Merge pull request #190 from beckchop/fix-taiko-inputs
[Taiko no Tatsujin Nijiiro Ver] Only register a hit on rising edge
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f003a89faa
@ -9,6 +9,17 @@
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static bool btnTestToggle = false;
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static bool btnTestLast = false;
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static bool btnCoinLast = false;
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static bool btnP1RimR = false;
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static bool btnP1CenterR = false;
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static bool btnP1CenterL= false;
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static bool btnP1RimL = false;
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static bool btnP2RimR = false;
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static bool btnP2CenterR = false;
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static bool btnP2CenterL = false;
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static bool btnP2RimL = false;
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static uint16_t coinCount = 0;
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extern int* ffbOffset;
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@ -76,11 +87,11 @@ static __int64 __fastcall bnusio_DecService(int a1, unsigned __int16 a2)
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}
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// Return a random value to simulate the arcade drum
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uint16_t rand16(void) {
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static uint16_t rand16(void) {
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uint16_t r = 0;
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int random;
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int max_value = 20000; // ~ 90 in I/O test menu
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int min_value = 10000; // ~ 50 in I/O test menu
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int min_value = 10000; // ~ 30 in I/O test menu
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random = rand() % max_value + min_value;
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r = (unsigned)random;
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@ -93,27 +104,87 @@ static uint16_t __fastcall bnusio_GetAnalogIn(unsigned __int8 a1)
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//info(true, "bnusio_GetAnalogIn a1: %u", a1);
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uint16_t rv = 0;
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uint16_t rvSim = 0;
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rvSim = rand16();
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// Player 1 Drum Rim Left
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if (a1 == 0) {
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bool currentBtn = (bool)(*ffbOffset & 0x40);
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if (a1 == 0 && (bool)(*ffbOffset & 0x40)) // Player 1 Drum Rim Left
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rv = rvSim;
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else if (a1 == 1 && (bool)(*ffbOffset & 0x80)) // Player 1 Drum Center Left
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rv = rvSim;
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else if (a1 == 2 && (bool)(*ffbOffset & 0x100)) // Player 1 Drum Center Right
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rv = rvSim;
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else if (a1 == 3 && (bool)(*ffbOffset & 0x200)) // Player 1 Drum Rim Right
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rv = rvSim;
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else if (a1 == 4 && (bool)(*ffbOffset & 0x400)) // Player 2 Drum Rim Left
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rv = rvSim;
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else if (a1 == 5 && (bool)(*ffbOffset & 0x800)) // Player 2 Drum Center Left
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rv = rvSim;
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else if (a1 == 6 && (bool)(*ffbOffset & 0x1000)) // Player 2 Drum Center Right
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rv = rvSim;
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else if (a1 == 7 && (bool)(*ffbOffset & 0x2000)) // Player 2 Drum Rim Right
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rv = rvSim;
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if (currentBtn && btnP1RimL != currentBtn)
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rv = rand16();
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btnP1RimL = currentBtn;
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}
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// Player 1 Drum Center Left
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else if (a1 == 1) {
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bool currentBtn = (bool)(*ffbOffset & 0x80);
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if (currentBtn && btnP1CenterL != currentBtn)
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rv = rand16();
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btnP1CenterL = currentBtn;
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}
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// Player 1 Drum Center Right
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else if (a1 == 2) {
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bool currentBtn = (bool)(*ffbOffset & 0x100);
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if (currentBtn && btnP1CenterR != currentBtn)
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rv = rand16();
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btnP1CenterR = currentBtn;
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}
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// Player 1 Drum Rim Right
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else if (a1 == 3) {
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bool currentBtn = (bool)(*ffbOffset & 0x200);
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if (currentBtn && btnP1RimR != currentBtn)
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rv = rand16();
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btnP1RimR = currentBtn;
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}
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// Player 2 Drum Rim Left
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else if (a1 == 4) {
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bool currentBtn = (bool)(*ffbOffset & 0x400);
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if (currentBtn && btnP2RimL != currentBtn)
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rv = rand16();
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btnP2RimL = currentBtn;
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}
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// Player 2 Drum Center Left
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else if (a1 == 5) {
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bool currentBtn = (bool)(*ffbOffset & 0x800);
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if (currentBtn && btnP2CenterL != currentBtn)
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rv = rand16();
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btnP2CenterL = currentBtn;
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}
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// Player 2 Drum Center Right
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else if (a1 == 6) {
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bool currentBtn = (bool)(*ffbOffset & 0x1000);
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if (currentBtn && btnP2CenterR != currentBtn)
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rv = rand16();
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btnP2CenterR = currentBtn;
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}
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// Player 2 Drum Rim Right
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else if (a1 == 7) {
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bool currentBtn = (bool)(*ffbOffset & 0x2000);
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if (currentBtn && btnP2RimR != currentBtn)
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rv = rand16();
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btnP2RimR = currentBtn;
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}
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return rv;
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}
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