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Merge pull request #8 from Eebit/port-banim-fastforward
Port "battle animation fast forward" patch to FE6J and FE7U
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FEBuilderGBA/bin/Debug/config/patch2/FE6/FastBattleAnimation20220531/FastBattleAnimation.dmp
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86 changes: 86 additions & 0 deletions
86
FEBuilderGBA/bin/Debug/config/patch2/FE6/FastBattleAnimation20220531/FastBattleAnimation.s
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,86 @@ | ||
@Hook 080426F0 @FE6J | ||
@Hook 0804B314 @FE7U | ||
@Hook 08050C44 @FE8J | ||
@Hook 0804FED0 @FE8U (InBattleMainRoutine; 0x0804FE40) | ||
@r0 VCount | ||
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||
.thumb | ||
.macro blh to, reg=r3 | ||
ldr \reg, =\to | ||
mov lr, \reg | ||
.short 0xf800 | ||
.endm | ||
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||
LDR r3, =0x02023B20 @ FE6J (gKeyStObj) | ||
@ LDR r3, =0x02024C78 @ FE7U (gKeysInstance) | ||
@ LDR r3, =0x02024CC0 @ FE8J FE8U ([email protected] ) | ||
LDRH r3, [r3, #0x4] @ [email protected] | ||
ldr r2, PressButton | ||
AND r3 ,r2 | ||
beq WaitExit | ||
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||
@Aボタンが押されているので早くする! | ||
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||
@Dummy GeneralVBlankHandler | ||
ldr r1, =0x03007FF8 @FE6J FE7U FE8J FE8U IRQCheckFlags | ||
mov r0, #0x1 | ||
strh r0, [r1, #0x0] @IRQCheckFlags | ||
blh 0x08000F20 @FE6J IncGameTime | ||
@blh 0x08000F48 @FE7U IncGameTime | ||
@blh 0x08000cf0 @FE8J IncrementGlobalClock | ||
@blh 0x08000d40 @FE8U IncrementGlobalClock | ||
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||
ldr r0, =0x020258cc @FE6J gProcTreeRootArray | ||
@ldr r0, =0x02026a30 @FE7U gProcTreeRoots | ||
@ldr r0, =0x02026A70 @FE8J FE8U 6CPointer@MainArray[0].pointer | ||
ldr r0, [r0, #0x0] | ||
blh 0x08003E44 @FE6J Proc_Run | ||
@blh 0x08004690 @FE7U Proc_Run | ||
@blh 0x08002dd4 @FE8J Exec6C | ||
@blh 0x08002e84 @FE8U Exec6C | ||
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||
blh 0x08002dc4 @FE6J SyncLoOam | ||
@blh 0x08003338 @FE7U SyncLoOam | ||
@blh 0x080020cc @FE8J FlushPrimaryOAM | ||
@blh 0x0800217c @FE8U FlushPrimaryOAM | ||
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||
ldr r1, =0x0202aa08 @FE6J gBmSt | ||
@ldr r1, =0x0202bbb8 @FE7U gBmStatus | ||
@ldr r1, =0x0202BCAC @FE8J [email protected] | ||
@ldr r1, =0x0202BCB0 @FE8U [email protected] | ||
ldrb r0, [r1, #0x0] @[email protected] | ||
cmp r0, #0x0 | ||
beq Exit | ||
mov r0, #0x0 | ||
strb r0, [r1, #0x0] @[email protected] | ||
blh 0x080010CC @FE7J SyncDispIo | ||
@blh 0x080011B0 @FE7U SyncDispIo | ||
@blh 0x08000e4c @FE8J FlushLCDControl | ||
@blh 0x08000e9c @FE8U FlushLCDControl | ||
blh 0x08001478 @FE6J SyncBgsAndPal | ||
@blh 0x080016EC @FE7U SyncBgsAndPal | ||
@blh 0x080010fc @FE8J FlushBackgrounds | ||
@blh 0x0800114c @FE8U FlushBackgrounds | ||
blh 0x08002C04 @FE6J ApplyDataMoves | ||
@blh 0x08003178 @FE7U ApplyDataMoves | ||
@blh 0x08001fd8 @FE8J FlushTiles | ||
@blh 0x08002088 @FE8U FlushTiles | ||
blh 0x08002d6c @FE6J SyncHiOam | ||
@blh 0x080032E0 @FE7U SyncHiOam | ||
@blh 0x08002088 @FE8J FlushSecondaryOAM | ||
@blh 0x08002138 @FE8U FlushSecondaryOAM | ||
b Exit | ||
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||
WaitExit: | ||
@Aボタンが押されていないので、VBlankIntrWaitで待機させる | ||
blh 0x0809dd30 @FE6J VBlankIntrWait | ||
@blh 0x080BFA6C @FE7U VBlankIntrWait | ||
@blh 0x080d63d8 @FE8J VBlankIntrWait | ||
@blh 0x080d16dc @FE8U VBlankIntrWait | ||
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Exit: | ||
pop {r0} | ||
bx r0 | ||
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.ltorg | ||
PressButton: |
3 changes: 3 additions & 0 deletions
3
...erGBA/bin/Debug/config/patch2/FE6/FastBattleAnimation20220531/FastBattleAnimation.sym.txt
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,3 @@ | ||
PressButton=$88 | ||
WaitExit=$4C | ||
Exit=$52 |
26 changes: 26 additions & 0 deletions
26
FEBuilderGBA/bin/Debug/config/patch2/FE6/FastBattleAnimation20220531/Install.event
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,26 @@ | ||
PUSH | ||
ORG 0x426F0 //FE6J | ||
//ORG 0x4B314 //FE7U | ||
//ORG 0x50C44 //FE8J | ||
//ORG 0x4FED0 //FE8U | ||
jumpToHack(FastBattleAnimation) | ||
POP | ||
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ALIGN 4 | ||
FastBattleAnimation: | ||
#incbin "FastBattleAnimation.dmp" | ||
WORD 0x0100 //R Button | ||
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//A Button 0x0001 | ||
//B Button 0x0002 | ||
//L Button 0x0200 | ||
//R Button 0x0100 | ||
//Top Button 0x0040 | ||
//Buttom Button 0x0080 | ||
//Left Button 0x0020 | ||
//Right Button 0x0010 | ||
//Start Button 0x0004 | ||
//Select Button 0x0008 | ||
//L and R 0x0300 | ||
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||
ALIGN 4 |
19 changes: 19 additions & 0 deletions
19
...GBA/bin/Debug/config/patch2/FE6/FastBattleAnimation20220531/PATCH_FastBattleAnimation.txt
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@@ -0,0 +1,19 @@ | ||
NAME=Rボタンで戦闘アニメを早送りできるようにする 20220531(Install) | ||
NAME.en=Allow fast-forwarding of battle animations with the R button 20220531(Install) | ||
NAME.zh=Allow fast-forwarding of battle animations with the R button 20220531(Install) | ||
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TYPE=EA | ||
TAG=#EVENT | ||
EA=Install.event | ||
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||
INFO=戦闘アニメーション中に特定のボタンを押せば早送りできるようにします。\r\nエミュレータのフレームスキップとは異なりBGMは早送りされずアニメーションだけを早送りします。\r\nCircleの同様の実装と比べて、いくつかのメリットがあります。\r\n1つは、長い戦闘アニメーションが、逆に遅延する副作用がないためです。\r\n2つ目は、魔法も早送りできることです。\r\n以前はAボタンでしたが、Rボタンにするのが慣習になっているので、変更しました | ||
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INFO.en=Allows fast-forwarding by pressing the some button during combat animations.\r\nUnlike frame skipping on emulators, the BGM is not fast-forwarded, only the animation is fast-forwarded.\r\nCompared to a similar implementation in Circle, this has several advantages.\r\nOne is that long combat animations do not have the side-effect of being delayed in the opposite direction.\r\nThe second is that magic can also be fast-forwarded.\r\nIt used to be the A button, but it is customary to use the R button, so we changed it | ||
INFO.zh=Allows fast-forwarding by pressing the some button during combat animations.\r\nUnlike frame skipping on emulators, the BGM is not fast-forwarded, only the animation is fast-forwarded.\r\nCompared to a similar implementation in Circle, this has several advantages.\r\nOne is that long combat animations do not have the side-effect of being delayed in the opposite direction.\r\nThe second is that magic can also be fast-forwarded.\r\nIt used to be the A button, but it is customary to use the R button, so we changed it | ||
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//既に適応されたかどうか | ||
PATCHED_IF:0x426F0=0x00 0x4B 0x18 0x47 | ||
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AUTHOR=7743, Eebit (FE6J/FE7U) | ||
|
22 changes: 22 additions & 0 deletions
22
.../Debug/config/patch2/FE6/FastBattleAnimation20220531/PATCH_FastBattleAnimation_editor.txt
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,22 @@ | ||
NAME=Rボタンで戦闘アニメを早送りできるようにする 20220531(Edit) | ||
NAME.en=Allow fast-forwarding of battle animations with the R button 20220531(Edit) | ||
NAME.zh=Allow fast-forwarding of battle animations with the R button 20220531(Edit) | ||
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||
TYPE=ADDR | ||
TAG=#EVENT | ||
EA=Install.event | ||
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||
INFO=戦闘アニメーション中に特定のボタンを押せば早送りできるようにします。\r\nエミュレータのフレームスキップとは異なりBGMは早送りされずアニメーションだけを早送りします。\r\nCircleの同様の実装と比べて、いくつかのメリットがあります。\r\n1つは、長い戦闘アニメーションが、逆に遅延する副作用がないためです。\r\n2つ目は、魔法も早送りできることです。\r\n以前はAボタンでしたが、Rボタンにするのが慣習になっているので、変更しました | ||
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||
INFO.en=Allows fast-forwarding by pressing the some button during combat animations.\r\nUnlike frame skipping on emulators, the BGM is not fast-forwarded, only the animation is fast-forwarded.\r\nCompared to a similar implementation in Circle, this has several advantages.\r\nOne is that long combat animations do not have the side-effect of being delayed in the opposite direction.\r\nThe second is that magic can also be fast-forwarded.\r\nIt used to be the A button, but it is customary to use the R button, so we changed it | ||
INFO.zh=Allows fast-forwarding by pressing the some button during combat animations.\r\nUnlike frame skipping on emulators, the BGM is not fast-forwarded, only the animation is fast-forwarded.\r\nCompared to a similar implementation in Circle, this has several advantages.\r\nOne is that long combat animations do not have the side-effect of being delayed in the opposite direction.\r\nThe second is that magic can also be fast-forwarded.\r\nIt used to be the A button, but it is customary to use the R button, so we changed it | ||
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||
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//既に適応されたかどうか | ||
IF:0x426F0=0x00 0x4B 0x18 0x47 | ||
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ADDRESS=$FGREP4ENDA FastBattleAnimation.dmp | ||
COMBO=A Button|0x01 0x00|B Button|0x02 0x00|L Button|0x00 0x02|R Button|0x00 0x01|Top Button|0x40 0x00|Buttom Button|0x80 0x00|Left Button|0x20 0x00|Right Button|0x10 0x00|Start Button|0x04 0x00|Select Button|0x08 0x00 | ||
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AUTHOR=7743 | ||
|
Binary file added
BIN
+1.04 KB
...ilderGBA/bin/Debug/config/patch2/FE7U/FastBattleAnimation20220531/FastBattleAnimation.dmp
Binary file not shown.
86 changes: 86 additions & 0 deletions
86
FEBuilderGBA/bin/Debug/config/patch2/FE7U/FastBattleAnimation20220531/FastBattleAnimation.s
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,86 @@ | ||
@Hook 080426F0 @FE6J | ||
@Hook 0804B314 @FE7U | ||
@Hook 08050C44 @FE8J | ||
@Hook 0804FED0 @FE8U (InBattleMainRoutine; 0x0804FE40) | ||
@r0 VCount | ||
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||
.thumb | ||
.macro blh to, reg=r3 | ||
ldr \reg, =\to | ||
mov lr, \reg | ||
.short 0xf800 | ||
.endm | ||
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||
@ LDR r3, =0x02023B20 @ FE6J (gKeyStObj) | ||
LDR r3, =0x02024C78 @ FE7U (gKeysInstance) | ||
@ LDR r3, =0x02024CC0 @ FE8J FE8U ([email protected] ) | ||
LDRH r3, [r3, #0x4] @ [email protected] | ||
ldr r2, PressButton | ||
AND r3 ,r2 | ||
beq WaitExit | ||
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||
@Aボタンが押されているので早くする! | ||
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||
@Dummy GeneralVBlankHandler | ||
ldr r1, =0x03007FF8 @FE6J FE7U FE8J FE8U IRQCheckFlags | ||
mov r0, #0x1 | ||
strh r0, [r1, #0x0] @IRQCheckFlags | ||
@blh 0x08000F20 @FE6J IncGameTime | ||
blh 0x08000F48 @FE7U IncGameTime | ||
@blh 0x08000cf0 @FE8J IncrementGlobalClock | ||
@blh 0x08000d40 @FE8U IncrementGlobalClock | ||
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||
@ldr r0, =0x020258cc @FE6J gProcTreeRootArray | ||
ldr r0, =0x02026a30 @FE7U gProcTreeRoots | ||
@ldr r0, =0x02026A70 @FE8J FE8U 6CPointer@MainArray[0].pointer | ||
ldr r0, [r0, #0x0] | ||
@blh 0x08003E44 @FE6J Proc_Run | ||
blh 0x08004690 @FE7U Proc_Run | ||
@blh 0x08002dd4 @FE8J Exec6C | ||
@blh 0x08002e84 @FE8U Exec6C | ||
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||
@blh 0x08002dc4 @FE6J SyncLoOam | ||
blh 0x08003338 @FE7U SyncLoOam | ||
@blh 0x080020cc @FE8J FlushPrimaryOAM | ||
@blh 0x0800217c @FE8U FlushPrimaryOAM | ||
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||
@ldr r1, =0x0202aa08 @FE6J gBmSt | ||
ldr r1, =0x0202bbb8 @FE7U gBmStatus | ||
@ldr r1, =0x0202BCAC @FE8J [email protected] | ||
@ldr r1, =0x0202BCB0 @FE8U [email protected] | ||
ldrb r0, [r1, #0x0] @[email protected] | ||
cmp r0, #0x0 | ||
beq Exit | ||
mov r0, #0x0 | ||
strb r0, [r1, #0x0] @[email protected] | ||
@blh 0x080010CC @FE7J SyncDispIo | ||
blh 0x080011B0 @FE7U SyncDispIo | ||
@blh 0x08000e4c @FE8J FlushLCDControl | ||
@blh 0x08000e9c @FE8U FlushLCDControl | ||
@blh 0x08001478 @FE6J SyncBgsAndPal | ||
blh 0x080016EC @FE7U SyncBgsAndPal | ||
@blh 0x080010fc @FE8J FlushBackgrounds | ||
@blh 0x0800114c @FE8U FlushBackgrounds | ||
@blh 0x08002C04 @FE6J ApplyDataMoves | ||
blh 0x08003178 @FE7U ApplyDataMoves | ||
@blh 0x08001fd8 @FE8J FlushTiles | ||
@blh 0x08002088 @FE8U FlushTiles | ||
@blh 0x08002d6c @FE6J SyncHiOam | ||
blh 0x080032E0 @FE7U SyncHiOam | ||
@blh 0x08002088 @FE8J FlushSecondaryOAM | ||
@blh 0x08002138 @FE8U FlushSecondaryOAM | ||
b Exit | ||
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||
WaitExit: | ||
@Aボタンが押されていないので、VBlankIntrWaitで待機させる | ||
@blh 0x0809dd30 @FE6J VBlankIntrWait | ||
blh 0x080BFA6C @FE7U VBlankIntrWait | ||
@blh 0x080d63d8 @FE8J VBlankIntrWait | ||
@blh 0x080d16dc @FE8U VBlankIntrWait | ||
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Exit: | ||
pop {r0} | ||
bx r0 | ||
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.ltorg | ||
PressButton: |
3 changes: 3 additions & 0 deletions
3
...rGBA/bin/Debug/config/patch2/FE7U/FastBattleAnimation20220531/FastBattleAnimation.sym.txt
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,3 @@ | ||
PressButton=$88 | ||
WaitExit=$4C | ||
Exit=$52 |
26 changes: 26 additions & 0 deletions
26
FEBuilderGBA/bin/Debug/config/patch2/FE7U/FastBattleAnimation20220531/Install.event
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,26 @@ | ||
PUSH | ||
//ORG 0x426F0 //FE6J | ||
ORG 0x4B314 //FE7U | ||
//ORG 0x50C44 //FE8J | ||
//ORG 0x4FED0 //FE8U | ||
jumpToHack(FastBattleAnimation) | ||
POP | ||
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||
ALIGN 4 | ||
FastBattleAnimation: | ||
#incbin "FastBattleAnimation.dmp" | ||
WORD 0x0100 //R Button | ||
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||
//A Button 0x0001 | ||
//B Button 0x0002 | ||
//L Button 0x0200 | ||
//R Button 0x0100 | ||
//Top Button 0x0040 | ||
//Buttom Button 0x0080 | ||
//Left Button 0x0020 | ||
//Right Button 0x0010 | ||
//Start Button 0x0004 | ||
//Select Button 0x0008 | ||
//L and R 0x0300 | ||
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||
ALIGN 4 |
19 changes: 19 additions & 0 deletions
19
...BA/bin/Debug/config/patch2/FE7U/FastBattleAnimation20220531/PATCH_FastBattleAnimation.txt
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,19 @@ | ||
NAME=Rボタンで戦闘アニメを早送りできるようにする 20220531(Install) | ||
NAME.en=Allow fast-forwarding of battle animations with the R button 20220531(Install) | ||
NAME.zh=Allow fast-forwarding of battle animations with the R button 20220531(Install) | ||
|
||
TYPE=EA | ||
TAG=#EVENT | ||
EA=Install.event | ||
|
||
INFO=戦闘アニメーション中に特定のボタンを押せば早送りできるようにします。\r\nエミュレータのフレームスキップとは異なりBGMは早送りされずアニメーションだけを早送りします。\r\nCircleの同様の実装と比べて、いくつかのメリットがあります。\r\n1つは、長い戦闘アニメーションが、逆に遅延する副作用がないためです。\r\n2つ目は、魔法も早送りできることです。\r\n以前はAボタンでしたが、Rボタンにするのが慣習になっているので、変更しました | ||
|
||
INFO.en=Allows fast-forwarding by pressing the some button during combat animations.\r\nUnlike frame skipping on emulators, the BGM is not fast-forwarded, only the animation is fast-forwarded.\r\nCompared to a similar implementation in Circle, this has several advantages.\r\nOne is that long combat animations do not have the side-effect of being delayed in the opposite direction.\r\nThe second is that magic can also be fast-forwarded.\r\nIt used to be the A button, but it is customary to use the R button, so we changed it | ||
INFO.zh=Allows fast-forwarding by pressing the some button during combat animations.\r\nUnlike frame skipping on emulators, the BGM is not fast-forwarded, only the animation is fast-forwarded.\r\nCompared to a similar implementation in Circle, this has several advantages.\r\nOne is that long combat animations do not have the side-effect of being delayed in the opposite direction.\r\nThe second is that magic can also be fast-forwarded.\r\nIt used to be the A button, but it is customary to use the R button, so we changed it | ||
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||
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//既に適応されたかどうか | ||
PATCHED_IF:0x4B314=0x00 0x4B 0x18 0x47 | ||
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||
AUTHOR=7743, Eebit (FE6J/FE7U) | ||
|
22 changes: 22 additions & 0 deletions
22
...Debug/config/patch2/FE7U/FastBattleAnimation20220531/PATCH_FastBattleAnimation_editor.txt
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,22 @@ | ||
NAME=Rボタンで戦闘アニメを早送りできるようにする 20220531(Edit) | ||
NAME.en=Allow fast-forwarding of battle animations with the R button 20220531(Edit) | ||
NAME.zh=Allow fast-forwarding of battle animations with the R button 20220531(Edit) | ||
|
||
TYPE=ADDR | ||
TAG=#EVENT | ||
EA=Install.event | ||
|
||
INFO=戦闘アニメーション中に特定のボタンを押せば早送りできるようにします。\r\nエミュレータのフレームスキップとは異なりBGMは早送りされずアニメーションだけを早送りします。\r\nCircleの同様の実装と比べて、いくつかのメリットがあります。\r\n1つは、長い戦闘アニメーションが、逆に遅延する副作用がないためです。\r\n2つ目は、魔法も早送りできることです。\r\n以前はAボタンでしたが、Rボタンにするのが慣習になっているので、変更しました | ||
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||
INFO.en=Allows fast-forwarding by pressing the some button during combat animations.\r\nUnlike frame skipping on emulators, the BGM is not fast-forwarded, only the animation is fast-forwarded.\r\nCompared to a similar implementation in Circle, this has several advantages.\r\nOne is that long combat animations do not have the side-effect of being delayed in the opposite direction.\r\nThe second is that magic can also be fast-forwarded.\r\nIt used to be the A button, but it is customary to use the R button, so we changed it | ||
INFO.zh=Allows fast-forwarding by pressing the some button during combat animations.\r\nUnlike frame skipping on emulators, the BGM is not fast-forwarded, only the animation is fast-forwarded.\r\nCompared to a similar implementation in Circle, this has several advantages.\r\nOne is that long combat animations do not have the side-effect of being delayed in the opposite direction.\r\nThe second is that magic can also be fast-forwarded.\r\nIt used to be the A button, but it is customary to use the R button, so we changed it | ||
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||
|
||
//既に適応されたかどうか | ||
IF:0x4B314=0x00 0x4B 0x18 0x47 | ||
|
||
ADDRESS=$FGREP4ENDA FastBattleAnimation.dmp | ||
COMBO=A Button|0x01 0x00|B Button|0x02 0x00|L Button|0x00 0x02|R Button|0x00 0x01|Top Button|0x40 0x00|Buttom Button|0x80 0x00|Left Button|0x20 0x00|Right Button|0x10 0x00|Start Button|0x04 0x00|Select Button|0x08 0x00 | ||
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AUTHOR=7743 | ||
|