NDSSystem: Fix bug where the X, Y, and Debug inputs were being read incorrectly, causing unintended behavior in many games.
Fixes issue #3 and issue #4. (Regression from commit bcc7421.)
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@ -2881,12 +2881,12 @@ static void NDS_applyFinalInput()
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countLid--;
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}
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u16 padExt = (1<<2)|(1<<4)|(1<<5);
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if(input.buttons.X) padExt |= 1<<0;
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if(input.buttons.Y) padExt |= 1<<1;
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if(input.buttons.G) padExt |= 1<<3; //debug button
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if(!nds.isTouch) padExt |= 1<<6; //~touch
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if(LidClosed) padExt |= 1<<7;
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u16 padExt = (1<<2) | (1<<4) | (1<<5);
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if (!input.buttons.X) padExt |= 1<<0;
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if (!input.buttons.Y) padExt |= 1<<1;
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if (!input.buttons.G) padExt |= 1<<3; //debug button
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if (!nds.isTouch) padExt |= 1<<6; //~touch
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if (LidClosed) padExt |= 1<<7;
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((u16 *)MMU.ARM7_REG)[0x136>>1] = padExt;
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