Genesis-Plus-GX/source/input_hw/xe_a1p.c

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[Core/VDP] --------------- * added support for Master System compatibility mode (Z80 ports access mode), incl. Mode 5 rendering. * added Mode 4 rendering for both Genesis & Master System modes. * added alternate BG planes rendering functions (should be faster on PPC architectures). [Core/IO] --------------- * added support for Master System compatibility mode (Z80 ports access mode). * added Master System peripherals emulation (Control Pad, Paddle, Sports Pad & Light Phaser). * added XE-1AP (analog controller) emulation. * added Activator emulation. [Core/Extra] --------------- * added support for all known Master System cartridge mappers. * added copy-protection hardware emulation for a few MD unlicensed games: fixes 777 Casino (crash when talking to bunny girls). (NB: most of those unlicensed games seem to have been already patched by ROM dumpers, main purpose is documenting them) * added support for Top Shooter arcade board controller. (A=Shoot, B=Bet, C/RIGHT=Coins, START=Start, hold UP on startup to enter service mode) * improved King of Fighters 98 mapper emulation (registers address decoding is now 100% accurate) * fixed Game Genie when several codes affect same ROM address. * fixed EEPROM types for Brian Lara Cricket & NBA Jam TE (verified on real cartridges) [Core/General] --------------- * added Master System compatibility mode emulation (automatically enabled when loading ROM file with .sms extension). * improved savestate stability & compatibility (support for old 1.4.x savestates is preserved) * various code cleanup & comments. [Gamecube/Wii] --------------- * fixed cheat codes handling when several codes affect same ROM address. * improved input controller detection on menu exit. * improved key remapping dialog box to match emulated device * changed Menu key for Gamecube controller to allow MODE button mapping * fixed DVD not being unmounted on swap (memory leak) [Wii only] --------------- * added USB mouse support for Sega Mouse emulation * compiled with latest libogc: improves USB compatibility & fixes stability issues with Wiimotes.
2011-04-01 00:11:05 +02:00
/***************************************************************************************
* Genesis Plus
* XE-A1P analog controller support
*
* Copyright Eke-Eke (2007-2011)
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
****************************************************************************************/
#include "shared.h"
static struct
{
uint8 State;
uint8 Counter;
uint8 Latency;
} xe_a1p;
void xe_a1p_reset(void)
{
input.analog[0][0] = 128;
input.analog[0][1] = 128;
input.analog[1][0] = 128;
xe_a1p.State = 0x40;
xe_a1p.Counter = 0;
xe_a1p.Latency = 0;
}
unsigned char xe_a1p_read()
{
unsigned int temp = 0x40;
/* Left Stick X & Y analog values (bidirectional) */
int x = input.analog[0][0];
int y = input.analog[0][1];
/* Right Stick X or Y value (unidirectional) */
int z = input.analog[1][0];
/* Buttons status (active low) */
uint16 pad = ~input.pad[0];
/* Current 4-bit data cycle */
/* There are eight internal data cycle for each 5 acquisition sequence */
/* First 4 return the same 4-bit data, next 4 return next 4-bit data */
switch (xe_a1p.Counter >> 2)
{
case 0:
temp |= ((pad >> 8) & 0x0F); /* E1 E2 Start Select */
break;
case 1:
temp |= ((pad >> 4) & 0x0F); /* A B C D */
break;
case 2:
temp |= ((x >> 4) & 0x0F);
break;
case 3:
temp |= ((y >> 4) & 0x0F);
break;
case 4:
break;
case 5:
temp |= ((z >> 4) & 0x0F);
break;
case 6:
temp |= (x & 0x0F);
break;
case 7:
temp |= (y & 0x0F);
break;
case 8:
break;
case 9:
temp |= (z & 0x0F);
break;
}
/* Get current internal cycle (0-7) */
unsigned int cycle = xe_a1p.Counter & 7;
/* TL indicates which part of data is returned (0=1st part, 1=2nd part) */
temp |= ((cycle & 4) << 2);
/* TR indicates if data is ready (0=ready, 1=not ready) */
/* Fastest One input routine actually expects this bit to switch between 0 & 1 */
/* so we make the first read of a data cycle return 1 then 0 for remaining reads */
temp |= (!(cycle & 3) << 5);
/* Automatically increment data cycle on each read (within current acquisition sequence) */
cycle = (cycle + 1) & 7;
/* Update internal cycle counter */
xe_a1p.Counter = (xe_a1p.Counter & ~7) | cycle;
/* Update internal latency on each read */
xe_a1p.Latency++;
return temp;
}
void xe_a1p_write(unsigned char data, unsigned char mask)
{
/* update bits set as output only */
data = (xe_a1p.State & ~mask) | (data & mask);
/* look for TH 1->0 transitions */
if (!(data & 0x40) && (xe_a1p.State & 0x40))
{
/* reset acquisition cycle */
xe_a1p.Latency = xe_a1p.Counter = 0;
}
else
{
/* some games immediately write new data to TH */
/* so we make sure first sequence has actually been handled */
if (xe_a1p.Latency > 2)
{
/* next acquisition sequence */
xe_a1p.Counter = (xe_a1p.Counter & ~7) + 8;
/* 5 sequence max with 8 cycles each */
if (xe_a1p.Counter > 32)
{
xe_a1p.Counter = 32;
}
}
}
/* update internal state */
xe_a1p.State = data;
}