/*************************************************************************************** * Genesis Plus * 3-Buttons & 6-Buttons pad support * Support for J-CART & 4-Way Play adapters * * Copyright (C) 2007-2011 Eke-Eke (Genesis Plus GX) * * Redistribution and use of this code or any derivative works are permitted * provided that the following conditions are met: * * - Redistributions may not be sold, nor may they be used in a commercial * product or activity. * * - Redistributions that are modified from the original source must include the * complete source code, including the source code for all components used by a * binary built from the modified sources. However, as a special exception, the * source code distributed need not include anything that is normally distributed * (in either source or binary form) with the major components (compiler, kernel, * and so on) of the operating system on which the executable runs, unless that * component itself accompanies the executable. * * - Redistributions must reproduce the above copyright notice, this list of * conditions and the following disclaimer in the documentation and/or other * materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * ****************************************************************************************/ #include "shared.h" #include "gamepad.h" static struct { uint8 State; uint8 Counter; uint8 Timeout; } gamepad[MAX_DEVICES]; static uint8 pad_index; void gamepad_reset(int port) { /* default state (Gouketsuji Ichizoku / Power Instinct, Samurai Spirits / Samurai Shodown) */ gamepad[port].State = 0x40; gamepad[port].Counter = 0; gamepad[port].Timeout = 0; /* reset pad index (4-WayPlay) */ pad_index = 0; } void gamepad_refresh(int port) { /* 6-buttons pad */ if (gamepad[port].Timeout++ > 25) { gamepad[port].Counter = 0; gamepad[port].Timeout = 0; } } static inline unsigned char gamepad_read(int port) { /* bit 7 is latched, returns current TH state */ unsigned int data = (gamepad[port].State & 0x40) | 0x3F; /* pad value */ unsigned int val = input.pad[port]; /* get current step (TH state) */ unsigned int step = gamepad[port].Counter | ((data >> 6) & 1); switch (step) { case 1: /*** First High ***/ case 3: /*** Second High ***/ case 5: /*** Third High ***/ { /* TH = 1 : ?1CBRLDU */ data &= ~(val & 0x3F); break; } case 0: /*** First low ***/ case 2: /*** Second low ***/ { /* TH = 0 : ?0SA00DU */ data &= ~(val & 0x03); data &= ~((val >> 2) & 0x30); data &= ~0x0C; break; } /* 6buttons specific (taken from gen-hw.txt) */ /* A 6-button gamepad allows the extra buttons to be read based on how */ /* many times TH is switched from 1 to 0 (and not 0 to 1). Observe the */ /* following sequence */ /* TH = 1 : ?1CBRLDU 3-button pad return value TH = 0 : ?0SA00DU 3-button pad return value TH = 1 : ?1CBRLDU 3-button pad return value TH = 0 : ?0SA0000 D3-0 are forced to '0' TH = 1 : ?1CBMXYZ Extra buttons returned in D3-0 TH = 0 : ?0SA1111 D3-0 are forced to '1' */ case 4: /*** Third Low ***/ { /* TH = 0 : ?0SA0000 D3-0 are forced to '0'*/ data &= ~((val >> 2) & 0x30); data &= ~0x0F; break; } case 6: /*** Fourth Low ***/ { /* TH = 0 : ?0SA1111 D3-0 are forced to '1'*/ data &= ~((val >> 2) & 0x30); break; } case 7: /*** Fourth High ***/ { /* TH = 1 : ?1CBMXYZ Extra buttons returned in D3-0*/ data &= ~(val & 0x30); data &= ~((val >> 8) & 0x0F); break; } } return data; } static inline void gamepad_write(int port, unsigned char data, unsigned char mask) { /* update bits set as output only */ data = (gamepad[port].State & ~mask) | (data & mask); if (input.dev[port] == DEVICE_PAD6B) { /* TH=0 to TH=1 transition */ if (!(gamepad[port].State & 0x40) && (data & 0x40)) { gamepad[port].Counter = (gamepad[port].Counter + 2) & 6; gamepad[port].Timeout = 0; } } /* update internal state */ gamepad[port].State = data; } /*--------------------------------------------------------------------------*/ /* Default ports handlers */ /*--------------------------------------------------------------------------*/ unsigned char gamepad_1_read(void) { return gamepad_read(0); } unsigned char gamepad_2_read(void) { return gamepad_read(4); } void gamepad_1_write(unsigned char data, unsigned char mask) { gamepad_write(0, data, mask); } void gamepad_2_write(unsigned char data, unsigned char mask) { gamepad_write(4, data, mask); } /*--------------------------------------------------------------------------*/ /* 4-WayPlay ports handler */ /*--------------------------------------------------------------------------*/ unsigned char wayplay_1_read(void) { if (pad_index < 4) { return gamepad_read(pad_index); } /* multitap detection */ return 0x70; } unsigned char wayplay_2_read(void) { return 0x7F; } void wayplay_1_write(unsigned char data, unsigned char mask) { if (pad_index < 4) { gamepad_write(pad_index, data, mask); } } void wayplay_2_write(unsigned char data, unsigned char mask) { if ((mask & 0x70) == 0x70) { pad_index = (data & 0x70) >> 4; } } /*--------------------------------------------------------------------------*/ /* J-Cart memory handlers */ /*--------------------------------------------------------------------------*/ unsigned int jcart_read(unsigned int address) { /* TH2 output read is fixed to zero (fixes Micro Machines 2) */ return ((gamepad_read(5) & 0x7F) | ((gamepad_read(6) & 0x3F) << 8)); } void jcart_write(unsigned int address, unsigned int data) { gamepad_write(5, (data & 1) << 6, 0x40); gamepad_write(6, (data & 1) << 6, 0x40); return; }