Genesis-Plus-GX/source/input_hw/input.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
* Input peripherals support
*
* Copyright (C) 1998, 1999, 2000, 2001, 2002, 2003 Charles Mac Donald (original code)
* Eke-Eke (2007-2011), additional code & fixes for the GCN/Wii port
*
* 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"
#include "gamepad.h"
#include "lightgun.h"
#include "mouse.h"
#include "activator.h"
#include "xe_a1p.h"
#include "teamplayer.h"
#include "paddle.h"
#include "sportspad.h"
t_input input;
int old_system[2] = {-1,-1};
void input_init(void)
{
int i;
int player = 0;
for (i=0; i<MAX_DEVICES; i++)
{
input.dev[i] = NO_DEVICE;
input.pad[i] = 0;
}
/* PICO tablet & pen */
if (system_hw == SYSTEM_PICO)
{
input.dev[0] = DEVICE_TABLET;
return;
}
switch (input.system[0])
{
case SYSTEM_MS_GAMEPAD:
{
if (player == MAX_INPUTS) return;
input.dev[0] = DEVICE_PAD2B;
player++;
break;
}
case SYSTEM_MD_GAMEPAD:
{
if (player == MAX_INPUTS) return;
input.dev[0] = config.input[player].padtype;
player++;
break;
}
case SYSTEM_MOUSE:
{
if (player == MAX_INPUTS) return;
input.dev[0] = DEVICE_MOUSE;
player++;
break;
}
case SYSTEM_ACTIVATOR:
{
if (player == MAX_INPUTS) return;
input.dev[0] = DEVICE_ACTIVATOR;
player++;
break;
}
case SYSTEM_XE_A1P:
{
if (player == MAX_INPUTS) return;
input.dev[0] = DEVICE_XE_A1P;
player++;
break;
}
case SYSTEM_WAYPLAY:
{
for (i=0; i< 4; i++)
{
if (player == MAX_INPUTS) return;
input.dev[i] = config.input[player].padtype;
player++;
}
break;
}
case SYSTEM_TEAMPLAYER:
{
for (i=0; i<4; i++)
{
if (player == MAX_INPUTS) return;
input.dev[i] = config.input[player].padtype;
player++;
}
teamplayer_init(0);
break;
}
case SYSTEM_LIGHTPHASER:
{
if (player == MAX_INPUTS) return;
input.dev[0] = DEVICE_LIGHTGUN;
player++;
break;
}
case SYSTEM_PADDLE:
{
if (player == MAX_INPUTS) return;
input.dev[0] = DEVICE_PADDLE;
player++;
break;
}
case SYSTEM_SPORTSPAD:
{
if (player == MAX_INPUTS) return;
input.dev[0] = DEVICE_SPORTSPAD;
player++;
break;
}
}
switch (input.system[1])
{
case SYSTEM_MS_GAMEPAD:
{
if (player == MAX_INPUTS) return;
input.dev[4] = DEVICE_PAD2B;
player++;
break;
}
case SYSTEM_MD_GAMEPAD:
{
if (player == MAX_INPUTS) return;
input.dev[4] = config.input[player].padtype;
player++;
break;
}
case SYSTEM_MOUSE:
{
if (player == MAX_INPUTS) return;
input.dev[4] = DEVICE_MOUSE;
player++;
break;
}
case SYSTEM_ACTIVATOR:
{
if (player == MAX_INPUTS) return;
input.dev[4] = DEVICE_ACTIVATOR;
player++;
break;
}
case SYSTEM_MENACER:
{
if (player == MAX_INPUTS) return;
input.dev[4] = DEVICE_LIGHTGUN;
player++;
break;
}
case SYSTEM_JUSTIFIER:
{
for (i=4; i<6; i++)
{
if (player == MAX_INPUTS) return;
input.dev[i] = DEVICE_LIGHTGUN;
player++;
}
break;
}
case SYSTEM_TEAMPLAYER:
{
for (i=4; i<8; i++)
{
if (player == MAX_INPUTS) return;
input.dev[i] = config.input[player].padtype;
player++;
}
teamplayer_init(1);
break;
}
case SYSTEM_LIGHTPHASER:
{
if (player == MAX_INPUTS) return;
input.dev[4] = DEVICE_LIGHTGUN;
player++;
break;
}
case SYSTEM_PADDLE:
{
if (player == MAX_INPUTS) return;
input.dev[4] = DEVICE_PADDLE;
player++;
break;
}
case SYSTEM_SPORTSPAD:
{
if (player == MAX_INPUTS) return;
input.dev[4] = DEVICE_SPORTSPAD;
player++;
break;
}
}
/* J-CART */
if (cart.special & HW_J_CART)
{
/* two additional gamepads */
for (i=5; i<7; i++)
{
if (player == MAX_INPUTS) return;
input.dev[i] = config.input[player].padtype;
player ++;
}
}
}
void input_reset(void)
{
/* Reset input devices */
int i;
for (i=0; i<MAX_DEVICES; i++)
{
switch (input.dev[i])
{
case DEVICE_PAD2B:
case DEVICE_PAD3B:
case DEVICE_PAD6B:
{
gamepad_reset(i);
break;
}
case DEVICE_LIGHTGUN:
{
lightgun_reset(i);
break;
}
case DEVICE_MOUSE:
{
mouse_reset(i);
break;
}
case DEVICE_ACTIVATOR:
{
activator_reset(i >> 2);
break;
}
case DEVICE_XE_A1P:
{
xe_a1p_reset();
break;
}
case DEVICE_PADDLE:
{
paddle_reset(i >> 2);
break;
}
case DEVICE_SPORTSPAD:
{
sportspad_reset(i >> 2);
break;
}
default:
{
break;
}
}
}
/* Team Player */
for (i=0; i<2; i++)
{
if (input.system[i] == SYSTEM_TEAMPLAYER)
{
teamplayer_reset(i);
}
}
}
void input_refresh(void)
{
int i;
for (i=0; i<MAX_DEVICES; i++)
{
switch (input.dev[i])
{
case DEVICE_PAD6B:
{
gamepad_refresh(i);
break;
}
case DEVICE_LIGHTGUN:
{
lightgun_refresh(i);
break;
}
}
}
}