mirror of
https://github.com/bryanthaboi/gen1recomp
synced 2026-10-05 08:57:49 -04:00
Merge branch 'dev' into feat/switch-nx
Bring latest upstream fixes (Metal/iOS, encounter slide, second-screen seam) into the Switch NX feature branch. Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -250,8 +250,56 @@ function Input:isDown(btn)
|
||||
return self.state[btn] or false
|
||||
end
|
||||
|
||||
-- True when the on-screen overlay is one of the live sources holding this
|
||||
-- button (see overlayPressed above). Player:turnWindow widens the
|
||||
-- turn-in-place tap window on touch, where a press and release can never be
|
||||
-- as short as a physical d-pad's (#415).
|
||||
function Input:isTouchDown(btn)
|
||||
local sources = self.sources[btn]
|
||||
return (sources and sources["touch:" .. btn]) and true or false
|
||||
end
|
||||
|
||||
function Input:wasPressed(btn)
|
||||
return self.pressed[btn] or false
|
||||
end
|
||||
|
||||
-- Soft reset (#563). _Joypad (engine/joypad.asm) tests the RAW joypad read
|
||||
-- with `cp PAD_BUTTONS` -- an equality, not a mask -- so the combo counts
|
||||
-- only while A, B, SELECT and START are the only buttons down; any d-pad
|
||||
-- direction in the mix cancels it. That test sits ahead of the wJoyIgnore
|
||||
-- and BIT_DISABLE_JOYPAD masking below it, which is why the reset still
|
||||
-- works mid-battle and mid-cutscene where ordinary input is thrown away.
|
||||
-- TrySoftReset then burns one DelayFrame per pass and decrements hSoftReset,
|
||||
-- seeded with 16 by Init (home/init.asm), so the combo has to survive 16
|
||||
-- consecutive polls. That hold is also what keeps the on-screen overlay
|
||||
-- safe: it already takes four separate fingers on four separate controls,
|
||||
-- and they all have to stay put for better than a quarter of a second.
|
||||
local SOFT_RESET_FRAMES = 16
|
||||
|
||||
function Input:softResetHeld()
|
||||
if not (self.state.a and self.state.b
|
||||
and self.state.start and self.state.select) then
|
||||
return false
|
||||
end
|
||||
return not (self.state.up or self.state.down
|
||||
or self.state.left or self.state.right)
|
||||
end
|
||||
|
||||
-- Ticked once per fixed step by Game:step; true on the step the countdown
|
||||
-- runs out. hSoftReset is never re-seeded on release in the original, so
|
||||
-- its count leaks across a whole session; a port that copied that would
|
||||
-- eventually reset on a stray four-button press, so the counter re-arms as
|
||||
-- soon as the combo drops.
|
||||
function Input:softResetStep()
|
||||
if not self:softResetHeld() then
|
||||
self.softResetFrames = nil
|
||||
return false
|
||||
end
|
||||
local left = (self.softResetFrames or SOFT_RESET_FRAMES) - 1
|
||||
self.softResetFrames = left
|
||||
if left > 0 then return false end
|
||||
self.softResetFrames = nil
|
||||
return true
|
||||
end
|
||||
|
||||
return Input
|
||||
|
||||
Reference in New Issue
Block a user