/*************************************************************************************** * Genesis Plus * 2-Buttons, 3-Buttons & 6-Buttons controller support * with support for J-Cart, 4-Way Play & Master Tap adapters * * Copyright (C) 2007-2018 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; uint32 Latency; } gamepad[MAX_DEVICES]; static struct { uint8 Latch; uint8 Counter; } flipflop[2]; static uint8 latch; 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; gamepad[port].Latency = 0; /* reset 4-WayPlay latch (controller #0 used by default) */ latch = 0x00; /* reset Master Tap flip-flop */ flipflop[port>>2].Latch = 0; flipflop[port>>2].Counter = 0; } void gamepad_refresh(int port) { /* 6-buttons pad */ if (gamepad[port].Timeout++ > 25) { gamepad[port].Counter = 0; gamepad[port].Timeout = 0; } } void gamepad_end_frame(int port, unsigned int cycles) { if (gamepad[port].Latency > cycles) { /* adjust TH direction switching latency for next frame */ gamepad[port].Latency -= cycles; } else { /* reset TH direction switching latency */ gamepad[port].Latency = 0; } } INLINE unsigned char gamepad_read(int port) { /* D7 is not connected, D6 returns TH input state */ unsigned int data = gamepad[port].State | 0x3F; /* pad state */ unsigned int pad = input.pad[port]; /* get current TH input pulse counter */ unsigned int step = gamepad[port].Counter | (data >> 6); /* get current timestamp */ unsigned int cycles = ((system_hw & SYSTEM_PBC) == SYSTEM_MD) ? m68k.cycles : Z80.cycles; /* TH direction switching latency */ if (cycles < gamepad[port].Latency) { /* TH internal state switching has not occured yet (Decap Attack) */ step &= ~1; } /* C/B or START/A buttons status is returned on D5-D4 (active low) */ /* D-PAD or extra buttons status is returned on D3-D0 (active low) */ switch (step) { /* From gen_hw.txt (*): A 6-button gamepad allows the extra buttons to be read based on how many times TH is switched from (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 : ?0SA00DU 3-button pad return value (*) TH = 1 : ?1CBRLDU 3-button pad return value TH = 0 : ?0SA0000 D3-D0 are forced to '0' TH = 1 : ?1CBMXYZ Extra buttons returned in D3-0 TH = 0 : ?0SA1111 D3-D0 are forced to '1' From this point on, the standard 3-button pad values will be returned if any further TH transitions are done. (*) additional High-to-Low transition is necessary to access extra buttons according to official MK-1653-50 specification */ case 6: /*** Third Low ***/ { /* TH = 0 : ?0SA0000 D3-D0 forced to '0' */ data &= ~(((pad >> 2) & 0x30) | 0x0F); break; } case 7: /*** Fourth High ***/ { /* TH = 1 : ?1CBMXYZ Extra buttons returned in D3-D0 */ data &= ~((pad & 0x30) | ((pad >> 8) & 0x0F)); break; } case 8: /*** Fourth Low ***/ { /* TH = 0 : ?0SA1111 D3-D0 forced to '1' */ data &= ~((pad >> 2) & 0x30); break; } default: /*** 3-button mode ***/ { if (step & 1) { /* TH = 1 : ?1CBRLDU */ data &= ~(pad & 0x3F); } else { /* TH = 0 : ?0SA00DU */ data &= ~((pad & 0x03) | ((pad >> 2) & 0x30) | 0x0C); } break; } } return data; } INLINE void gamepad_write(int port, unsigned char data, unsigned char mask) { /* Check TH pin direction */ if (mask & 0x40) { /* get TH output state */ data &= 0x40; /* reset TH direction switching latency */ gamepad[port].Latency = 0; /* 6-Buttons controller specific */ if ((input.dev[port] == DEVICE_PAD6B) && (gamepad[port].Counter < 10)) { /* TH 1->0 transition */ if (!data && gamepad[port].State) { gamepad[port].Counter += 2; gamepad[port].Timeout = 0; } } } else { /* retrieve current timestamp */ unsigned int cycles = ((system_hw & SYSTEM_PBC) == SYSTEM_MD) ? m68k.cycles : Z80.cycles; /* TH is pulled high when not configured as output by I/O controller */ data = 0x40; /* TH 0->1 internal switching does not occur immediately (verified on MK-1650 model) */ if (!gamepad[port].State) { gamepad[port].Latency = cycles + 172; } } /* update TH input 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) { /* check if latched TH input on port B is HIGH */ if (latch & 0x04) { /* 4-WayPlay detection : xxxxx00 */ return 0x7C; } /* latched TR & TL input state on port B select controller # (0-3) on port A */ return gamepad_read(latch); } unsigned char wayplay_2_read(void) { return 0x7F; } void wayplay_1_write(unsigned char data, unsigned char mask) { /* latched TR & TL input state on port B select controller # (0-3) on port A */ gamepad_write(latch & 0x03, data, mask); } void wayplay_2_write(unsigned char data, unsigned char mask) { /* pins not configured as output by I/O controller are pulled HIGH */ data |= ~mask; /* check if both UP & DOWN inputs are LOW */ if (!(data & 0x03)) { /* latch TH, TR & TL input state */ latch = (data >> 4) & 0x07; } } /*--------------------------------------------------------------------------*/ /* J-Cart memory handlers */ /*--------------------------------------------------------------------------*/ unsigned int jcart_read(unsigned int address) { /* D6 returns TH state, D14 is fixed low (fixes Micro Machines 2) */ return (gamepad_read(5) | ((gamepad_read(6) & 0x3F) << 8)); } void jcart_write(unsigned int address, unsigned int data) { data = (data & 0x01) << 6; gamepad_write(5, data, 0x40); gamepad_write(6, data, 0x40); } /*--------------------------------------------------------------------------*/ /* Master Tap ports handler (unofficial, designed by Furrtek) */ /* cf. http://www.smspower.org/uploads/Homebrew/BOoM-SMS-sms4p_2.png */ /*--------------------------------------------------------------------------*/ unsigned char mastertap_1_read(void) { return gamepad_read(flipflop[0].Counter); } unsigned char mastertap_2_read(void) { return gamepad_read(flipflop[1].Counter + 4); } void mastertap_1_write(unsigned char data, unsigned char mask) { /* update bits set as output only */ data = (flipflop[0].Latch & ~mask) | (data & mask); /* check TH 1->0 transitions */ if ((flipflop[0].Latch & 0x40) && !(data & 0x40)) { flipflop[0].Counter = (flipflop[0].Counter + 1) & 0x03; } /* update internal state */ flipflop[0].Latch = data; } void mastertap_2_write(unsigned char data, unsigned char mask) { /* update bits set as output only */ data = (flipflop[1].Latch & ~mask) | (data & mask); /* check TH 1->0 transition */ if ((flipflop[1].Latch & 0x40) && !(data & 0x40)) { flipflop[1].Counter = (flipflop[1].Counter + 1) & 0x03; } /* update internal state */ flipflop[1].Latch = data; }