ref: c8e9a82190fcb8687e3e48c1268f4b888e536f57
dir: /home/joypad.asm/
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