shithub: pokered

Download patch

ref: bba84059925c25e04fdcef5e4f3e2192176faf2d
parent: 031e33957dfaf9a5e29fb67aaf600ec809b8e35f
author: yenatch <yenatch@gmail.com>
date: Sun May 25 07:21:48 EDT 2014

Rename GetJoypadState -> Joypad.

--- a/engine/cable_club.asm
+++ b/engine/cable_club.asm
@@ -540,7 +540,7 @@
 	ld a, $ed
 	ld [$c4e1], a
 .asm_574a
-	call GetJoypadStateLowSensitivity
+	call JoypadLowSensitivity
 	ld a, [$ffb5]
 	and a
 	jr z, .asm_574a ; 0x5750 $f8
--- a/engine/evolution.asm
+++ b/engine/evolution.asm
@@ -141,7 +141,7 @@
 asm_7befa: ; 7befa (1e:7efa)
 	call DelayFrame
 	push bc
-	call GetJoypadStateLowSensitivity
+	call JoypadLowSensitivity
 	ld a, [$ffb5]
 	pop bc
 	and $2
--- a/engine/menu/main_menu.asm
+++ b/engine/menu/main_menu.asm
@@ -100,7 +100,7 @@
 	ld [hJoyPressed],a
 	ld [hJoyReleased],a
 	ld [hJoyHeld],a
-	call GetJoypadState
+	call Joypad
 	ld a,[hJoyHeld]
 	bit 0,a
 	jr nz,.next5
@@ -483,7 +483,7 @@
 	call PlaceMenuCursor
 	call SetOptionsFromCursorPositions
 .getJoypadStateLoop
-	call GetJoypadStateLowSensitivity
+	call JoypadLowSensitivity
 	ld a,[$ffb5]
 	ld b,a
 	and a,%11111011 ; any key besides select pressed?
--- a/engine/menu/naming_screen.asm
+++ b/engine/menu/naming_screen.asm
@@ -133,7 +133,7 @@
 	callba AnimatePartyMon_ForceSpeed1
 	pop af
 	ld [wCurrentMenuItem], a ; $cc26
-	call GetJoypadStateLowSensitivity
+	call JoypadLowSensitivity
 	ld a, [hJoyPressed]
 	and a
 	jr z, .asm_65ff
--- a/engine/menu/pokedex.asm
+++ b/engine/menu/pokedex.asm
@@ -584,7 +584,7 @@
 	xor a
 	ld [$fff4],a
 .waitForButtonPress
-	call GetJoypadStateLowSensitivity
+	call JoypadLowSensitivity
 	ld a,[$ffb5]
 	and a,%00000011 ; A button and B button
 	jr z,.waitForButtonPress
--- a/engine/menu/start_menu.asm
+++ b/engine/menu/start_menu.asm
@@ -80,7 +80,7 @@
 
 ; 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
--- a/engine/slot_machine.asm
+++ b/engine/slot_machine.asm
@@ -799,7 +799,7 @@
 
 SlotMachine_37882: ; 37882 (d:7882)
 	call DelayFrame
-	call GetJoypadStateLowSensitivity
+	call JoypadLowSensitivity
 	ld a, [$ffb5]
 	and $1
 	ret z
--- a/engine/town_map.asm
+++ b/engine/town_map.asm
@@ -67,7 +67,7 @@
 	call CopyData
 .asm_70ec8
 	call Func_716c6
-	call GetJoypadStateLowSensitivity
+	call JoypadLowSensitivity
 	ld a, [$ffb5]
 	ld b, a
 	and $c3
@@ -195,7 +195,7 @@
 .asm_71004
 	push hl
 	call DelayFrame
-	call GetJoypadStateLowSensitivity
+	call JoypadLowSensitivity
 	ld a, [$ffb5]
 	ld b, a
 	pop hl
--- a/home.asm
+++ b/home.asm
@@ -156,12 +156,12 @@
 	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 @@
 	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 @@
 	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 @@
 	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 @@
 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 @@
 ; (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 @@
 	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 @@
 
 ; 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 @@
 	ld [$cf96],a ; initialize current quantity to 0
 	jp .incrementQuantity
 .waitForKeyPressLoop
-	call GetJoypadStateLowSensitivity
+	call JoypadLowSensitivity
 	ld a,[hJoyPressed] ; newly pressed buttons
 	bit 0,a ; was the A button pressed?
 	jp nz,.buttonAPressed
@@ -8773,8 +8773,8 @@
 ;    report only one button press.
 ; 3. Same as 2, but report no buttons as pressed if A or B is held down.
 ;    ([$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 @@
 	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 @@
 	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 @@
 	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
--- a/main.asm
+++ b/main.asm
@@ -3075,7 +3075,7 @@
 
 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 @@
 	ld hl, hSoftReset
 	dec [hl]
 	jp z, SoftReset
-	jp GetJoypadState
+	jp Joypad
 
 INCLUDE "data/map_songs.asm"