150 lines
3.3 KiB
NASM
150 lines
3.3 KiB
NASM
;================================================================================
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; D-Pad Invert
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; runs in NMI, must use minimum possible # of cycles
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;--------------------------------------------------------------------------------
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; Filtered Joypad 1 Register: [AXLR | ????]
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; Filtered Joypad 1 Register: [BYST | udlr] [AXLR | ????]
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InvertDPad_DPadOnly:
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LDA.w JOY1L : STA.b Scrap00
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LDA.w JOY1H
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BIT.b #$0C : BEQ + : EOR.b #$0C : + ; swap up/down
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BIT.b #$03 : BEQ + : EOR.b #$03 : + ; swap left/right
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STA.b Scrap01
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JML InvertDPadReturn
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InvertDPad_ButtonsOnly:
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REP #$20 ; set 16-bit accumulator
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LDA.w JOY1L
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BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
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BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
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STA.b Scrap00
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SEP #$20 ; set 8-bit accumulator
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JML InvertDPadReturn
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InvertDPad_Both:
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REP #$20 ; set 16-bit accumulator
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LDA.w JOY1L
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BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
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BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
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BIT.w #$0C00 : BEQ + : EOR.w #$0C00 : + ; swap up/down
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BIT.w #$0300 : BEQ + : EOR.w #$0300 : + ; swap left/right
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STA.b Scrap00
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SEP #$20 ; set 8-bit accumulator
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JML InvertDPadReturn
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InvertDPad_SwapSides:
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REP #$20 ; set 16-bit accumulator
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LDA.w JOY1L
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BIT.w #$0840 : BEQ + : EOR.w #$0840 : + ; swap X/up
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BIT.w #$0180 : BEQ + : EOR.w #$0180 : + ; swap A/right
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BIT.w #$4200 : BEQ + : EOR.w #$4200 : + ; swap Y/left
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BIT.w #$8400 : BEQ + : EOR.w #$8400 : + ; swap B/down
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STA.b Scrap00
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SEP #$20 ; set 8-bit accumulator
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JML InvertDPadReturn
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InvertDPad_DPadLROnly:
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LDA.w JOY1L : STA.b Scrap00
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LDA.w JOY1H
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BIT.b #$03 : BEQ + : EOR.b #$03 : + ; swap left/right
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STA.b Scrap00
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JML InvertDPadReturn
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InvertDPad_DPadUDOnly:
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LDA.w JOY1L : STA.b Scrap00
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LDA.w JOY1H
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BIT.b #$0C : BEQ + : EOR.b #$0C : + ; swap up/down
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STA.b Scrap00
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JML InvertDPadReturn
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InvertDPad:
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LDA.l OneMindPlayerCount : BEQ .crowd_control
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LDA.l OneMindId
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AND.b #$03
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TAX
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LDA.l .onemind_controller_offset, X
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TAX
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LDA.w JOY1L,X : STA.w Scrap00
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LDA.w JOY1H,X : STA.w Scrap01
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LDA.b #$80 : STA.w WRIO ; reset this so latch can read it, otherwise RNG breaks
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JML InvertDPadReturn
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.crowd_control
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LDA.l ControllerInverter : BNE +
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LDA.w JOY1L : STA.b Scrap00
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LDA.w JOY1H : STA.b Scrap01
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JML InvertDPadReturn
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+ DEC : BNE +
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JMP InvertDPad_DPadOnly
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+ DEC : BNE +
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JMP InvertDPad_ButtonsOnly
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+ DEC : BNE +
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JMP InvertDPad_Both
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+ DEC : BNE +
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JMP InvertDPad_SwapSides
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+ DEC : BNE +
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JMP InvertDPad_DPadLROnly
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+ JMP InvertDPad_DPadUDOnly
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.onemind_controller_offset
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db 0 ; player 0 - JOY1L - joy1d1
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db 0 ; player 1 - JOY1L - joy1d1
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db 2 ; player 2 - JOY2L - joy2d1
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db 6 ; player 3 - JOY4L - joy2d2
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db 2 ; player 4 - JOY2L - joy2d1
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db 6 ; player 5 - JOY4L - joy2d2
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;--------------------------------------------------------------------------------
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HandleOneMindController:
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LDA.l OneMindPlayerCount
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BEQ .no_onemind
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REP #$20
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LDA.l OneMindTimerRAM
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DEC
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BPL .no_switch
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SEP #$20
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LDA.l OneMindId
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INC
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CMP.l OneMindPlayerCount
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BCC .no_wrap
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LDA.b #$01 ; reset to player 1
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.no_wrap
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STA.l OneMindId
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REP #$20
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LDA.l OneMindTimerInit
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.no_switch
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STA.l OneMindTimerRAM
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SEP #$20
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LDA.l OneMindId
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CMP.b #$04 ; is it player 4 or 5?
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BCC .no_multitap_switch
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STZ.w WRIO
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.no_multitap_switch
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.no_onemind
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STZ.b NMIDoneFlag
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JML MainGameLoop ; reset frame loop
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