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clean up turbo and support player 2 - plastygrove
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@ -664,14 +664,23 @@ static void check_variables(void)
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/*
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* Flags to keep track of whether turbo
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* was toggled on or off
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* p0 - Player 1
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* p1 - Player 2
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* There are two values in array
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* for Turbo A and Turbo B for
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* each player
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*/
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unsigned char turbo_a_toggle = 0;
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unsigned char turbo_a_prescaler = 1;
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unsigned char turbo_a_counter = 0;
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unsigned char turbo_b_toggle = 0;
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unsigned char turbo_b_prescaler = 1;
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unsigned char turbo_b_counter = 0;
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unsigned char turbo_p0_toggle[] = {0,0};
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unsigned char turbo_p1_toggle[] = {0,0};
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/*
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* This is the turbo delay, higher the value
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* the slower the frequency i.e. wait time
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* between turbo repeats increases
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*/
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#define TURBO_DELAY 3
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static void FCEUD_UpdateInput(void)
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{
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@ -688,52 +697,55 @@ static void FCEUD_UpdateInput(void)
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for ( i = 0; i < 8; i++)
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pad[1] |= input_cb(1, RETRO_DEVICE_JOYPAD, 0, bindmap[i].retro) ? bindmap[i].nes : 0;
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/*
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* Check if turbo_a button is pressed.
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* This is set to joypad button X
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* in retroarch. If it is pressed
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* then toggle it on and off
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* everytime this function gets called.
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* Note that this is currently only for pad 0.
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* Turbo A and Turbo B buttons are
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* mapped to Joypad X and Joypad Y
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* in RetroArch joypad.
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*
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* We achieve this by keeping track of
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* the number of times it increments
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* the toggle counter and fire or not fire
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* depending on whether the delay value has
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* been reached.
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*/
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if(input_cb(0, RETRO_DEVICE_JOYPAD, 0, bindmap[8].retro)) {
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if(turbo_a_counter == turbo_a_prescaler) {
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turbo_a_counter = 0;
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turbo_a_toggle ^= 1; //Toggle the value
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}
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if (turbo_a_toggle) {
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pad[0] |= bindmap[8].nes;
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// Handle turbo buttons - player 1
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for ( i = 8; i < 10; i++) {
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if(input_cb(0, RETRO_DEVICE_JOYPAD, 0, bindmap[i].retro)) {
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if (turbo_p0_toggle[i-8] == 0) {
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pad[0] |= bindmap[i].nes;
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}
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turbo_p0_toggle[i-8]++;
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if (turbo_p0_toggle[i-8] > TURBO_DELAY) {
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// Reset the toggle if
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// delay value is reached
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turbo_p0_toggle[i-8] = 0;
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}
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} else {
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// If the button is not pressed, just reset the toggle
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turbo_p0_toggle[i-8] = 0;
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}
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turbo_a_counter++; //Increment the counter
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} else {
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turbo_a_counter = 0;
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turbo_a_toggle = 1;
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}
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/* Similar to turbo_a, check for
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* turbo_b which is set to joypad
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* button Y in retroarch
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*/
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if(input_cb(0, RETRO_DEVICE_JOYPAD, 0, bindmap[9].retro)) {
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if(turbo_b_counter == turbo_b_prescaler) {
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turbo_b_counter = 0;
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turbo_b_toggle ^= 1; //Toggle the value
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// Handle turbo buttons - player 2
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for ( i = 8; i < 10; i++) {
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if(input_cb(1, RETRO_DEVICE_JOYPAD, 0, bindmap[i].retro)) {
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if (turbo_p1_toggle[i-8] == 0) {
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pad[1] |= bindmap[i].nes;
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}
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turbo_p1_toggle[i-8]++;
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if (turbo_p1_toggle[i-8] > TURBO_DELAY) {
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// Reset the toggle if
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// delay value is reached
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turbo_p1_toggle[i-8] = 0;
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}
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} else {
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// If the button is not pressed, just reset the toggle
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turbo_p1_toggle[i-8] = 0;
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}
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if (turbo_b_toggle) {
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pad[0] |= bindmap[9].nes;
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}
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turbo_b_counter++; //Increment the counter
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} else {
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turbo_b_counter = 0;
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turbo_b_toggle = 1;
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}
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JSReturn[0] = pad[0] | (pad[1] << 8);
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if (input_cb(0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R2))
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