/*************************************************************************************** * Genesis Plus * XE-A1P analog controller support * * Copyright (C) 2011-2013 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 Latency; } xe_a1p[2]; void xe_a1p_reset(int index) { input.analog[index][0] = 128; input.analog[index][1] = 128; input.analog[index+1][0] = 128; index >>= 2; xe_a1p[index].State = 0x40; xe_a1p[index].Counter = 0; xe_a1p[index].Latency = 0; } INLINE unsigned char xe_a1p_read(int index) { unsigned int temp = 0x40; unsigned int port = index << 2; /* Left Stick X & Y analog values (bidirectional) */ int x = input.analog[port][0]; int y = input.analog[port][1]; /* Right Stick X or Y value (unidirectional) */ int z = input.analog[port+1][0]; /* Buttons status (active low) */ uint16 pad = ~input.pad[port]; /* Current internal cycle (0-7) */ unsigned int cycle = xe_a1p[index].Counter & 7; /* Current 4-bit data cycle */ /* There are eight internal data cycle for each 5 acquisition sequence */ /* First 4 return the same 4-bit data, next 4 return next 4-bit data */ switch (xe_a1p[index].Counter >> 2) { case 0: temp |= ((pad >> 8) & 0x0F); /* E1 E2 Start Select */ break; case 1: temp |= ((pad >> 4) & 0x0F); /* A B C D */ break; case 2: temp |= ((x >> 4) & 0x0F); break; case 3: temp |= ((y >> 4) & 0x0F); break; case 4: break; case 5: temp |= ((z >> 4) & 0x0F); break; case 6: temp |= (x & 0x0F); break; case 7: temp |= (y & 0x0F); break; case 8: break; case 9: temp |= (z & 0x0F); break; } /* TL indicates which part of data is returned (0=1st part, 1=2nd part) */ temp |= ((cycle & 4) << 2); /* TR indicates if data is ready (0=ready, 1=not ready) */ /* Fastest One input routine actually expects this bit to switch between 0 & 1 */ /* so we make the first read of a data cycle return 1 then 0 for remaining reads */ temp |= (!(cycle & 3) << 5); /* Automatically increment data cycle on each read (within current acquisition sequence) */ cycle = (cycle + 1) & 7; /* Update internal cycle counter */ xe_a1p[index].Counter = (xe_a1p[index].Counter & ~7) | cycle; /* Update internal latency on each read */ xe_a1p[index].Latency++; return temp; } INLINE void xe_a1p_write(int index, unsigned char data, unsigned char mask) { /* update bits set as output only */ data = (xe_a1p[index].State & ~mask) | (data & mask); /* look for TH 1->0 transitions */ if (!(data & 0x40) && (xe_a1p[index].State & 0x40)) { /* reset acquisition cycle */ xe_a1p[index].Latency = xe_a1p[index].Counter = 0; } else { /* some games immediately write new data to TH */ /* so we make sure first sequence has actually been handled */ if (xe_a1p[index].Latency > 2) { /* next acquisition sequence */ xe_a1p[index].Counter = (xe_a1p[index].Counter & ~7) + 8; /* 5 sequence max with 8 cycles each */ if (xe_a1p[index].Counter > 32) { xe_a1p[index].Counter = 32; } } } /* update internal state */ xe_a1p[index].State = data; } unsigned char xe_a1p_1_read(void) { return xe_a1p_read(0); } unsigned char xe_a1p_2_read(void) { return xe_a1p_read(1); } void xe_a1p_1_write(unsigned char data, unsigned char mask) { xe_a1p_write(0, data, mask); } void xe_a1p_2_write(unsigned char data, unsigned char mask) { xe_a1p_write(1, data, mask); }