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https://github.com/ekeeke/Genesis-Plus-GX.git
synced 2024-09-10 16:53:15 +02:00
added Sega Mouse emulation
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@ -14,10 +14,12 @@ current:
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- added support for some more unlicensed games: Pocket Monster, King of Fighter 98, Soul Blade (credits to Haze)
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- improved Menacer emulation: fix lightgun support in Body Count & T2: The Arcade Game
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- implemented Konami Justifier emulation: fix lightgun support in Lethal Enforcers 1 & 2
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- implemented Sega Mouse emulation
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- implemented Sega Mouse emulation (Populous 2, Body Count, Shangai 2...)
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[Wii]
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- added Wiimote IR support for lightgun (Menacer/Justifier) controls
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- added lightgun support (Menacer/Justifier) through Wiimote IR
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- added "Gun cursor" option to enable/disable gun position display
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- added "Invert Mouse" option to invert Sega Mouse vertical axe (required by some games)
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16/07/2008:
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-----------
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@ -1,6 +1,6 @@
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/***************************************************************************************
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* Genesis Plus 1.2a
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* Genesis internals & Bus arbitration
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* Genesis internals & Bus controller
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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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* modified by Eke-Eke (compatibility fixes & additional code), GC/Wii port
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@ -1,6 +1,6 @@
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/***************************************************************************************
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* Genesis Plus 1.2a
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* Genesis internals & Bus arbitration
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* Genesis internals & Bus controller
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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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* modified by Eke-Eke (compatibility fixes & additional code), GC/Wii port
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@ -95,7 +95,8 @@ static inline void lightgun_update(int num)
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/* Sega Menacer specific */
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unsigned int menacer_read()
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{
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int retval = 0x70;
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/* pins should return 0 by default (fix Body Count when mouse is enabled) */
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int retval = 0x00;
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if (input.pad[4] & INPUT_B) retval |= 0x01;
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if (input.pad[4] & INPUT_A) retval |= 0x02;
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if (input.pad[4] & INPUT_C) retval |= 0x04;
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@ -139,12 +140,16 @@ struct mega_mouse
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{
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uint8 State;
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uint8 Counter;
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uint8 Wait;
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uint8 Port;
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} mouse;
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static inline void mouse_reset()
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{
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mouse.State = 0x60;
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mouse.Counter = 0;
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mouse.Wait = 0;
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mouse.Port = (input.system[0] == SYSTEM_MOUSE) ? 0 : 4;
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}
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void mouse_write(unsigned int data)
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@ -164,6 +169,8 @@ void mouse_write(unsigned int data)
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if ((mouse.State&0x20) != (data&0x20))
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{
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mouse.Counter ++; /* increment phase */
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mouse.Wait = 1; /* mouse latency */
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if (mouse.Counter > 9) mouse.Counter = 9;
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}
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}
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@ -203,10 +210,10 @@ unsigned int mouse_read()
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break;
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case 5: /* Buttons state */
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if (input.pad[0] & INPUT_B) temp |= 0x01;
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if (input.pad[0] & INPUT_A) temp |= 0x02;
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if (input.pad[0] & INPUT_C) temp |= 0x04;
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if (input.pad[0] & INPUT_START) temp |= 0x08;
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if (input.pad[mouse.Port] & INPUT_B) temp |= 0x01;
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if (input.pad[mouse.Port] & INPUT_A) temp |= 0x02;
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if (input.pad[mouse.Port] & INPUT_C) temp |= 0x04;
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if (input.pad[mouse.Port] & INPUT_START) temp |= 0x08;
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break;
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case 6: /* X Axis MSB */
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@ -227,7 +234,19 @@ unsigned int mouse_read()
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}
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/* TR-TL handshaking */
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if (mouse.State & 0x20) temp |= 0x10;
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if (mouse.Wait)
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{
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/* wait before ACK, fix some buggy mouse routine (Shangai 2, Wack World,...) */
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mouse.Wait = 0;
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/* TL = !TR */
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temp |= (~mouse.State & 0x20) >> 1;
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}
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else
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{
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/* TL = TR */
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temp |= (mouse.State & 0x20) >> 1;
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}
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return temp;
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}
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@ -88,6 +88,11 @@ void io_reset(void)
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port[1].data_r = gamepad_2_read;
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break;
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case SYSTEM_MOUSE:
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port[1].data_w = mouse_write;
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port[1].data_r = mouse_read;
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break;
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case SYSTEM_MENACER:
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port[1].data_w = NULL;
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port[1].data_r = menacer_read;
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