; We can only get four inputs at a time.
; We take d-pad first for no particular reason.
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ld a, R_DPAD
ldh [rJOYP], a
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; Read twice to give the request time to take.
ldh a, [rJOYP]
ldh a, [rJOYP]
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; 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
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; We'll keep this in b for now.
ld b, a
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; Buttons make 8 total inputs (A, B, Select, Start).
; We can fit this into one byte.
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ld a, R_BUTTONS
ldh [rJOYP], a
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; Wait for input to stabilize.
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rept 6
ldh a, [rJOYP]
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endr
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; Buttons take the lo nybble.
cpl
and $f
or b
ld b, a
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; Reset the joypad register since we're done with it.
ld a, $30
ldh [rJOYP], a
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; To get the delta we xor the last frame's input with the new one.
ldh a, [hJoypadDown] ; last frame
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ld e, a
xor b
ld d, a
; Released this frame:
and e
ldh [hJoypadReleased], a
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; Pressed this frame:
ld a, d
and b
ldh [hJoypadPressed], a
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; Add any new presses to the list of collective presses:
ld c, a
ldh a, [hJoypadSum]
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or c
ldh [hJoypadSum], a
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; Currently pressed:
ld a, b
ldh [hJoypadDown], a
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; 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
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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)
; hJoyPressed: pressed this frame (delta)
; hJoyDown: currently pressed
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; 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
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; The player input can be automated using an input stream.
; See more below.
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ld a, [wInputType]
cp AUTO_INPUT
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jr z, .auto
; To get deltas, take this and last frame's input.
ldh a, [hJoypadDown] ; real input
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ld b, a
ldh a, [hJoyDown] ; last frame mirror
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ld e, a
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; Released this frame:
xor b
ld d, a
and e
ldh [hJoyReleased], a
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; Pressed this frame:
ld a, d
and b
ldh [hJoyPressed], a
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; It looks like the collective presses got commented out here.
ld c, a
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; Currently pressed:
ld a, b
ldh [hJoyDown], a ; frame input
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.quit
pop bc
pop de
pop hl
pop af
ret
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.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]
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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]
ld h, [hl]
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
jr z, .updateauto
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; Until then, don't change anything.
dec a
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ld [wAutoInputLength], a
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pop af
rst Bankswitch
jr .quit
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.updateauto
; An input of $ff will end the stream.
ld a, [hli]
cp -1
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jr z, .stopauto
ld b, a
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; A duration of $ff will end the stream indefinitely.
ld a, [hli]
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ld [wAutoInputLength], a
cp -1
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jr nz, .next
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; The current input is overwritten.
dec hl
dec hl
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ld b, NO_INPUT
jr .finishauto
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.next
; On to the next input...
ld a, l
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ld [wAutoInputAddress], a
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ld a, h
ld [wAutoInputAddress + 1], a
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jr .finishauto
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.stopauto
call StopAutoInput
ld b, NO_INPUT
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.finishauto
pop af
rst Bankswitch
ld a, b
ldh [hJoyPressed], a ; pressed
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
ld [wAutoInputAddress + 1], a
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; Start reading the stream immediately.
xor a
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ld [wAutoInputLength], a
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; Reset input mirrors.
xor a
ldh [hJoyPressed], a ; pressed this frame
ldh [hJoyReleased], a ; released this frame
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.
xor a
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ld [wAutoInputBank], a
ld [wAutoInputAddress], a
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
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
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JoyWaitAorB::
.loop
call DelayFrame
call GetJoypad
ldh a, [hJoyPressed]
and A_BUTTON | B_BUTTON
ret nz
call UpdateTimeAndPals
jr .loop
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WaitButton::
ldh a, [hOAMUpdate]
push af
ld a, 1
ldh [hOAMUpdate], a
call WaitBGMap
call JoyWaitAorB
pop af
ldh [hOAMUpdate], a
ret
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JoyTextDelay::
call GetJoypad
ldh a, [hInMenu]
and a
ldh a, [hJoyPressed]
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jr z, .ok
ldh a, [hJoyDown]
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.ok
ldh [hJoyLast], a
ldh a, [hJoyPressed]
and a
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jr z, .checkframedelay
ld a, 15
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ld [wTextDelayFrames], a
ret
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.checkframedelay
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ld a, [wTextDelayFrames]
and a
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jr z, .restartframedelay
xor a
ldh [hJoyLast], a
ret
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.restartframedelay
ld a, 5
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ld [wTextDelayFrames], a
ret
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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, [hMapObjectIndexBuffer]
push af
ldh a, [hObjectStructIndexBuffer]
push af
xor a
ldh [hMapObjectIndexBuffer], a
ld a, 6
ldh [hObjectStructIndexBuffer], a
.loop
push hl
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hlcoord 18, 17
call BlinkCursor
pop hl
call JoyTextDelay
ldh a, [hJoyLast]
and A_BUTTON | B_BUTTON
jr z, .loop
pop af
ldh [hObjectStructIndexBuffer], a
pop af
ldh [hMapObjectIndexBuffer], a
ret
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SimpleWaitPressAorB::
.loop
call JoyTextDelay
ldh a, [hJoyLast]
and A_BUTTON | B_BUTTON
jr z, .loop
ret
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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
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call PlaySFX
pop de
ret
.link
ld c, 65
jp DelayFrames
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.wait_input
ldh a, [hOAMUpdate]
push af
ld a, $1
ldh [hOAMUpdate], a
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ld a, [wInputType]
or a
jr z, .input_wait_loop
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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
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.blink_cursor
ldh a, [hVBlankCounter]
and %00010000 ; bit 4, a
jr z, .cursor_off
ld a, "▼"
jr .load_cursor_state
.cursor_off
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lda_coord 17, 17
.load_cursor_state
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ldcoord_a 18, 17
ret
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BlinkCursor::
push bc
ld a, [hl]
ld b, a
ld a, "▼"
cp b
pop bc
jr nz, .place_arrow
ldh a, [hMapObjectIndexBuffer]
dec a
ldh [hMapObjectIndexBuffer], a
ret nz
ldh a, [hObjectStructIndexBuffer]
dec a
ldh [hObjectStructIndexBuffer], a
ret nz
ld a, "─"
ld [hl], a
ld a, -1
ldh [hMapObjectIndexBuffer], a
ld a, 6
ldh [hObjectStructIndexBuffer], a
ret
.place_arrow
ldh a, [hMapObjectIndexBuffer]
and a
ret z
dec a
ldh [hMapObjectIndexBuffer], a
ret nz
dec a
ldh [hMapObjectIndexBuffer], a
ldh a, [hObjectStructIndexBuffer]
dec a
ldh [hObjectStructIndexBuffer], a
ret nz
ld a, 6
ldh [hObjectStructIndexBuffer], a
ld a, "▼"
ld [hl], a
ret