Rename GetJoypadState -> Joypad.

This commit is contained in:
yenatch 2014-05-25 11:21:48 -07:00
parent 031e33957d
commit bba8405992
10 changed files with 28 additions and 28 deletions

View file

@ -540,7 +540,7 @@ TradeCenter_SelectMon:
ld a, $ed
ld [$c4e1], a
.asm_574a
call GetJoypadStateLowSensitivity
call JoypadLowSensitivity
ld a, [$ffb5]
and a
jr z, .asm_574a ; 0x5750 $f8

View file

@ -141,7 +141,7 @@ Func_7bed6: ; 7bed6 (1e:7ed6)
asm_7befa: ; 7befa (1e:7efa)
call DelayFrame
push bc
call GetJoypadStateLowSensitivity
call JoypadLowSensitivity
ld a, [$ffb5]
pop bc
and $2

View file

@ -100,7 +100,7 @@ MainMenu: ; 5af2 (1:5af2)
ld [hJoyPressed],a
ld [hJoyReleased],a
ld [hJoyHeld],a
call GetJoypadState
call Joypad
ld a,[hJoyHeld]
bit 0,a
jr nz,.next5
@ -483,7 +483,7 @@ DisplayOptionMenu: ; 5e8a (1:5e8a)
call PlaceMenuCursor
call SetOptionsFromCursorPositions
.getJoypadStateLoop
call GetJoypadStateLowSensitivity
call JoypadLowSensitivity
ld a,[$ffb5]
ld b,a
and a,%11111011 ; any key besides select pressed?

View file

@ -133,7 +133,7 @@ DisplayNamingScreen: ; 6596 (1:6596)
callba AnimatePartyMon_ForceSpeed1
pop af
ld [wCurrentMenuItem], a ; $cc26
call GetJoypadStateLowSensitivity
call JoypadLowSensitivity
ld a, [hJoyPressed]
and a
jr z, .asm_65ff

View file

@ -584,7 +584,7 @@ ShowPokedexDataInternal: ; 402e2 (10:42e2)
xor a
ld [$fff4],a
.waitForButtonPress
call GetJoypadStateLowSensitivity
call JoypadLowSensitivity
ld a,[$ffb5]
and a,%00000011 ; A button and B button
jr z,.waitForButtonPress

View file

@ -80,7 +80,7 @@ RedisplayStartMenu:: ; 2adf (0:2adf)
; EXIT falls through to here
CloseStartMenu:: ; 2b70 (0:2b70)
call GetJoypadState
call Joypad
ld a,[hJoyPressed]
bit 0,a ; was A button newly pressed?
jr nz,CloseStartMenu

View file

@ -799,7 +799,7 @@ SlotMachine_3784e: ; 3784e (d:784e)
SlotMachine_37882: ; 37882 (d:7882)
call DelayFrame
call GetJoypadStateLowSensitivity
call JoypadLowSensitivity
ld a, [$ffb5]
and $1
ret z

View file

@ -67,7 +67,7 @@ Func_70e92: ; 70e92 (1c:4e92)
call CopyData
.asm_70ec8
call Func_716c6
call GetJoypadStateLowSensitivity
call JoypadLowSensitivity
ld a, [$ffb5]
ld b, a
and $c3
@ -195,7 +195,7 @@ LoadTownMap_Fly: ; 70f90 (1c:4f90)
.asm_71004
push hl
call DelayFrame
call GetJoypadStateLowSensitivity
call JoypadLowSensitivity
ld a, [$ffb5]
ld b, a
pop hl

View file

@ -156,12 +156,12 @@ ReadJoypad::
ld [rJOYP], a
ret
GetJoypadState::
Joypad::
; Update the joypad state variables:
; [hJoyReleased] keys released since last time
; [hJoyPressed] keys pressed since last time
; [hJoyHeld] currently pressed keys
homecall _GetJoypadState
homecall _Joypad
ret
@ -220,7 +220,7 @@ OverworldLoopLessDelay::
ld a,[wWalkCounter]
and a
jp nz,.moveAhead ; if the player sprite has not yet completed the walking animation
call GetJoypadStateOverworld ; get joypad state (which is possibly simulated)
call JoypadOverworld ; get joypad state (which is possibly simulated)
callba SafariZoneCheck
ld a,[$da46]
and a
@ -588,7 +588,7 @@ CheckWarpsNoCollisionLoop:: ; 06cc (0:06cc)
jr nz,WarpFound1
push de
push bc
call GetJoypadState
call Joypad
pop bc
pop de
ld a,[hJoyHeld] ; current joypad state
@ -2006,12 +2006,12 @@ DrawTileBlock:: ; 0f1d (0:0f1d)
ret
; function to update joypad state and simulate button presses
GetJoypadStateOverworld:: ; 0f4d (0:0f4d)
JoypadOverworld:: ; 0f4d (0:0f4d)
xor a
ld [$c103],a
ld [$c105],a
call RunMapScript
call GetJoypadState
call Joypad
ld a,[W_FLAGS_D733]
bit 3,a ; check if a trainer wants a challenge
jr nz,.notForcedDownwards
@ -2596,7 +2596,7 @@ ForceBikeOrSurf:: ; 12ed (0:12ed)
CheckForUserInterruption:: ; 12f8 (0:12f8)
call DelayFrame
push bc
call GetJoypadStateLowSensitivity
call JoypadLowSensitivity
pop bc
ld a,[hJoyHeld] ; currently pressed buttons
cp a,%01000110 ; Up, Select button, B button
@ -4225,7 +4225,7 @@ TextCommand09:: ; 1bff (0:1bff)
; (no arguments)
TextCommand0A:: ; 1c1d (0:1c1d)
push bc
call GetJoypadState
call Joypad
ld a,[hJoyHeld]
and a,%00000011 ; A and B buttons
jr nz,.skipDelay
@ -4302,7 +4302,7 @@ TextCommand0C:: ; 1c78 (0:1c78)
ld a,$75 ; ellipsis
ld [hli],a
push de
call GetJoypadState
call Joypad
pop de
ld a,[hJoyHeld] ; joypad state
and a,%00000011 ; is A or B button pressed?
@ -6513,7 +6513,7 @@ AfterDisplayingTextID:: ; 29d6 (0:29d6)
; loop to hold the dialogue box open as long as the player keeps holding down the A button
HoldTextDisplayOpen:: ; 29df (0:29df)
call GetJoypadState
call Joypad
ld a,[hJoyHeld]
bit 0,a ; is the A button being pressed?
jr nz,HoldTextDisplayOpen
@ -6953,7 +6953,7 @@ DisplayChooseQuantityMenu:: ; 2d57 (0:2d57)
ld [$cf96],a ; initialize current quantity to 0
jp .incrementQuantity
.waitForKeyPressLoop
call GetJoypadStateLowSensitivity
call JoypadLowSensitivity
ld a,[hJoyPressed] ; newly pressed buttons
bit 0,a ; was the A button pressed?
jp nz,.buttonAPressed
@ -8773,8 +8773,8 @@ CopyString:: ; 3829 (0:3829)
; report only one button press.
; 3. Same as 2, but report no buttons as pressed if A or B is held down.
; ([$ffb7] == 1, [$ffb6] == 0)
GetJoypadStateLowSensitivity:: ; 3831 (0:3831)
call GetJoypadState
JoypadLowSensitivity:: ; 3831 (0:3831)
call Joypad
ld a,[$ffb7] ; flag
and a ; get all currently pressed buttons or only newly pressed buttons?
ld a,[hJoyPressed] ; newly pressed buttons
@ -8832,7 +8832,7 @@ WaitForTextScrollButtonPress:: ; 3865 (0:3865)
ld hl, Coord
call HandleDownArrowBlinkTiming
pop hl
call GetJoypadStateLowSensitivity
call JoypadLowSensitivity
ld a, $2d
call Predef ; indirect jump to Func_5a5f (5a5f (1:5a5f))
ld a, [$ffb5]
@ -8922,7 +8922,7 @@ PrintLetterDelay:: ; 38d3 (0:38d3)
ld a,1
ld [H_FRAMECOUNTER],a
.checkButtons
call GetJoypadState
call Joypad
ld a,[hJoyHeld]
.checkAButton
bit 0,a ; is the A button pressed?
@ -9301,7 +9301,7 @@ HandleMenuInputPokemonSelection:: ; 3ac2 (0:3ac2)
callba AnimatePartyMon ; shake mini sprite of selected pokemon
.getJoypadState
pop hl
call GetJoypadStateLowSensitivity
call JoypadLowSensitivity
ld a,[$ffb5]
and a ; was a key pressed?
jr nz,.keyPressed

View file

@ -3075,7 +3075,7 @@ Func_7c18: ; 7c18 (1:7c18)
SECTION "bank3",ROMX,BANK[$3]
_GetJoypadState::
_Joypad::
ld a, [hJoyInput]
cp A_BUTTON + B_BUTTON + SELECT + START ; soft reset
jp z, TrySoftReset
@ -3125,7 +3125,7 @@ TrySoftReset:
ld hl, hSoftReset
dec [hl]
jp z, SoftReset
jp GetJoypadState
jp Joypad
INCLUDE "data/map_songs.asm"