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[Core/IO] improved XE-1AP controller emulation
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@ -76,7 +76,8 @@ Genesis Plus GX 1.7.5 (xx/xx/xxxx) (Eke-Eke)
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* added Sega Graphic Board support (thanks to SMS Power)
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* added Master Tap emulation (multi-player support in Boom homebrew)
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* added gamepad type auto-detection
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* added support for XE-1AP analog controller on both ports
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* added support for XE-1AP controller on both ports
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* improved XE-1AP controller emulation
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* improved HVC latch behavior for gun emulation (fixes "Gunfight - 3 in 1" randomization when using Justifier)
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* fixed TeamPlayer emulation (fixes multitap detection in Gauntlet 4)
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@ -2,8 +2,8 @@
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* Genesis Plus
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* Input peripherals support
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*
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* Copyright (C) 1998, 1999, 2000, 2001, 2002, 2003 Charles Mac Donald (original code)
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* Copyright (C) 2007-2014 Eke-Eke (Genesis Plus GX)
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* Copyright (C) 1998-2003 Charles Mac Donald (original code)
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* Copyright (C) 2007-2015 Eke-Eke (Genesis Plus GX)
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*
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* Redistribution and use of this code or any derivative works are permitted
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* provided that the following conditions are met:
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@ -2,8 +2,8 @@
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* Genesis Plus
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* Input peripherals support
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*
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* Copyright (C) 1998, 1999, 2000, 2001, 2002, 2003 Charles Mac Donald (original code)
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* Copyright (C) 2007-2014 Eke-Eke (Genesis Plus GX)
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* Copyright (C) 1998-2003 Charles Mac Donald (original code)
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* Copyright (C) 2007-2015 Eke-Eke (Genesis Plus GX)
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*
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* Redistribution and use of this code or any derivative works are permitted
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* provided that the following conditions are met:
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@ -102,12 +102,14 @@
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#define INPUT_PICO_RED (0x0010)
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/* XE-1AP specific bitmask */
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#define INPUT_XE_E1 (0x0800)
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#define INPUT_XE_E2 (0x0400)
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#define INPUT_XE_START (0x0200)
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#define INPUT_XE_SELECT (0x0100)
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#define INPUT_XE_A (0x0080)
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#define INPUT_XE_B (0x0040)
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#define INPUT_XE_E1 (0x2000)
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#define INPUT_XE_E2 (0x1000)
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#define INPUT_XE_START (0x0800)
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#define INPUT_XE_SELECT (0x0400)
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#define INPUT_XE_A (0x0200)
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#define INPUT_XE_B (0x0100)
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#define INPUT_XE_A2 (0x0080)
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#define INPUT_XE_B2 (0x0040)
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#define INPUT_XE_C (0x0020)
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#define INPUT_XE_D (0x0010)
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@ -2,7 +2,7 @@
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* Genesis Plus
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* XE-1AP analog controller support
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*
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* Copyright (C) 2011-2014 Eke-Eke (Genesis Plus GX)
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* Copyright (C) 2011-2015 Eke-Eke (Genesis Plus GX)
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*
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* Redistribution and use of this code or any derivative works are permitted
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* provided that the following conditions are met:
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@ -38,6 +38,8 @@
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#include "shared.h"
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#define XE_1AP_LATENCY 3
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static struct
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{
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uint8 State;
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@ -52,109 +54,99 @@ void xe_1ap_reset(int index)
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input.analog[index+1][0] = 128;
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index >>= 2;
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xe_1ap[index].State = 0x40;
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xe_1ap[index].Counter = 0;
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xe_1ap[index].Counter = 11;
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xe_1ap[index].Latency = 0;
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}
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INLINE unsigned char xe_1ap_read(int index)
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{
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unsigned int temp = 0x40;
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unsigned char data;
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unsigned int port = index << 2;
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/* Left Stick X & Y analog values (bidirectional) */
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int x = input.analog[port][0];
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int y = input.analog[port][1];
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/* Right Stick X or Y value (unidirectional) */
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int z = input.analog[port+1][0];
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/* Buttons status (active low) */
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uint16 pad = ~input.pad[port];
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/* Current internal cycle (0-7) */
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unsigned int cycle = xe_1ap[index].Counter & 7;
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/* Current 4-bit data cycle */
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/* There are eight internal data cycle for each 5 acquisition sequence */
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/* First 4 return the same 4-bit data, next 4 return next 4-bit data */
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switch (xe_1ap[index].Counter >> 2)
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/* Current data transfer cycle */
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switch (xe_1ap[index].Counter)
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{
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case 0:
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temp |= ((pad >> 8) & 0x0F); /* E1 E2 Start Select */
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case 0: /* E1 E2 Start Select buttons status (active low) */
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data = (~input.pad[port] >> 10) & 0x0F;
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break;
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case 1:
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temp |= ((pad >> 4) & 0x0F); /* A B C D */
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case 1: /* A/A' B/B' C D buttons status (active low) */
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data = ((~input.pad[port] >> 4) & 0x0F) & ~((input.pad[port] >> 6) & 0x0C);
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break;
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case 2:
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temp |= ((x >> 4) & 0x0F);
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case 2: /* CH0 high (Analog Stick Left/Right direction) */
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data = (input.analog[port][0] >> 4) & 0x0F;
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break;
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case 3:
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temp |= ((y >> 4) & 0x0F);
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case 3: /* CH1 high (Analog Stick Up/Down direction) */
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data = (input.analog[port][1] >> 4) & 0x0F;
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break;
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case 4:
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case 4: /* CH2 high (N/A) */
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data = 0x0;
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break;
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case 5:
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temp |= ((z >> 4) & 0x0F);
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case 5: /* CH3 high (Throttle vertical or horizontal direction) */
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data = (input.analog[port+1][0] >> 4) & 0x0F;
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break;
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case 6:
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temp |= (x & 0x0F);
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case 6: /* CH0 low (Analog Stick Left/Right direction) */
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data = input.analog[port][0] & 0x0F;
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break;
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case 7:
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temp |= (y & 0x0F);
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case 7: /* CH1 low (Analog Stick Up/Down direction)*/
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data = input.analog[port][1] & 0x0F;
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break;
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case 8:
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case 8: /* CH2 low (N/A) */
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data = 0x0;
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break;
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case 9:
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temp |= (z & 0x0F);
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case 9: /* CH3 low (Throttle vertical or horizontal direction) */
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data = input.analog[port+1][0] & 0x0F;
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break;
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case 10: /* A B A' B' buttons status (active low) */
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data = (~input.pad[port] >> 6) & 0x0F;
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break;
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default: /* N/A */
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data = 0x0F;
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break;
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}
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/* TL indicates which part of data is returned (0=1st part, 1=2nd part) */
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temp |= ((cycle & 4) << 2);
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/* TL indicates current data cycle (0=1st cycle, 1=2nd cycle, etc) */
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data |= ((xe_1ap[index].Counter & 1) << 4);
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/* TR indicates if data is ready (0=ready, 1=not ready) */
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/* Fastest One input routine actually expects this bit to switch between 0 & 1 */
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/* so we make the first read of a data cycle return 1 then 0 for remaining reads */
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temp |= (!(cycle & 3) << 5);
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/* TR indicates if data is valid (0=valid, 1=not ready) */
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/* Some games expect this bit to switch between 0 and 1 */
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/* so we actually keep it high for some reads after the */
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/* data cycle has been initialized or incremented */
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if (xe_1ap[index].Latency)
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{
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if (xe_1ap[index].Latency > 1)
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{
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/* data is not ready */
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data |= 0x20;
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}
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/* Automatically increment data cycle on each read (within current acquisition sequence) */
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cycle = (cycle + 1) & 7;
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/* decrement internal latency */
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xe_1ap[index].Latency--;
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}
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else if (xe_1ap[index].Counter <= 10)
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{
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/* next data cycle */
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xe_1ap[index].Counter++;
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/* Update internal cycle counter */
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xe_1ap[index].Counter = (xe_1ap[index].Counter & ~7) | cycle;
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/* reinitialize internal latency */
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xe_1ap[index].Latency = XE_1AP_LATENCY;
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}
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/* Update internal latency on each read */
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xe_1ap[index].Latency++;
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return temp;
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return data;
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}
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INLINE void xe_1ap_write(int index, unsigned char data, unsigned char mask)
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{
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/* update bits set as output only */
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/* only update bits set as output */
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data = (xe_1ap[index].State & ~mask) | (data & mask);
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/* look for TH 1->0 transitions */
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if (!(data & 0x40) && (xe_1ap[index].State & 0x40))
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{
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/* reset acquisition cycle */
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xe_1ap[index].Latency = xe_1ap[index].Counter = 0;
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}
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else
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{
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/* some games immediately write new data to TH */
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/* so we make sure first sequence has actually been handled */
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if (xe_1ap[index].Latency > 2)
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{
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/* next acquisition sequence */
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xe_1ap[index].Counter = (xe_1ap[index].Counter & ~7) + 8;
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/* reset data acquisition cycle */
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xe_1ap[index].Counter = 0;
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/* 5 sequence max with 8 cycles each */
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if (xe_1ap[index].Counter > 32)
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{
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xe_1ap[index].Counter = 32;
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}
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}
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/* initialize internal latency */
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xe_1ap[index].Latency = XE_1AP_LATENCY;
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}
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/* update internal state */
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@ -2,7 +2,7 @@
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* Genesis Plus
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* XE-1AP analog controller support
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*
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* Copyright (C) 2011-2014 Eke-Eke (Genesis Plus GX)
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* Copyright (C) 2011-2015 Eke-Eke (Genesis Plus GX)
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*
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* Redistribution and use of this code or any derivative works are permitted
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* provided that the following conditions are met:
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