ref: a0bef01a1ddcd80eb098e88dc0514d07a4f1bc50
dir: /home/joypad.asm/
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 ; 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