mirror of
https://github.com/vonmillhausen/sf2000.git
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a6feed8b84
Data Frog released firmware 1.71, a quick bug-fixed version of firmware 1.7, so added support for it to the tools I host
551 lines
31 KiB
HTML
551 lines
31 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta http-equiv="content-type" content="text/html; charset=UTF-8">
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<title>Data Frog SF2000 Button Mapping Tool</title>
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<meta name="viewport" content="width=device-width">
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<link rel="stylesheet" href="tools.css">
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</head>
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<body>
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<h1>Data Frog SF2000 Button Mapping Tool</h1>
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<p>This tool lets you alter the button mappings for the SF2000 hand-held console; it can generate per-game mappings (NOTE: only possible on firmwares prior to the May 15th firmware), as well as alter the global mappings defined in the device's <code>bisrv.asd</code> BIOS file or in the <code>KeyMapInfo.kmp</code> file used by newer BIOS versions. As the SF2000 supports multiplayer gaming via an optional wireless controller (sold separately), mappings for both Player 1 and Player 2 are possible.</p>
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<p> Please note this tool is provided as-is, and no support will be given if this corrupts your device's BIOS or keymap file; make sure you have backups of anything you care about before messing with your device's critical files! 🙂</p>
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<p>This tool was originally written by nikita.burnashev (email) gmail.com; it was re-written (mostly just re-styled) by myself upon their request.</p>
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<hr>
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<div id="steps">
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<section id="fileSection">
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<h2>Step 1: Select <code>bisrv.asd</code> or a game ROM</h2>
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<p>Select the <code>bisrv.asd</code> (for global device mappings) or game ROM file (for per-game mappings) whose button mappings you want to modify. You can find the <code>bisrv.asd</code> file in the <code>bios</code> folder on your device's microSD card.</p>
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<div id="fileMessages"></div>
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<div class="controlContainer">
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<label class="control">Open file: <input id="fileSelector" type="file" onchange="fileLoad(event.target.files[0])"></label>
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</div>
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</section>
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</div>
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<script src="tools.js"></script>
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<script>
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// Global variables...
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var mappingTableOffset; // Will contain the offset of the button mappings within the data file
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var mappingConsoles; // Will contain a list of the specific game consoles we'll be setting up mappings for
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var firmwareVersion; // Will contain the firmware version if the user selects a bisrv.asd file
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var mappingData; // Used to store the binary data that will eventually be written to the downloadable file
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var fileName; // Will hold the name of the selected file, used for naming ROM .kmp files
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// Utility function: getButtonMap(int index)
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// =========================================
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// This function returns data about how given buttons on the SF2000
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// map to controls provided by the device's emulators.
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// Thanks to @notv37 :)
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// https://discord.com/channels/741895796315914271/1099465777825972347/1104285497804738640
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function getButtonMap(index) {
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if (mappingConsoles[index] == "Genesis/Mega Drive, Master System")
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return { 'A': 8, 'B': 0, 'C': 1, 'X': 10, 'Y': 11, 'Z': 9 };
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else if (mappingConsoles[index] == "Arcade") // FIXME
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return { 'A': 8, 'B': 0, 'C': 1, 'X': 10, 'Y': 11, 'Z': 9 };
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else if (mappingConsoles[index] == "SNES")
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return { 'A': 8, 'B': 0, 'X': 10, 'Y': 11, 'L': 9, 'R': 1 };
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else // GBA, GB/GBC, NES
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return { 'A': 8, 'B': 0, 'L': 10, 'R': 11, 'X': 9, 'Y': 1 };
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}
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// This function is called whenever a file is selected in Step 1...
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function fileLoad(file) {
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// Create a FileReader object, and read in the selected file's contents as
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// an array buffer...
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var fr = new FileReader();
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fr.readAsArrayBuffer(file);
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fr.onload = function(event) {
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// Clear out any HTML that might already exist after Step 1...
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while(document.getElementById("fileSection").nextSibling) {
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document.getElementById("fileSection").nextSibling.remove();
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}
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// Clear any old messages...
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document.getElementById("fileMessages").innerHTML = "";
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// We'll also reset the firmwareVersion global variable...
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firmwareVersion = null;
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// Read the provided file's data from the buffer array into an unsigned 8-bit int array...
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var data = new Uint8Array(event.target.result);
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// We'll do a hash-check against it, even if it's not a bisrv.asd...
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hashResult = getFirmwareHash(data);
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// The result could be either a Promise if it had a bisrv.asd-like structure and we got
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// a hash, or false otherwise... let's check!
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if (hashResult instanceof Promise) {
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// We got a Promise! Wait for it to finish so we get our bisrv.asd hash...
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hashResult.then(function(dataHash) {
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// If we have a newer bisrv.asd that stores button mappings in an external KeyMapInfo.kmp,
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// we'll need a Step 1b to load that file as well...
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var step1BRequired = false;
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// Check the hash against all the known good ones...
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firmwareVersion = knownHash(dataHash);
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switch (firmwareVersion) {
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// Mid-March BIOS...
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case "03.15":
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mappingTableOffset = 0x8DBC0C;
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mappingConsoles = ["Arcade", "Game Boy Advance", "SNES", "Genesis/Mega Drive, Master System", "NES, Game Boy, Game Boy Color"];
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setMessage("info", "fileMessages", "INFO: Mid-March <code>bisrv.asd</code> detected.");
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break;
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// April 20th BIOS...
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case "04.20":
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mappingTableOffset = 0x8DBC9C;
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mappingConsoles = ["Arcade", "Game Boy Advance", "Game Boy, Game Boy Color", "SNES", "Genesis/Mega Drive, Master System", "NES"];
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setMessage("info", "fileMessages", "INFO: April 20th <code>bisrv.asd</code> detected.");
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break;
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// May 15th BIOS...
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case "05.15":
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mappingTableOffset = 0;
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mappingConsoles = ["NES", "Genesis/Mega Drive, Master System", "SNES", "Game Boy, Game Boy Color", "Game Boy Advance", "Arcade"];
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step1BRequired = true;
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setMessage("info", "fileMessages", "INFO: May 15th <code>bisrv.asd</code> detected.");
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break;
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// May 22nd BIOS...
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case "05.22":
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mappingTableOffset = 0;
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mappingConsoles = ["NES", "SNES", "Genesis/Mega Drive, Master System", "Game Boy, Game Boy Color", "Game Boy Advance", "Arcade"];
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step1BRequired = true;
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setMessage("info", "fileMessages", "INFO: Version 1.5 <code>bisrv.asd</code> detected.");
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break;
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// August 3rd BIOS...
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case "08.03":
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mappingTableOffset = 0;
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mappingConsoles = ["NES", "SNES", "Genesis/Mega Drive, Master System", "Game Boy, Game Boy Color", "Game Boy Advance", "Arcade"];
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step1BRequired = true;
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setMessage("info", "fileMessages", "INFO: Version 1.6 <code>bisrv.asd</code> detected.");
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break;
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// October 7th BIOS...
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case "10.07":
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mappingTableOffset = 0;
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mappingConsoles = ["NES", "SNES", "Genesis/Mega Drive, Master System", "Game Boy, Game Boy Color", "Game Boy Advance", "Arcade"];
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step1BRequired = true;
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setMessage("warning", "fileMessages", "WARNING: Version 1.7 <code>bisrv.asd</code> detected; this version has known issues with SNES save states and is not recommended for use.");
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break;
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// October 13th BIOS...
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case "10.13":
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mappingTableOffset = 0;
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mappingConsoles = ["NES", "SNES", "Genesis/Mega Drive, Master System", "Game Boy, Game Boy Color", "Game Boy Advance", "Arcade"];
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step1BRequired = true;
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setMessage("info", "fileMessages", "INFO: Version 1.71 <code>bisrv.asd</code> detected.");
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break;
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default:
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// Huh... wasn't false so had bisrv.asd structure, but didn't return
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// a known hash... a new BIOS version? Unknown anyway!
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console.log(dataHash);
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setMessage("error", "fileMessages", "ERROR: While the file you've selected does appear to be generally structured like the SF2000's <code>bisrv.asd</code> BIOS file, the specifics of your file don't match any known SF2000 BIOS version. As such, this tool cannot safely modify the selected file.");
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return;
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break;
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}
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// If we're here, then we got some kind bisrv.asd file we're happy with; we'll set
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// mappingData to it's full contents...
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mappingData = data;
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// Keep a record of the input file's name as well...
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fileName = file.name;
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// Check if we need a KeyMapInfo.kmp file to be provided as well...
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if (step1BRequired) {
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// Yup, we're going to need a KeyMapInfo.kmp file as well...
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stepOneB();
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}
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else {
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// Nope, we're all good; go ahead call our Step Two function...
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stepTwo();
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}
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});
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}
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else {
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// We got false, so whatever it was, it wasn't a bisrv.asd... let's check some other
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// possibilities...
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if (data.length == 288) {
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// That's the correct length for a KeyMapInfo.kmp file, however we must know the host
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// BIOS version before we can correctly process those files. Let the user know...
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setMessage("error", "fileMessages", "ERROR: The file you've provided may be a <code>KeyMapInfo.kmp</code> button map file; however as the internal data structure of these files varies depending on the version of the host BIOS, you must select your device's <code>bisrv.asd</code> file first. You can find this file in the <code>bios</code> folder on your device's microSD card.");
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return;
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}
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// If we're still checking, next test the file extensions for the individual console's ROMs...
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else if (/\.(zfb|zip)$/i.exec(file.name)) {
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// The file's name ends with .zfb or .zip - assume it's an arcade ROM!
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mappingConsoles = ["Arcade"];
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}
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else if (/\.(zgb|gba|agb|gbz)$/i.exec(file.name)) {
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// The file's name ends with .zgb, .gba, .agb or .gbz - assume it's a Game Boy Advance ROM!
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mappingConsoles = ["Game Boy Advance"];
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}
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else if (/\.(gbc|gb|sgb)$/i.exec(file.name)) {
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// The file's name ends with .gbc, .gb or .sgb - assume it's a Game Boy or Game Boy Color ROM!
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mappingConsoles = ["Game Boy, Game Boy Color"];
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}
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else if (/\.(zsf|smc|fig|sfc|gd3|gd7|dx2|bsx|swc)$/i.exec(file.name)) {
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// The file's name ends with .zsf, .smc, .fig, .sfc, .gd3, .gd7, .dx2, .bsx or .swc - assume it's a SNES ROM!
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mappingConsoles = ["SNES"];
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}
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else if (/\.(zmd|bin|md|smd|gen|sms)$/i.exec(file.name)) {
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// The file's name ends with .zmd, .bin, .md, .smd, .gen or .sms - assume it's a Genesis/Mega Drive or Master System ROM!
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mappingConsoles = ["Genesis/Mega Drive, Master System"];
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}
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else if (/\.(zfc|nes|nfc|fds|unf)$/i.exec(file.name)) {
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// The file's name ends with .zfc, .nes, .nfc, .fds or .unf - assume it's a NES ROM!
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mappingConsoles = ["NES"];
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}
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else {
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// Oh dear, the provided file didn't match any of the above rules! Display an error
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// to the user...
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setMessage("error", "fileMessages", "ERROR: The selected file does not appear to be a known <code>bisrv.asd</code> file, a <code>KeyMapInfo.kmp</code> file, or a game ROM with a known extension!");
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return;
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}
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// If we're here, then we got some kind of non-bisrv.asd file we're happy with. If
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// mappingConsoles only contains one entry, then it was a ROM file, and we'll want to
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// initialise our mappingData array with 48 slots; otherwise, it was a KeyMapInfo.kmp
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// and we'll set mappingData to it's full contents instead...
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if (mappingConsoles.length == 1) {
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mappingData = new Uint8Array(48);
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}
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else {
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mappingData = data;
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}
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// In both cases, the mapping data begins at the very start of our data stream...
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mappingTableOffset = 0;
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// Keep a record of the input file's name as well...
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fileName = file.name;
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// Go ahead call our Step Two function...
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stepTwo();
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}
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}
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}
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// This function is called if the file selected in Step 1 is a bisrv.asd
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// version that relies on an external KeyMapInfo.kmp file - so we also
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// need the user to supply that...
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function stepOneB() {
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// Build our HTML...
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var html = "<section id=\"stepOneB\"><h2>Step 1b: Select <code>KeyMapInfo.kmp</code></h2><p>This version of the SF2000 BIOS reads its button mappings from an external file called <code>KeyMapInfo.kmp</code>, stored in the <code>Resources</code> folder on the microSD card. Please select your device's <code>KeyMapInfo.kmp</code> file now.</p><div id=\"stepOneBMessages\"></div><div class=\"controlContainer\"><label class=\"control\">Open <code>KeyMapInfo.kmp</code>: <input id=\"keyMapInfoSelector\" type=\"file\" accept=\".kmp\"></label></div></section>";
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// Add a <hr> separator after the last step, and append the new step...
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document.getElementById("steps").insertAdjacentHTML("beforeend", "<hr>");
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document.getElementById("steps").insertAdjacentHTML("beforeend", html);
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// Attach our event handler to our new file input control...
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var keyMapInfoInput = document.getElementById("keyMapInfoSelector");
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keyMapInfoInput.addEventListener("change", function() {
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// The user has chosen a new file; it should be a KeyMapInfo.kmp file,
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// so let's do our best to check!
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// First, clear out any HTML that might already exist after Step 1b...
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while(document.getElementById("stepOneB").nextSibling) {
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document.getElementById("stepOneB").nextSibling.remove();
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}
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// Clear any old messages...
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document.getElementById("stepOneBMessages").innerHTML = "";
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// Next, read in the contents of the user-provided file...
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var frKMI = new FileReader();
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fileName = event.target.files[0].name;
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frKMI.readAsDataURL(event.target.files[0]);
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frKMI.onload = function(event) {
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// Get the file's data and data type...
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var fileData = event.target.result;
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var dataType = fileData.substring(5, fileData.indexOf(";"));
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// Check to make sure the data type is binary...
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if (dataType === "application/octet-stream") {
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// The user selected a file that appears to contain binary data; it's
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// a good candidate! Let's check its length next...
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var base64Data = fileData.substring(fileData.indexOf(",") + 1);
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var binaryData = atob(base64Data);
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if (binaryData.length == 288) {
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// It's the right length - let's assume it's a KeyMapInfo.kmp!
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// We'll assign it to our global mappingData variable, and
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// we'll proceed to Step 2...
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mappingData = new Uint8Array(binaryData.length);
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for (var i = 0; i < binaryData.length; i++) {
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mappingData[i] = binaryData.charCodeAt(i);
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}
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stepTwo();
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}
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else {
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// Wrong length for a KeyMapInfo.kmp file!
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setMessage("error", "stepOneBMessages", "ERROR: The selected file does not appear to be a valid <code>KeyMapInfo.kmp</code> file.");
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return;
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}
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}
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else {
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// The file the user selected doesn't appear to be binary data, so
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// highly unlikely to be a KeyMapInfo.kmp file...
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setMessage("error", "stepOneBMessages", "ERROR: The selected file does not appear to be a valid <code>KeyMapInfo.kmp</code> file.");
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return;
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}
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}
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});
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}
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// This function triggers automatically when the user selects a valid
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// file (or files) in Step 1...
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function stepTwo() {
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// We're going to be creating a bunch of HTML here; we want to display
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// banks of mapping controls to the user, one bank per console. Each
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// bank will have a heading specifying which console it's for, and then
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// a section each for Player 1 and Player 2. Each player section will
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// have a list of the six SF2000 buttons that are available to be
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// mapped, and for each a selection box of the target console's buttons
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// for the mapping. There'll also be a checkbox per button, which can
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// be checked to enable "autofire" on that button.
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var html = "<section id=\"mappingSection\"><h2>Step 2: Choose your button mappings</h2>";
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// First, we need to update Step 2's instructions, depending on whether
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// or not the user supplied a bisrv.asd file or KeyMapInfo.kmp
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// (multiple consoles) or a ROM (one console)...
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if (mappingConsoles.length > 1) {
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// They provided a bisrv.asd or a KeyMapInfo.kmp file!
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html += "<p>Below you will see the current global button mappings for the file you provided. Each tile covers the button mappings for a different game console - the physical SF2000 buttons are on the left, and the virtual console buttons are in the middle. On the right are some \"autofire\" checkboxes - if the box for a button is checked, it means holding that button down will trigger multiple repeated button presses in the virtual console automatically. As the SF2000 supports local multiplayer via the use of a second wireless controller, there are <i>two</i> sets of button mappings per console - one for Player 1 and one for Player 2. When you have finished tweaking your button mappings, proceed to Step 3.</p>";
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}
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else {
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// They provided a ROM file!
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html += "<p>Below you will see an empty \"" + mappingConsoles[0] + "\" button mapping table, which will be used to create a unique button mapping profile for \"" + fileName + "\". In the table, the physical SF2000 buttons are on the left, and the virtual console buttons are in the middle. On the right are some \"autofire\" checkboxes - if the box for a button is checked, it means holding that button down will trigger multiple repeated button presses in the virtual console automatically. As the SF2000 supports local multiplayer via the use of a second wireless controller, there are <i>two</i> sets of button mappings per console - one for Player 1 and one for Player 2. When you have finished tweaking your button mappings, proceed to Step 3.</p>";
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}
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html += "<div class=\"controlContainer\">";
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// Next we'll be looping through all of the consoles we'll be setting
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// up mappings for...
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var presentationButtonOrder = ['A', 'B' ,'X', 'Y', 'L', 'R'];
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for (var currentConsole = 0; currentConsole < mappingConsoles.length; currentConsole++) {
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// This console's bank of mapping controls will be stored in a <div>,
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// and we'll add a <h3> header for good measure as well...
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html += "<div class=\"control\"><h3>" + mappingConsoles[currentConsole] + "</h3>";
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// Get the button mapping for this console...
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var buttonMap = getButtonMap(currentConsole);
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// We'll add two tables of control mappings to the <div>, one each
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// for Player 1 and Player 2...
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for (var player = 0; player < 2; player++) {
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// Start creating our table HTML...
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html += "<table><caption>Player " + (player + 1) + "</caption>";
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html += "<thead><tr><th class=\"alignL\">SF2000</th><th>Console</th><th>Autofire</th></tr></thead>";
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html += "<tbody>";
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// Loop through all the SF2000's buttons (well, the ones that can
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// be mapped, anyway)...
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for (var button = 0; button < 6; button++) {
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// By default, the SF2000 stores its button maps in XYLABR
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// order... except for GBA under newer firmware versions where
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// the order is LRXABY for some reason. We specify the order the
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// bytes are in here. If they do other weird stuff in the future,
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// it'll probably be here that needs to change!
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var buttonByteOrder = ['X', 'Y' ,'L', 'A', 'B', 'R'];
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if (mappingConsoles[currentConsole] == "Game Boy Advance" && ["05.15", "05.22", "08.03", "10.07", "10.13"].includes(firmwareVersion)) {
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buttonByteOrder = ['L', 'R', 'X', 'A', 'B', 'Y'];
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}
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// Calculate our offset within our mapping data for the current
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// button...
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var offset = mappingTableOffset + (currentConsole * 48) + (player * 24) + (buttonByteOrder.indexOf(presentationButtonOrder[button]) * 4);
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// Start creating the HTML data for this row in the table...
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html += "<tr>";
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// SF2000 Button Name (e.g., "Player 1 X")...
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html += "<td>Player " + (player + 1).toString() + " " + presentationButtonOrder[button] + "</td>";
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|
|
// Console button selection list...
|
|
html += "<td class=\"alignC\">";
|
|
html += "<select id=\"sel" + offset.toString(16) + "\">";
|
|
for (var buttonTable in buttonMap) {
|
|
html += "<option ";
|
|
if (mappingData[offset] == buttonMap[buttonTable]) {
|
|
html += "selected";
|
|
}
|
|
html += ">" + buttonTable + "</option>";
|
|
}
|
|
html += "</select></td>";
|
|
|
|
// Autofire checkbox...
|
|
html += "<td class=\"alignC\"><input id=\"cb" + offset.toString(16) + "\" type=\"checkbox\"";
|
|
if (mappingData[offset + 2] == 1) {
|
|
html += " checked";
|
|
}
|
|
html += "></td>";
|
|
|
|
// And we're finished with the row...
|
|
html += "</tr>";
|
|
}
|
|
|
|
// Close off our table body, and add it to the console's <div>...
|
|
html += "</tbody></table>";
|
|
}
|
|
|
|
// Finally, close this console's <div>...
|
|
html += "</div>";
|
|
}
|
|
|
|
// And finally finally, close the mappingControls <div>...
|
|
html += "</div>";
|
|
|
|
// OK, we're all done displaying our mapping table HTML; trigger Step 3's setup...
|
|
document.getElementById("steps").insertAdjacentHTML("beforeend", "<hr>");
|
|
document.getElementById("steps").insertAdjacentHTML("beforeend", html);
|
|
stepThreeSetup();
|
|
}
|
|
|
|
function stepThreeSetup() {
|
|
|
|
// More HTML in this function! We'll display the appropriate
|
|
// instructions to the user (either how to replace the
|
|
// bisrv.asd/KeyMapInfo.kmp file, or where to put the per-rom .kmp
|
|
// file), as well as generate a button that (when clicked) will
|
|
// download the appropriate file to their device...
|
|
|
|
// First, let's clear any HTML that might already exist after Step 2...
|
|
while(document.getElementById("mappingSection").nextSibling) {
|
|
document.getElementById("mappingSection").nextSibling.remove();
|
|
}
|
|
|
|
// Now let's start building our HTML...
|
|
var html = "<section id=\"saveSection\"><h2>Step 3: Save your mapping changes</h2>";
|
|
|
|
// First up, instructions! These will depend on whether they provided a
|
|
// bisrv.asd, a KeyMapInfo.kmp, or a game ROM...
|
|
if (mappingConsoles.length > 1) {
|
|
if (fileName == "bisrv.asd") {
|
|
|
|
// They provided a bisrv.asd file!
|
|
html += "<p>Click the Download button below to download a new <code>bisrv.asd</code> BIOS file for the SF2000, with your updated global button mappings baked into it. Use it to replace the existing <code>bisrv.asd</code> file in the <code>bios</code> folder on your device's microSD card.</p>";
|
|
}
|
|
else if (fileName == "KeyMapInfo.kmp") {
|
|
|
|
// They provided a KeyMapInfo.kmp file!
|
|
html += "<p>Click the Download button below to download a new <code>KeyMapInfo.kmp</code> keymap file for the SF2000, with your updated global button mappings baked into it. Use it to replace the existing <code>KeyMapInfo.kmp</code> file in the <code>Resources</code> folder on your device's microSD card.</p>";
|
|
}
|
|
else {
|
|
|
|
// They provided a... something!
|
|
html += "<p>Click the Download button below to download an updated version of your file, with your updated global button mappings baked into it. Use it to replace the existing file on your device's microSD card.</p>";
|
|
}
|
|
}
|
|
else {
|
|
|
|
// They provided a ROM file! To make the instructions clearer, let's
|
|
// calculate the name of the keymap file we're generating...
|
|
var kmpFileName = fileName.replace(/($|\.[^.]*$)/, function(m, p1) {return p1.toUpperCase() + '.kmp';});
|
|
|
|
// Now the instructions themselves...
|
|
html += "<p>Click the Download button below to download \"" + kmpFileName + "\", a game-specific keymap file for \"" + fileName + "\". Once downloaded, place it in the <code>save</code> subfolder of the folder where the ROM itself is stored. So for example, if \"" + fileName + "\" is in the <code>ROMS</code> folder on your SF2000's microSD card, place the \"" + kmpFileName + "\" file in <code>ROMS/save/</code>. If the <code>save</code> subfolder does not already exist, create it yourself first.</p>";
|
|
}
|
|
|
|
// Add our download button...
|
|
html += "<div class=\"controlContainer\"><div class=\"control\"><input id=\"downloadButton\" type=\"button\" value=\"Download\"></div></div>";
|
|
|
|
// Close our section...
|
|
html += "</section>";
|
|
|
|
// Finally, add a <hr> separator after the last step, and append the
|
|
// new step...
|
|
document.getElementById("steps").insertAdjacentHTML("beforeend", "<hr>");
|
|
document.getElementById("steps").insertAdjacentHTML("beforeend", html);
|
|
|
|
// Let's add the event handler for our Download button...
|
|
var dButton = document.getElementById("downloadButton");
|
|
dButton.addEventListener("click", function() {
|
|
|
|
// Here, we'll construct the file for the user to download (a
|
|
// modified bisrv.asd, a modified KeyMapInfo.kmp, or a .kmp keymap
|
|
// file), and send it to the user's browser...
|
|
|
|
// We need to loop through all of the mapping form data, read its
|
|
// settings, and use those settings to build the binary data of our
|
|
// button mapping. Loop through all of the consoles we're mapping
|
|
// for...
|
|
var presentationButtonOrder = ['A', 'B' ,'X', 'Y', 'L', 'R'];
|
|
for (var currentConsole = 0; currentConsole < mappingConsoles.length; currentConsole ++) {
|
|
|
|
// Get the button mapping for this console...
|
|
var buttonMap = getButtonMap(currentConsole);
|
|
|
|
// For each player...
|
|
for (var player = 0; player < 2; player++) {
|
|
|
|
// ... and for each button...
|
|
for (var button = 0; button < 6; button++) {
|
|
|
|
// By default, the SF2000 stores its button maps in XYLABR
|
|
// order... except for GBA under newer firmware versions where
|
|
// the order is LRXABY for some reason. We specify the order
|
|
// the bytes are in here. If they do other weird stuff in the
|
|
// future, it'll probably be here that needs to change!
|
|
var buttonByteOrder = ['X', 'Y' ,'L', 'A', 'B', 'R'];
|
|
if (mappingConsoles[currentConsole] == "Game Boy Advance" && ["05.15", "05.22", "08.03", "10.07", "10.13"].includes(firmwareVersion)) {
|
|
buttonByteOrder = ['L', 'R', 'X', 'A', 'B', 'Y'];
|
|
}
|
|
|
|
// Calculate the offset in our mapping data for the current
|
|
// button, read the button settings from the HTML controls, and
|
|
// assign the appropriate values to our binary mappingData...
|
|
var offset = mappingTableOffset + (currentConsole * 48) + (player * 24) + (buttonByteOrder.indexOf(presentationButtonOrder[button]) * 4);
|
|
mappingData[offset] = buttonMap[document.getElementById("sel" + offset.toString(16)).value];
|
|
mappingData[offset + 2] = document.getElementById("cb" + offset.toString(16)).checked ? 1 : 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now that we've got our updated data, we'll need to check if it's
|
|
// an updated bisrv.asd or not - if it is, we'll need to update some
|
|
// CRC32 check-bits in the bisrv.asd data as well...
|
|
if (mappingConsoles.length > 1 && fileName == "bisrv.asd") {
|
|
|
|
// It's a bisrv.asd alright! Let's do the CRC32 update dance...
|
|
patchCRC32(mappingData);
|
|
}
|
|
|
|
// Next, let's determine the name of the file we're going to send to
|
|
// the user's browser...
|
|
var downloadFileName = fileName;
|
|
if (mappingConsoles.length == 1) {
|
|
downloadFileName = downloadFileName.replace(/($|\.[^.]*$)/, function(m, p1) {return p1.toUpperCase() + '.kmp';});
|
|
}
|
|
|
|
// And finally, send the data to the user's browser as a download...
|
|
downloadToBrowser(mappingData, "application/octet-stream", downloadFileName);
|
|
|
|
});
|
|
}
|
|
</script>
|
|
<hr>
|
|
<p><a rel="license" href="https://creativecommons.org/publicdomain/zero/1.0/">CC0</a>: public domain. Version 1.5, 20231019.1</p>
|
|
</body>
|
|
</html> |