/*************************************************************************************** * Genesis Plus * 3-Buttons & 6-Buttons pad support (incl. 4-WayPlay & J-Cart handlers) * * Copyright (C) 1998, 1999, 2000, 2001, 2002, 2003 Charles Mac Donald (original code) * Eke-Eke (2007-2011), 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" #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 & 6) | ((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) { /* check TH transitions */ if ((gamepad[port].State ^ data) & 0x40) { gamepad[port].Counter++; 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; }