mirror of
https://github.com/ekeeke/Genesis-Plus-GX.git
synced 2024-11-04 18:05:06 +01:00
a4cfc2a77a
--------------- * improved VBLANK flag accuracy, as observed on real hardware. * improved DMA operations accuracy, writes are now performed on a scanline basis: fixes Gaiares (flickering title screen). * improved DMA Fill timing accuracy. * fixed DMA with bad code values: fixes Williams Arcade Classics (corrupted gfx after soft reset). * fixed horizontal resolution changes during HBLANK: fixes Bugs Bunny in Double Trouble (2nd stage). * fixed Vertical Counter in interlace mode 1, as observed on real hardware. * fixed horizontal border width, as observed on real hardware. * various code improvments & optimizations. [Core/Extra] --------------- * improved savestate format: added DMA, SVP, cartridge mapping & internal registers state informations * improved unlicensed ROM mappers emulation * added Chinese Fighters III mapper support * added Top Fighter mapper support * fixed Barver Battle Saga mapper support * fixed cartridge hardware soft-reset (Game Genie, SVP, ...) * fixed Game Genie registers byte reads
895 lines
25 KiB
C
895 lines
25 KiB
C
/***************************************************************************************
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* Genesis Plus
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* Peripheral Input Support
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*
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* Copyright (C) 1998, 1999, 2000, 2001, 2002, 2003 Charles Mac Donald (original code)
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* Eke-Eke (2007,2008,2009), additional code & fixes for the GCN/Wii port
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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****************************************************************************************/
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#include "shared.h"
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t_input input;
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int old_system[2] = {-1,-1};
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/************************************************************************************/
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/* */
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/* H-counter values returned in H40 & H32 modes */
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/* */
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/* Inside VDP, dot counter register is 9-bit, with only upper 8 bits being returned */
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/* */
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/* The number of dots per raster line is 342 in H32 mode and 420 in H40 mode */
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/* */
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/************************************************************************************/
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static const uint8 hc_320[210] =
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{
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0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E, 0x0F,
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0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F,
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0x20, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F,
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0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, 0x3E, 0x3F,
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0x40, 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F,
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0x50, 0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5A, 0x5B, 0x5C, 0x5D, 0x5E, 0x5F,
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0x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66, 0x67, 0x68, 0x69, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x6F,
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0x70, 0x71, 0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C, 0x7D, 0x7E, 0x7F,
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0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F,
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0x90, 0x91, 0x92, 0x93, 0x94, 0x95, 0x96, 0x97, 0x98, 0x99, 0x9A, 0x9B, 0x9C, 0x9D, 0x9E, 0x9F,
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0xA0, 0xA1, 0xA2, 0xA3, 0xA4, 0xA5, 0xA6, 0xA7, 0xA8, 0xA9, 0xAA, 0xAB, 0xAC, 0xAD, 0xAE, 0xAF,
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0xB0, 0xB1, 0xB2, 0xB3, 0xB4, 0xB5, 0xB6,
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0xE5, 0xE6, 0xE7, 0xE8, 0xE9, 0xEA, 0xEB, 0xEC, 0xED,
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0xEE, 0xEF, 0xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5, 0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, 0xFC, 0xFD,
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0xFE, 0xFF
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};
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static const uint8 hc_256[171] =
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{
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0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E, 0x0F,
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0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F,
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0x20, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F,
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0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, 0x3E, 0x3F,
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0x40, 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F,
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0x50, 0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5A, 0x5B, 0x5C, 0x5D, 0x5E, 0x5F,
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0x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66, 0x67, 0x68, 0x69, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x6F,
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0x70, 0x71, 0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C, 0x7D, 0x7E, 0x7F,
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0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F,
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0x90, 0x91, 0x92, 0x93,
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0xE9, 0xEA, 0xEB, 0xEC, 0xED, 0xEE, 0xEF,
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0xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5, 0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, 0xFC, 0xFD, 0xFE, 0xFF
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};
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/*****************************************************************************
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* LIGHTGUN support
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*
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*****************************************************************************/
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static int x_offset;
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static int y_offset;
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static void lightgun_reset(int num)
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{
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input.analog[num][0] = bitmap.viewport.w >> 1;
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input.analog[num][1] = bitmap.viewport.h >> 1;
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}
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static void lightgun_update(int num)
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{
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/* update only one justifier at once */
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if (input.system[1] == SYSTEM_JUSTIFIER)
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{
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if ((io_reg[2] & 0x30) != (num << 5))
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return;
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}
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if ((input.analog[num][1] == v_counter + y_offset))
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{
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/* HL enabled ? */
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if (io_reg[5] & 0x80)
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{
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/* External Interrupt ? */
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if (reg[11] & 0x08)
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{
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irq_status = (irq_status & 4) | 0x12;
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}
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/* HV Counter Latch:
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1) some games does not enable HVC latch but instead use bigger X offset
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--> we force the HV counter value read by the gun routine
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2) for games using H40 mode, the gun routine scales up the Hcounter value
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--> H-Counter range is approx. 290 dot clocks
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*/
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hvc_latch = 0x10000 | (v_counter << 8);
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if (reg[12] & 1)
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{
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hvc_latch |= hc_320[((input.analog[num][0] * 290) / (2 * 320) + x_offset) % 210];
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}
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else
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{
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hvc_latch |= hc_256[(input.analog[num][0] / 2 + x_offset) % 171];
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}
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}
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}
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}
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/* Sega Menacer specific */
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unsigned int menacer_read(void)
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{
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/* pins should return 0 by default (fix Body Count when mouse is enabled) */
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unsigned int retval = 0x00;
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if (input.pad[4] & INPUT_B) retval |= 0x01;
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if (input.pad[4] & INPUT_A) retval |= 0x02;
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if (input.pad[4] & INPUT_C) retval |= 0x04;
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if (input.pad[4] & INPUT_START) retval |= 0x08;
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return retval;
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}
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/* Konami Justifier specific */
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unsigned int justifier_read(void)
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{
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/* TL & TR pins should always return 1 (write only) */
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/* LEFT & RIGHT pins should always return 0 (needed during gun detection) */
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unsigned int retval = 0x73;
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switch (io_reg[2])
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{
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case 0x40: /* gun detection */
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return 0x30;
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case 0x00: /* gun #1 enabled */
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if (input.pad[4] & INPUT_A) retval &= ~0x01;
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if (input.pad[4] & INPUT_START) retval &= ~0x02;
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return retval;
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case 0x20: /* gun #2 enabled */
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if (input.pad[5] & INPUT_A) retval &= ~0x01;
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if (input.pad[5] & INPUT_START) retval &= ~0x02;
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return retval;
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default: /* guns disabled */
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return retval;
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}
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}
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/*****************************************************************************
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* SEGA MOUSE support
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*
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*****************************************************************************/
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static struct mega_mouse
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{
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uint8 State;
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uint8 Counter;
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uint8 Wait;
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uint8 Port;
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} mouse;
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static inline void mouse_reset(void)
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{
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mouse.State = 0x60;
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mouse.Counter = 0;
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mouse.Wait = 0;
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mouse.Port = (input.system[0] == SYSTEM_MOUSE) ? 0 : 4;
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}
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void mouse_write(unsigned int data)
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{
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if (mouse.Counter == 0)
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{
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/* TH 1->0 transition */
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if ((mouse.State&0x40) && !(data&0x40))
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{
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/* start acquisition */
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mouse.Counter = 1;
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}
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}
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else
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{
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/* TR transition */
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if ((mouse.State&0x20) != (data&0x20))
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{
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mouse.Counter ++; /* increment phase */
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mouse.Wait = 1; /* mouse latency */
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if (mouse.Counter > 9) mouse.Counter = 9;
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}
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}
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/* end of acquisition (TH=1) */
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if (data&0x40) mouse.Counter = 0;
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/* update internal state */
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mouse.State = data;
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}
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unsigned int mouse_read()
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{
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unsigned int temp = 0x00;
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switch (mouse.Counter)
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{
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case 0: /* initial */
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temp = 0x00;
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break;
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case 1: /* xxxx1011 */
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temp = 0x0B;
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break;
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case 2: /* xxxx1111 */
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temp = 0x0F;
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break;
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case 3: /* xxxx1111 */
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temp = 0x0F;
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break;
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case 4: /* Axis sign and overflow */
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if (input.analog[2][0] < 0) temp |= 0x01;
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if (input.analog[2][1] < 0) temp |= 0x02;
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if (abs(input.analog[2][0]) > 255) temp |= 0x04;
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if (abs(input.analog[2][1]) > 255) temp |= 0x08;
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break;
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case 5: /* Buttons state */
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if (input.pad[mouse.Port] & INPUT_A) temp |= 0x01;
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if (input.pad[mouse.Port] & INPUT_C) temp |= 0x02;
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if (input.pad[mouse.Port] & INPUT_B) temp |= 0x04;
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if (input.pad[mouse.Port] & INPUT_START) temp |= 0x08;
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break;
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case 6: /* X Axis MSB */
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temp = (input.analog[2][0] >> 4) & 0x0f;
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break;
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case 7: /* X Axis LSB */
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temp = (input.analog[2][0] & 0x0f);
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break;
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case 8: /* Y Axis MSB */
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temp = (input.analog[2][1] >> 4) & 0x0f;
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break;
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case 9: /* Y Axis LSB */
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temp = (input.analog[2][1] & 0x0f);
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break;
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}
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/* TR-TL handshaking */
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if (mouse.Wait)
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{
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/* wait before ACK, fix some buggy mouse routine (Shangai 2, Wack World,...) */
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mouse.Wait = 0;
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/* TL = !TR */
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temp |= (~mouse.State & 0x20) >> 1;
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}
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else
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{
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/* TL = TR */
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temp |= (mouse.State & 0x20) >> 1;
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}
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return temp;
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}
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/*****************************************************************************
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* GAMEPAD support (2PLAYERS/4WAYPLAY)
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*
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*****************************************************************************/
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static struct pad
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{
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uint8 State;
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uint8 Counter;
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uint8 Delay;
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} gamepad[MAX_DEVICES];
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static inline void gamepad_raz(int i)
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{
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gamepad[i].Counter = 0;
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gamepad[i].Delay = 0;
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}
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static inline void gamepad_reset(int i)
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{
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/* initial state (Gouketsuji Ichizoku / Power Instinct, Samurai Spirits / Samurai Shodown) */
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gamepad[i].State = 0x40;
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if (input.dev[i] == DEVICE_6BUTTON) gamepad_raz(i);
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}
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static inline void gamepad_update(int i)
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{
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if (gamepad[i].Delay++ > 25) gamepad_raz(i);
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}
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static inline unsigned int gamepad_read(int i)
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{
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/* bit 7 is latched, TH returns current state */
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unsigned int retval = (gamepad[i].State & 0x40) | 0x3F;
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/* pad status */
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unsigned int pad = input.pad[i];
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/* get current step */
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unsigned int step = retval >> 6;
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/* add TH transitions counter */
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if (input.dev[i] == DEVICE_6BUTTON)
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{
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step += (gamepad[i].Counter & 3) << 1;
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}
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switch (step)
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{
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case 1: /*** First High ***/
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case 3: /*** Second High ***/
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case 5: /*** Third High ***/
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/* TH = 1 : ?1CBRLDU */
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retval &= ~(pad & 0x3F);
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break;
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case 0: /*** First low ***/
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case 2: /*** Second low ***/
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/* TH = 0 : ?0SA00DU */
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retval &= ~(pad & 0x03);
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retval &= ~((pad >> 2) & 0x30);
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retval &= ~0x0C;
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break;
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/* 6buttons specific (taken from gen-hw.txt) */
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/* A 6-button gamepad allows the extra buttons to be read based on how */
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/* many times TH is switched from 1 to 0 (and not 0 to 1). Observe the */
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/* following sequence */
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/*
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TH = 1 : ?1CBRLDU 3-button pad return value
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TH = 0 : ?0SA00DU 3-button pad return value
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TH = 1 : ?1CBRLDU 3-button pad return value
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TH = 0 : ?0SA0000 D3-0 are forced to '0'
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TH = 1 : ?1CBMXYZ Extra buttons returned in D3-0
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TH = 0 : ?0SA1111 D3-0 are forced to '1'
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*/
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case 4: /*** Third Low ***/
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/* TH = 0 : ?0SA0000 D3-0 are forced to '0'*/
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retval &= ~((pad >> 2) & 0x30);
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retval &= ~0x0F;
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break;
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case 6: /*** Fourth Low ***/
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/* TH = 0 : ?0SA1111 D3-0 are forced to '1'*/
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retval &= ~((pad >> 2) & 0x30);
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break;
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case 7: /*** Fourth High ***/
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/* TH = 1 : ?1CBMXYZ Extra buttons returned in D3-0*/
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retval &= ~(pad & 0x30);
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retval &= ~((pad >> 8) & 0x0F);
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break;
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default:
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break;
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}
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return retval;
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}
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static inline void gamepad_write(int i, unsigned int data)
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{
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if (input.dev[i] == DEVICE_6BUTTON)
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{
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/* TH=0 to TH=1 transition */
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if (!(gamepad[i].State & 0x40) && (data & 0x40))
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{
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gamepad[i].Counter++;
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gamepad[i].Delay = 0;
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}
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}
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gamepad[i].State = data;
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}
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/*****************************************************************************
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* TEAMPLAYER adapter support
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*
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*****************************************************************************/
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static struct teamplayer
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{
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uint8 State;
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uint8 Counter;
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uint8 Table[12];
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} teamplayer[2];
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static inline void teamplayer_init(int port)
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{
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int i,padnum;
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int index = 0;
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/* this table determines which gamepad input should be returned during acquisition sequence
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index = teamplayer read table index: 0=1st read, 1=2nd read, ...
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table = high bits are pad index, low bits are pad input shift: 0=RLDU, 4=SABC, 8=MXYZ
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*/
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for (i=0; i<4; i++)
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{
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padnum = (4 * port) + i;
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if (input.dev[padnum] == DEVICE_3BUTTON)
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{
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padnum = padnum << 4;
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teamplayer[port].Table[index++] = padnum;
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teamplayer[port].Table[index++] = padnum | 4;
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}
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else if (input.dev[(4*port) + i] == DEVICE_6BUTTON)
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{
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padnum = padnum << 4;
|
|
teamplayer[port].Table[index++] = padnum;
|
|
teamplayer[port].Table[index++] = padnum | 4;
|
|
teamplayer[port].Table[index++] = padnum | 8;
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline 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 int data)
|
|
{
|
|
/* update output bits only */
|
|
unsigned int state = (teamplayer[port].State & ~io_reg[port + 4]) | (data & io_reg[port + 4]);
|
|
|
|
/* 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;
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* 4-WAYPLAY adapter support
|
|
*
|
|
*****************************************************************************/
|
|
static struct wayplay
|
|
{
|
|
uint8 current;
|
|
} wayplay;
|
|
|
|
static inline void wayplay_write(int port, unsigned int data)
|
|
{
|
|
if (!port && (io_reg[4] & 0x40)) gamepad_write(wayplay.current, data);
|
|
else wayplay.current = (data >> 4) & 0x07;
|
|
}
|
|
|
|
static inline unsigned int wayplay_read(int port)
|
|
{
|
|
if (port) return 0x7F;
|
|
if (wayplay.current >= 4) return 0x70; /* multitap detection (TH2 = 1) */
|
|
return gamepad_read(wayplay.current); /* 0x0C = Pad1, 0x1C = Pad2, ... */
|
|
}
|
|
|
|
|
|
/*****************************************************************************
|
|
* I/O wrappers
|
|
*
|
|
*****************************************************************************/
|
|
unsigned int gamepad_1_read (void)
|
|
{
|
|
return gamepad_read(0);
|
|
}
|
|
|
|
unsigned int gamepad_2_read (void)
|
|
{
|
|
return gamepad_read(4);
|
|
}
|
|
|
|
void gamepad_1_write (unsigned int data)
|
|
{
|
|
if (io_reg[4] & 0x40) gamepad_write(0, data);
|
|
}
|
|
|
|
void gamepad_2_write (unsigned int data)
|
|
{
|
|
if (io_reg[5] & 0x40) gamepad_write(4, data);
|
|
}
|
|
|
|
unsigned int wayplay_1_read (void)
|
|
{
|
|
return wayplay_read(0);
|
|
}
|
|
|
|
unsigned int wayplay_2_read (void)
|
|
{
|
|
return wayplay_read(1);
|
|
}
|
|
|
|
void wayplay_1_write (unsigned int data)
|
|
{
|
|
wayplay_write(0, data);
|
|
}
|
|
|
|
void wayplay_2_write (unsigned int data)
|
|
{
|
|
wayplay_write(1, data);
|
|
}
|
|
|
|
unsigned int teamplayer_1_read (void)
|
|
{
|
|
return teamplayer_read(0);
|
|
}
|
|
|
|
unsigned int teamplayer_2_read (void)
|
|
{
|
|
return teamplayer_read(1);
|
|
}
|
|
|
|
void teamplayer_1_write (unsigned int data)
|
|
{
|
|
teamplayer_write(0, data);
|
|
}
|
|
|
|
void teamplayer_2_write (unsigned int data)
|
|
{
|
|
teamplayer_write(1, data);
|
|
}
|
|
|
|
unsigned int jcart_read(unsigned int address)
|
|
{
|
|
/* TH2 (output) fixed to 0 on read (fixes Micro Machines 2) */
|
|
return ((gamepad[5].State & 0x40) | (gamepad_read(5) & 0x3f) | ((gamepad_read(6) & 0x3f) << 8));
|
|
}
|
|
|
|
void jcart_write(unsigned int address, unsigned int data)
|
|
{
|
|
gamepad_write(5, (data & 1) << 6);
|
|
gamepad_write(6, (data & 1) << 6);
|
|
return;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Generic INPUTS Control
|
|
*
|
|
*****************************************************************************/
|
|
void input_init(void)
|
|
{
|
|
int i,j;
|
|
int player = 0;
|
|
|
|
for (i=0; i<MAX_DEVICES; i++)
|
|
{
|
|
input.dev[i] = NO_DEVICE;
|
|
input.pad[i] = 0;
|
|
}
|
|
|
|
switch (input.system[0])
|
|
{
|
|
case SYSTEM_GAMEPAD:
|
|
if (player == MAX_INPUTS) return;
|
|
input.dev[0] = config.input[player].padtype;
|
|
player ++;
|
|
break;
|
|
|
|
case SYSTEM_MOUSE:
|
|
if (player == MAX_INPUTS) return;
|
|
input.dev[0] = DEVICE_MOUSE;
|
|
player ++;
|
|
break;
|
|
|
|
case SYSTEM_WAYPLAY:
|
|
for (j=0; j< 4; j++)
|
|
{
|
|
if (player == MAX_INPUTS) return;
|
|
input.dev[j] = config.input[player].padtype;
|
|
player ++;
|
|
}
|
|
break;
|
|
|
|
case SYSTEM_TEAMPLAYER:
|
|
for (j=0; j<4; j++)
|
|
{
|
|
if (player == MAX_INPUTS) return;
|
|
input.dev[j] = config.input[player].padtype;
|
|
player ++;
|
|
}
|
|
teamplayer_init(0);
|
|
break;
|
|
}
|
|
|
|
switch (input.system[1])
|
|
{
|
|
case SYSTEM_GAMEPAD:
|
|
if (player == MAX_INPUTS) return;
|
|
input.dev[4] = config.input[player].padtype;
|
|
player ++;
|
|
break;
|
|
|
|
case SYSTEM_MOUSE:
|
|
if (player == MAX_INPUTS) return;
|
|
input.dev[4] = DEVICE_MOUSE;
|
|
player ++;
|
|
break;
|
|
|
|
case SYSTEM_MENACER:
|
|
if (player == MAX_INPUTS) return;
|
|
input.dev[4] = DEVICE_LIGHTGUN;
|
|
player ++;
|
|
break;
|
|
|
|
case SYSTEM_JUSTIFIER:
|
|
for (j=4; j<6; j++)
|
|
{
|
|
if (player == MAX_INPUTS) return;
|
|
input.dev[j] = DEVICE_LIGHTGUN;
|
|
player ++;
|
|
}
|
|
break;
|
|
|
|
case SYSTEM_TEAMPLAYER:
|
|
for (j=4; j<8; j++)
|
|
{
|
|
if (player == MAX_INPUTS) return;
|
|
input.dev[j] = config.input[player].padtype;
|
|
player ++;
|
|
}
|
|
teamplayer_init(1);
|
|
break;
|
|
}
|
|
|
|
/* J-CART: add two gamepad inputs */
|
|
if (cart.jcart)
|
|
{
|
|
if (player == MAX_INPUTS) return;
|
|
input.dev[5] = config.input[player].padtype;
|
|
player ++;
|
|
if (player == MAX_INPUTS) return;
|
|
input.dev[6] = config.input[player].padtype;
|
|
player ++;
|
|
}
|
|
}
|
|
|
|
void input_reset(void)
|
|
{
|
|
/* Reset Controller device */
|
|
int i;
|
|
for (i=0; i<MAX_DEVICES; i++)
|
|
{
|
|
switch (input.dev[i])
|
|
{
|
|
case DEVICE_3BUTTON:
|
|
case DEVICE_6BUTTON:
|
|
gamepad_reset(i);
|
|
break;
|
|
|
|
case DEVICE_LIGHTGUN:
|
|
lightgun_reset(i%2);
|
|
break;
|
|
|
|
case DEVICE_MOUSE:
|
|
mouse_reset();
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Team Player */
|
|
if (input.system[0] == SYSTEM_TEAMPLAYER)
|
|
teamplayer_reset(0);
|
|
if (input.system[1] == SYSTEM_TEAMPLAYER)
|
|
teamplayer_reset(1);
|
|
|
|
/* 4-Way Play */
|
|
wayplay.current = 0;
|
|
}
|
|
|
|
void input_refresh(void)
|
|
{
|
|
int i;
|
|
for (i=0; i<MAX_DEVICES; i++)
|
|
{
|
|
switch (input.dev[i])
|
|
{
|
|
case DEVICE_6BUTTON:
|
|
{
|
|
gamepad_update(i);
|
|
break;
|
|
}
|
|
|
|
case DEVICE_LIGHTGUN:
|
|
{
|
|
lightgun_update(i%2);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void input_autodetect(void)
|
|
{
|
|
/* restore previous settings */
|
|
if (old_system[0] != -1)
|
|
input.system[0] = old_system[0];
|
|
if (old_system[1] != -1)
|
|
input.system[1] = old_system[1];
|
|
|
|
/* initialize default GUN settings */
|
|
x_offset = 0x00;
|
|
y_offset = 0x00;
|
|
|
|
/**********************************************
|
|
SEGA MENACER
|
|
***********************************************/
|
|
if (strstr(rominfo.international,"MENACER") != NULL)
|
|
{
|
|
/* save current setting */
|
|
if (old_system[0] == -1)
|
|
old_system[0] = input.system[0];
|
|
if (old_system[1] == -1)
|
|
old_system[1] = input.system[1];
|
|
|
|
input.system[0] = NO_SYSTEM;
|
|
input.system[1] = SYSTEM_MENACER;
|
|
x_offset = 0x52;
|
|
y_offset = 0x00;
|
|
}
|
|
else if (strstr(rominfo.international,"T2 ; THE ARCADE GAME") != NULL)
|
|
{
|
|
/* save current setting */
|
|
if (old_system[0] == -1)
|
|
old_system[0] = input.system[0];
|
|
if (old_system[1] == -1)
|
|
old_system[1] = input.system[1];
|
|
|
|
input.system[0] = SYSTEM_GAMEPAD;
|
|
input.system[1] = SYSTEM_MENACER;
|
|
x_offset = 0x84;
|
|
y_offset = 0x08;
|
|
}
|
|
else if (strstr(rominfo.international,"BODY COUNT") != NULL)
|
|
{
|
|
/* save current setting */
|
|
if (old_system[0] == -1)
|
|
old_system[0] = input.system[0];
|
|
if (old_system[1] == -1)
|
|
old_system[1] = input.system[1];
|
|
|
|
input.system[0] = SYSTEM_MOUSE;
|
|
input.system[1] = SYSTEM_MENACER;
|
|
x_offset = 0x44;
|
|
y_offset = 0x18;
|
|
}
|
|
|
|
/**********************************************
|
|
KONAMI JUSTIFIER
|
|
***********************************************/
|
|
else if (strstr(rominfo.international,"LETHAL ENFORCERSII") != NULL)
|
|
{
|
|
/* save current setting */
|
|
if (old_system[0] == -1)
|
|
old_system[0] = input.system[0];
|
|
if (old_system[1] == -1)
|
|
old_system[1] = input.system[1];
|
|
|
|
input.system[0] = SYSTEM_GAMEPAD;
|
|
input.system[1] = SYSTEM_JUSTIFIER;
|
|
x_offset = 0x18;
|
|
y_offset = 0x00;
|
|
}
|
|
else if (strstr(rominfo.international,"LETHAL ENFORCERS") != NULL)
|
|
{
|
|
/* save current setting */
|
|
if (old_system[0] == -1)
|
|
old_system[0] = input.system[0];
|
|
if (old_system[1] == -1)
|
|
old_system[1] = input.system[1];
|
|
|
|
input.system[0] = SYSTEM_GAMEPAD;
|
|
input.system[1] = SYSTEM_JUSTIFIER;
|
|
x_offset = 0x00;
|
|
y_offset = 0x00;
|
|
}
|
|
|
|
/**********************************************
|
|
J-CART
|
|
***********************************************/
|
|
cart.jcart = 0;
|
|
if (((strstr(rominfo.product,"00000000") != NULL) && (rominfo.checksum == 0x168b)) || /* Super Skidmarks, Micro Machines Military*/
|
|
((strstr(rominfo.product,"00000000") != NULL) && (rominfo.checksum == 0x165e)) || /* Pete Sampras Tennis (1991), Micro Machines 96 */
|
|
((strstr(rominfo.product,"00000000") != NULL) && (rominfo.checksum == 0xcee0)) || /* Micro Machines Military (bad) */
|
|
((strstr(rominfo.product,"00000000") != NULL) && (rominfo.checksum == 0x2c41)) || /* Micro Machines 96 (bad) */
|
|
((strstr(rominfo.product,"XXXXXXXX") != NULL) && (rominfo.checksum == 0xdf39)) || /* Sampras Tennis 96 */
|
|
((strstr(rominfo.product,"T-123456") != NULL) && (rominfo.checksum == 0x1eae)) || /* Sampras Tennis 96 */
|
|
((strstr(rominfo.product,"T-120066") != NULL) && (rominfo.checksum == 0x16a4)) || /* Pete Sampras Tennis (1994)*/
|
|
(strstr(rominfo.product,"T-120096") != NULL)) /* Micro Machines 2 */
|
|
{
|
|
if (cart.romsize <= 0x380000) /* just to be sure (checksum might not be enough) */
|
|
{
|
|
cart.jcart = 1;
|
|
|
|
/* set default port 1 setting */
|
|
if (input.system[1] != SYSTEM_WAYPLAY)
|
|
{
|
|
old_system[1] = input.system[1];
|
|
input.system[1] = SYSTEM_GAMEPAD;
|
|
}
|
|
}
|
|
}
|
|
}
|