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controllerjank.asm
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149 lines (116 loc) · 3.26 KB
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;================================================================================
; D-Pad Invert
; runs in NMI, must use minimum possible # of cycles
;--------------------------------------------------------------------------------
; Filtered Joypad 1 Register: [AXLR | ????]
; Filtered Joypad 1 Register: [BYST | udlr] [AXLR | ????]
InvertDPad_DPadOnly:
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H
BIT.b #$0C : BEQ + : EOR.b #$0C : + ; swap up/down
BIT.b #$03 : BEQ + : EOR.b #$03 : + ; swap left/right
STA.b Scrap01
JML InvertDPadReturn
InvertDPad_ButtonsOnly:
REP #$20 ; set 16-bit accumulator
LDA.w JOY1L
BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
STA.b Scrap00
SEP #$20 ; set 8-bit accumulator
JML InvertDPadReturn
InvertDPad_Both:
REP #$20 ; set 16-bit accumulator
LDA.w JOY1L
BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
BIT.w #$0C00 : BEQ + : EOR.w #$0C00 : + ; swap up/down
BIT.w #$0300 : BEQ + : EOR.w #$0300 : + ; swap left/right
STA.b Scrap00
SEP #$20 ; set 8-bit accumulator
JML InvertDPadReturn
InvertDPad_SwapSides:
REP #$20 ; set 16-bit accumulator
LDA.w JOY1L
BIT.w #$0840 : BEQ + : EOR.w #$0840 : + ; swap X/up
BIT.w #$0180 : BEQ + : EOR.w #$0180 : + ; swap A/right
BIT.w #$4200 : BEQ + : EOR.w #$4200 : + ; swap Y/left
BIT.w #$8400 : BEQ + : EOR.w #$8400 : + ; swap B/down
STA.b Scrap00
SEP #$20 ; set 8-bit accumulator
JML InvertDPadReturn
InvertDPad_DPadLROnly:
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H
BIT.b #$03 : BEQ + : EOR.b #$03 : + ; swap left/right
STA.b Scrap00
JML InvertDPadReturn
InvertDPad_DPadUDOnly:
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H
BIT.b #$0C : BEQ + : EOR.b #$0C : + ; swap up/down
STA.b Scrap00
JML InvertDPadReturn
InvertDPad:
LDA.l OneMindPlayerCount : BEQ .crowd_control
LDA.l OneMindId
AND.b #$03
TAX
LDA.l .onemind_controller_offset, X
TAX
LDA.w JOY1L,X : STA.w Scrap00
LDA.w JOY1H,X : STA.w Scrap01
LDA.b #$80 : STA.w WRIO ; reset this so latch can read it, otherwise RNG breaks
JML InvertDPadReturn
.crowd_control
LDA.l ControllerInverter : BNE +
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H : STA.b Scrap01
JML InvertDPadReturn
+ DEC : BNE +
JMP InvertDPad_DPadOnly
+ DEC : BNE +
JMP InvertDPad_ButtonsOnly
+ DEC : BNE +
JMP InvertDPad_Both
+ DEC : BNE +
JMP InvertDPad_SwapSides
+ DEC : BNE +
JMP InvertDPad_DPadLROnly
+ JMP InvertDPad_DPadUDOnly
.onemind_controller_offset
db 0 ; player 0 - JOY1L - joy1d1
db 0 ; player 1 - JOY1L - joy1d1
db 2 ; player 2 - JOY2L - joy2d1
db 6 ; player 3 - JOY4L - joy2d2
db 2 ; player 4 - JOY2L - joy2d1
db 6 ; player 5 - JOY4L - joy2d2
;--------------------------------------------------------------------------------
HandleOneMindController:
LDA.l OneMindPlayerCount
BEQ .no_onemind
REP #$20
LDA.l OneMindTimerRAM
DEC
BPL .no_switch
SEP #$20
LDA.l OneMindId
INC
CMP.l OneMindPlayerCount
BCC .no_wrap
LDA.b #$01 ; reset to player 1
.no_wrap
STA.l OneMindId
REP #$20
LDA.l OneMindTimerInit
.no_switch
STA.l OneMindTimerRAM
SEP #$20
LDA.l OneMindId
CMP.b #$04 ; is it player 4 or 5?
BCC .no_multitap_switch
STZ.w WRIO
.no_multitap_switch
.no_onemind
STZ.b NMIDoneFlag
JML MainGameLoop ; reset frame loop