/*************************************************************************************** * Genesis Plus * Team Player support * * 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" static struct { uint8 State; uint8 Counter; uint8 Table[12]; } teamplayer[2]; void teamplayer_init(int port) { int i,padnum; int index = 0; /* this table determines which gamepad input should be returned during acquisition sequence index = teamplayer read table index: 0=1st read, 1=2nd read, ... table = high bits are pad index, low bits are pad input shift: 0=RLDU, 4=SABC, 8=MXYZ */ for (i=0; i<4; i++) { padnum = (4 * port) + i; if (input.dev[padnum] == DEVICE_PAD3B) { padnum = padnum << 4; teamplayer[port].Table[index++] = padnum; teamplayer[port].Table[index++] = padnum | 4; } else { padnum = padnum << 4; teamplayer[port].Table[index++] = padnum; teamplayer[port].Table[index++] = padnum | 4; teamplayer[port].Table[index++] = padnum | 8; } } } void teamplayer_reset(int port) { teamplayer[port].State = 0x60; /* TH = 1, TR = 1 */ teamplayer[port].Counter = 0; } static inline unsigned int teamplayer_read(int port) { unsigned int counter = teamplayer[port].Counter; /* acquisition sequence */ switch (counter) { case 0: /* initial state: TH = 1, TR = 1 -> RLDU = 0011 */ { return 0x73; } case 1: /* start request: TH = 0, TR = 1 -> RLDU = 1111 */ { return 0x3F; } case 2: case 3: /* ack request: TH=0, TR=0/1 -> RLDU = 0000 */ { /* TL should match TR */ return ((teamplayer[port].State & 0x20) >> 1); } case 4: case 5: case 6: case 7: /* PAD type */ { unsigned int retval = input.dev[(port << 2) + (counter - 4)]; /* TL should match TR */ return (((teamplayer[port].State & 0x20) >> 1) | retval); } default: /* PAD status */ { unsigned int retval = 0x0F; /* SEGA teamplayer returns successively PAD1 -> PAD2 -> PAD3 -> PAD4 inputs */ unsigned int padnum = teamplayer[port].Table[counter - 8] >> 4; /* Each PAD inputs is obtained through 2 or 3 sequential reads: RLDU -> SACB -> MXYZ */ retval &= ~(input.pad[padnum] >> (teamplayer[port].Table[counter - 8] & 0x0F)); /* TL should match TR */ return (((teamplayer[port].State & 0x20) >> 1) | retval); } } } static inline void teamplayer_write(int port, unsigned char data, unsigned char mask) { /* update bits set as output only */ unsigned int state = (teamplayer[port].State & ~mask) | (data & mask); /* TH & TR handshaking */ if ((teamplayer[port].State ^ state) & 0x60) { if (state & 0x40) { /* TH high -> reset counter */ teamplayer[port].Counter = 0; } else { /* increment counter */ teamplayer[port].Counter++; } /* update internal state */ teamplayer[port].State = state; } } unsigned char teamplayer_1_read(void) { return teamplayer_read(0); } unsigned char teamplayer_2_read(void) { return teamplayer_read(1); } void teamplayer_1_write(unsigned char data, unsigned char mask) { teamplayer_write(0, data, mask); } void teamplayer_2_write(unsigned char data, unsigned char mask) { teamplayer_write(1, data, mask); }