/*************************************************************************************** * Genesis Plus * Peripheral Input Support * * Copyright (C) 1998, 1999, 2000, 2001, 2002, 2003 Charles Mac Donald (original code) * Eke-Eke (2007,2008,2009), 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" t_input input; /***************************************************************************** * LIGHTGUN specific functions * *****************************************************************************/ /* H counter values for a 256-pixel wide display (342 pixel max.) */ static uint8 hc_256[171] = { 0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E, 0x0F, 0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F, 0x20, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F, 0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, 0x3E, 0x3F, 0x40, 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F, 0x50, 0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5A, 0x5B, 0x5C, 0x5D, 0x5E, 0x5F, 0x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66, 0x67, 0x68, 0x69, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x6F, 0x70, 0x71, 0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C, 0x7D, 0x7E, 0x7F, 0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F, 0x90, 0x91, 0x92, 0x93, 0xE9, 0xEA, 0xEB, 0xEC, 0xED, 0xEE, 0xEF, 0xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5, 0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, 0xFC, 0xFD, 0xFE, 0xFF }; /* H counter values for a 320-pixel wide display (420 pixels max.) */ static uint8 hc_320[210] = { 0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E, 0x0F, 0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F, 0x20, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F, 0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, 0x3E, 0x3F, 0x40, 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F, 0x50, 0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5A, 0x5B, 0x5C, 0x5D, 0x5E, 0x5F, 0x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66, 0x67, 0x68, 0x69, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x6F, 0x70, 0x71, 0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C, 0x7D, 0x7E, 0x7F, 0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F, 0x90, 0x91, 0x92, 0x93, 0x94, 0x95, 0x96, 0x97, 0x98, 0x99, 0x9A, 0x9B, 0x9C, 0x9D, 0x9E, 0x9F, 0xA0, 0xA1, 0xA2, 0xA3, 0xA4, 0xA5, 0xA6, 0xA7, 0xA8, 0xA9, 0xAA, 0xAB, 0xAC, 0xAD, 0xAE, 0xAF, 0xB0, 0xB1, 0xB2, 0xB3, 0xB4, 0xB5, 0xB6, 0xE5, 0xE6, 0xE7, 0xE8, 0xE9, 0xEA, 0xEB, 0xEC, 0xED, 0xEE, 0xEF, 0xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5, 0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, 0xFC, 0xFD, 0xFE, 0xFF }; static inline void lightgun_reset(int num) { input.analog[num][0] = bitmap.viewport.w >> 1; input.analog[num][1] = bitmap.viewport.h >> 1; } static inline void lightgun_update(int num) { if ((input.analog[num][1] == v_counter + input.y_offset)) { /* HL enabled ? */ if (io_reg[5] & 0x80) { /* External Interrupt ? */ if (reg[11] & 0x08) irq_status = (irq_status & ~0x40) | 0x12; /* HVC Latch: 1) some games does not set HVC latch but instead use bigger X offset 2) for games using H40 mode, the gun routine scales up the Hcounter value, H-Counter range is approx. 292 pixel clocks */ hc_latch = 0x100; if (reg[12] & 1) hc_latch |= hc_320[((input.analog[num][0] * 290) / (2 * 320) + input.x_offset) % 210]; else hc_latch |= hc_256[(input.analog[num][0] / 2 + input.x_offset)%171]; } } } /* Sega Menacer specific */ uint32 menacer_read() { /* pins should return 0 by default (fix Body Count when mouse is enabled) */ int retval = 0x00; if (input.pad[4] & INPUT_B) retval |= 0x01; if (input.pad[4] & INPUT_A) retval |= 0x02; if (input.pad[4] & INPUT_C) retval |= 0x04; if (input.pad[4] & INPUT_START) retval |= 0x08; return retval; } /* Konami Justifier specific */ uint32 justifier_read() { /* TL & TR pins should always return 1 (write only) */ /* LEFT & RIGHT pins should always return 0 (needed during gun detection) */ int retval = 0x73; switch (io_reg[2]) { case 0x40: /* gun detection */ return 0x30; case 0x00: /* gun #1 enabled */ if (input.pad[4] & INPUT_A) retval &= ~0x01; if (input.pad[4] & INPUT_START) retval &= ~0x02; return retval; case 0x20: /* gun #2 enabled */ if (input.pad[5] & INPUT_A) retval &= ~0x01; if (input.pad[5] & INPUT_START) retval &= ~0x02; return retval; default: /* guns disabled */ return retval; } } /***************************************************************************** * SEGA MOUSE specific functions * *****************************************************************************/ struct mega_mouse { uint8 State; uint8 Counter; uint8 Wait; uint8 Port; } mouse; static inline void mouse_reset() { mouse.State = 0x60; mouse.Counter = 0; mouse.Wait = 0; mouse.Port = (input.system[0] == SYSTEM_MOUSE) ? 0 : 4; } void mouse_write(uint32 data) { if (mouse.Counter == 0) { /* TH 1->0 transition */ if ((mouse.State&0x40) && !(data&0x40)) { /* start acquisition */ mouse.Counter = 1; } } else { /* TR transition */ if ((mouse.State&0x20) != (data&0x20)) { mouse.Counter ++; /* increment phase */ mouse.Wait = 1; /* mouse latency */ if (mouse.Counter > 9) mouse.Counter = 9; } } /* end of acquisition (TH=1) */ if (data&0x40) mouse.Counter = 0; /* update internal state */ mouse.State = data; } uint32 mouse_read() { int temp = 0x00; switch (mouse.Counter) { case 0: /* initial */ temp = 0x00; break; case 1: /* xxxx1011 */ temp = 0x0B; break; case 2: /* xxxx1111 */ temp = 0x0F; break; case 3: /* xxxx1111 */ temp = 0x0F; break; case 4: /* Axis sign and overflow */ if (input.analog[2][0] < 0) temp |= 0x01; if (input.analog[2][1] < 0) temp |= 0x02; if (abs(input.analog[2][0]) > 255) temp |= 0x04; if (abs(input.analog[2][1]) > 255) temp |= 0x08; break; case 5: /* Buttons state */ if (input.pad[mouse.Port] & INPUT_A) temp |= 0x01; if (input.pad[mouse.Port] & INPUT_C) temp |= 0x02; if (input.pad[mouse.Port] & INPUT_B) temp |= 0x04; if (input.pad[mouse.Port] & INPUT_START) temp |= 0x08; break; case 6: /* X Axis MSB */ temp = (input.analog[2][0] >> 4) & 0x0f; break; case 7: /* X Axis LSB */ temp = (input.analog[2][0] & 0x0f); break; case 8: /* Y Axis MSB */ temp = (input.analog[2][1] >> 4) & 0x0f; break; case 9: /* Y Axis LSB */ temp = (input.analog[2][1] & 0x0f); break; } /* TR-TL handshaking */ if (mouse.Wait) { /* wait before ACK, fix some buggy mouse routine (Shangai 2, Wack World,...) */ mouse.Wait = 0; /* TL = !TR */ temp |= (~mouse.State & 0x20) >> 1; } else { /* TL = TR */ temp |= (mouse.State & 0x20) >> 1; } return temp; } /***************************************************************************** * GAMEPAD specific functions (2PLAYERS/4WAYPLAY) * *****************************************************************************/ struct pad { uint8 State; uint8 Counter; uint8 Delay; } gamepad[MAX_DEVICES]; static inline void gamepad_raz(uint32 i) { gamepad[i].Counter = 0; gamepad[i].Delay = 0; } static inline void gamepad_reset(uint32 i) { gamepad[i].State = 0x40; if (input.dev[i] == DEVICE_6BUTTON) gamepad_raz(i); } static inline void gamepad_update(uint32 i) { if (gamepad[i].Delay++ > 25) gamepad_raz(i); } static inline uint32 gamepad_read(uint32 i) { int control; int retval = 0x7F; control = (gamepad[i].State & 0x40) >> 6; /* current TH state */ if (input.dev[i] == DEVICE_6BUTTON) { control += (gamepad[i].Counter & 3) << 1; /* TH transitions counter */ } switch (control) { case 1: /*** First High ***/ case 3: /*** Second High ***/ case 5: /*** Third High ***/ /* TH = 1 : ?1CBRLDU */ if (input.pad[i] & INPUT_C) retval &= ~0x20; if (input.pad[i] & INPUT_B) retval &= ~0x10; if (input.pad[i] & INPUT_UP) retval &= ~0x01; if (input.pad[i] & INPUT_DOWN) retval &= ~0x02; if (input.pad[i] & INPUT_LEFT) retval &= ~0x04; if (input.pad[i] & INPUT_RIGHT) retval &= ~0x08; break; case 0: /*** First low ***/ case 2: /*** Second low ***/ /* TH = 0 : ?0SA00DU */ if (input.pad[i] & INPUT_A) retval &= ~0x10; if (input.pad[i] & INPUT_START) retval &= ~0x20; if (input.pad[i] & INPUT_UP) retval &= ~0x01; if (input.pad[i] & INPUT_DOWN) retval &= ~0x02; retval &= 0xB3; 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'*/ if (input.pad[i] & INPUT_A) retval &= ~0x10; if (input.pad[i] & INPUT_START) retval &= ~0x20; retval &= 0xB0; break; case 6: /*** Fourth Low ***/ /* TH = 0 : ?0SA1111 D3-0 are forced to '1'*/ if (input.pad[i] & INPUT_A) retval &= ~0x10; if (input.pad[i] & INPUT_START) retval &= ~0x20; retval &= 0xBF; break; case 7: /*** Fourth High ***/ /* TH = 1 : ?1CBMXYZ Extra buttons returned in D3-0*/ if (input.pad[i] & INPUT_X) retval &= ~0x04; if (input.pad[i] & INPUT_Y) retval &= ~0x02; if (input.pad[i] & INPUT_Z) retval &= ~0x01; if (input.pad[i] & INPUT_B) retval &= ~0x10; if (input.pad[i] & INPUT_C) retval &= ~0x20; if (input.pad[i] & INPUT_MODE) retval &= ~0x08; break; default: break; } /* bit7 is latched */ return retval; } static inline void gamepad_write(uint32 i, uint32 data) { if (input.dev[i] == DEVICE_6BUTTON) { /* TH=0 to TH=1 transition */ if (!(gamepad[i].State & 0x40) && (data & 0x40)) { gamepad[i].Counter++; gamepad[i].Delay = 0; } } gamepad[i].State = data; } /***************************************************************************** * TEAMPLAYER adapter * *****************************************************************************/ struct teamplayer { uint8 State; uint8 Counter; uint8 Table[12]; } teamplayer[2]; static inline void teamplayer_reset(uint32 port) { int i; int index = 0; int pad_input = 0; teamplayer[port].State = 0x60; /* TH = 1, TR = 1 */ teamplayer[port].Counter = 0; /* this table determines which gamepad input should be returned during acquisition sequence index = teamplayer read table index: 0=1st read, 1=2nd read, ... pad_input = gamepad input 0-14: 0=P1_DIR, 1=P1_SABC, 2=P1_MXYZ, 4=P2_DIR, 5=P2_SABC, ... */ for (i=0; i<4; i++) { if (input.dev[(4*port) + i] == DEVICE_3BUTTON) { teamplayer[port].Table[index++] = pad_input; teamplayer[port].Table[index++] = pad_input + 1; } else if (input.dev[(4*port) + i] == DEVICE_6BUTTON) { teamplayer[port].Table[index++] = pad_input; teamplayer[port].Table[index++] = pad_input + 1; teamplayer[port].Table[index++] = pad_input + 2; } pad_input += 4; } } /* SEGA teamplayer returns successively: - PAD1 inputs - PAD2 inputs - PAD3 inputs - PAD4 inputs Each PAD inputs is obtained through 2 or 3 sequential reads: 1/ DIR buttons 2/ START,A,C,B buttons 3/ MODE, X,Y,Z buttons (6Button only !) */ static inline uint32 teamplayer_read_device(uint32 port, uint32 index) { int retval = 0x7F; int pad_input = teamplayer[port].Table[index] & 0x03; int pad_num = (4 * port) + ((teamplayer[port].Table[index] >> 2) & 0x03); switch (pad_input) { case 0: /* Directions Buttons */ if (input.pad[pad_num] & INPUT_UP) retval &= ~0x01; if (input.pad[pad_num] & INPUT_DOWN) retval &= ~0x02; if (input.pad[pad_num] & INPUT_LEFT) retval &= ~0x04; if (input.pad[pad_num] & INPUT_RIGHT) retval &= ~0x08; break; case 1: /* S,A,C,B Buttons */ if (input.pad[pad_num] & INPUT_B) retval &= ~0x01; if (input.pad[pad_num] & INPUT_C) retval &= ~0x02; if (input.pad[pad_num] & INPUT_A) retval &= ~0x04; if (input.pad[pad_num] & INPUT_START) retval &= ~0x08; break; case 2: /* M,X,Y,Z Buttons (6-Buttons only)*/ if (input.pad[pad_num] & INPUT_Z) retval &= ~0x01; if (input.pad[pad_num] & INPUT_Y) retval &= ~0x02; if (input.pad[pad_num] & INPUT_X) retval &= ~0x04; if (input.pad[pad_num] & INPUT_MODE) retval &= ~0x08; break; } return retval; } static inline uint32 teamplayer_read(uint32 port) { int retval = 0x7F; int padnum; switch (teamplayer[port].Counter) /* acquisition sequence steps */ { case 0: /* initial state: TH = 1, TR = 1 */ retval = 0x73; break; case 1: /* start request: TH = 0, TR = 1 */ retval = 0x3F; break; case 2: case 3: /* ack request: TH=0, TR handshake */ retval = 0x00; break; case 4: case 5: case 6: case 7: /* gamepads type */ padnum = (4 * port) + teamplayer[port].Counter - 4; retval = input.dev[padnum]; break; default: /* gamepads inputs acquisition */ retval = teamplayer_read_device(port, teamplayer[port].Counter - 8); break; } /* TL must match TR state */ retval &= ~0x10; if (teamplayer[port].State & 0x20) retval |= 0x10; return retval; } static inline void teamplayer_write(uint32 port, uint32 data) { int old_state = teamplayer[port].State; teamplayer[port].State = (data & io_reg[port+4]) | (teamplayer[port].State & ~io_reg[port+4]); if (old_state != teamplayer[port].State) teamplayer[port].Counter ++; if ((data&0x60) == 0x60) teamplayer[port].Counter = 0; } /***************************************************************************** * 4WAYPLAY adapter * *****************************************************************************/ static inline void wayplay_write(uint32 port, uint32 data) { if (port == 0) gamepad_write(input.current, data); else input.current = (data >> 4) & 0x07; } static inline uint32 wayplay_read(uint32 port) { if (port == 1) return 0x7F; if (input.current >= 4) return 0x70; /* multitap detection (TH2 = 1) */ return gamepad_read(input.current); /* 0x0C = Pad1, 0x1C = Pad2, ... */ } /***************************************************************************** * I/O wrappers * *****************************************************************************/ uint32 gamepad_1_read (void) { return gamepad_read(0); } uint32 gamepad_2_read (void) { return gamepad_read(4); } void gamepad_1_write (uint32 data) { gamepad_write(0, data); } void gamepad_2_write (uint32 data) { gamepad_write(4, data); } uint32 wayplay_1_read (void) { return wayplay_read(0); } uint32 wayplay_2_read (void) { return wayplay_read(1); } void wayplay_1_write (uint32 data) { wayplay_write(0, data); } void wayplay_2_write (uint32 data) { wayplay_write(1, data); } uint32 teamplayer_1_read (void) { return teamplayer_read(0); } uint32 teamplayer_2_read (void) { return teamplayer_read(1); } void teamplayer_1_write (uint32 data) { teamplayer_write(0, data); } void teamplayer_2_write (uint32 data) { teamplayer_write(1, data); } uint32 jcart_read(uint32 address) { return (gamepad_read(5) | ((gamepad_read(6)&0x3f) << 8)); /* fixes Micro Machines 2 (is it correct ?) */ } void jcart_write(uint32 address, uint32 data) { gamepad_write(5, (data&1) << 6); gamepad_write(6, (data&1) << 6); return; } /***************************************************************************** * Generic INPUTS Control * *****************************************************************************/ void input_reset () { int i,j; input.max = 0; input.current = 0; for (i=0; i