Genesis-Plus-GX/source/gen_input.c
ekeeke31 a4cfc2a77a [Core/VDP]
---------------
* 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
2010-12-04 17:13:55 +00:00

895 lines
25 KiB
C

/***************************************************************************************
* 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;
int old_system[2] = {-1,-1};
/************************************************************************************/
/* */
/* H-counter values returned in H40 & H32 modes */
/* */
/* Inside VDP, dot counter register is 9-bit, with only upper 8 bits being returned */
/* */
/* The number of dots per raster line is 342 in H32 mode and 420 in H40 mode */
/* */
/************************************************************************************/
static const 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 const 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
};
/*****************************************************************************
* LIGHTGUN support
*
*****************************************************************************/
static int x_offset;
static int y_offset;
static void lightgun_reset(int num)
{
input.analog[num][0] = bitmap.viewport.w >> 1;
input.analog[num][1] = bitmap.viewport.h >> 1;
}
static void lightgun_update(int num)
{
/* update only one justifier at once */
if (input.system[1] == SYSTEM_JUSTIFIER)
{
if ((io_reg[2] & 0x30) != (num << 5))
return;
}
if ((input.analog[num][1] == v_counter + y_offset))
{
/* HL enabled ? */
if (io_reg[5] & 0x80)
{
/* External Interrupt ? */
if (reg[11] & 0x08)
{
irq_status = (irq_status & 4) | 0x12;
}
/* HV Counter Latch:
1) some games does not enable HVC latch but instead use bigger X offset
--> we force the HV counter value read by the gun routine
2) for games using H40 mode, the gun routine scales up the Hcounter value
--> H-Counter range is approx. 290 dot clocks
*/
hvc_latch = 0x10000 | (v_counter << 8);
if (reg[12] & 1)
{
hvc_latch |= hc_320[((input.analog[num][0] * 290) / (2 * 320) + x_offset) % 210];
}
else
{
hvc_latch |= hc_256[(input.analog[num][0] / 2 + x_offset) % 171];
}
}
}
}
/* Sega Menacer specific */
unsigned int menacer_read(void)
{
/* pins should return 0 by default (fix Body Count when mouse is enabled) */
unsigned 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 */
unsigned int justifier_read(void)
{
/* TL & TR pins should always return 1 (write only) */
/* LEFT & RIGHT pins should always return 0 (needed during gun detection) */
unsigned 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 support
*
*****************************************************************************/
static struct mega_mouse
{
uint8 State;
uint8 Counter;
uint8 Wait;
uint8 Port;
} mouse;
static inline void mouse_reset(void)
{
mouse.State = 0x60;
mouse.Counter = 0;
mouse.Wait = 0;
mouse.Port = (input.system[0] == SYSTEM_MOUSE) ? 0 : 4;
}
void mouse_write(unsigned int 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;
}
unsigned int mouse_read()
{
unsigned 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 support (2PLAYERS/4WAYPLAY)
*
*****************************************************************************/
static struct pad
{
uint8 State;
uint8 Counter;
uint8 Delay;
} gamepad[MAX_DEVICES];
static inline void gamepad_raz(int i)
{
gamepad[i].Counter = 0;
gamepad[i].Delay = 0;
}
static inline void gamepad_reset(int i)
{
/* initial state (Gouketsuji Ichizoku / Power Instinct, Samurai Spirits / Samurai Shodown) */
gamepad[i].State = 0x40;
if (input.dev[i] == DEVICE_6BUTTON) gamepad_raz(i);
}
static inline void gamepad_update(int i)
{
if (gamepad[i].Delay++ > 25) gamepad_raz(i);
}
static inline unsigned int gamepad_read(int i)
{
/* bit 7 is latched, TH returns current state */
unsigned int retval = (gamepad[i].State & 0x40) | 0x3F;
/* pad status */
unsigned int pad = input.pad[i];
/* get current step */
unsigned int step = retval >> 6;
/* add TH transitions counter */
if (input.dev[i] == DEVICE_6BUTTON)
{
step += (gamepad[i].Counter & 3) << 1;
}
switch (step)
{
case 1: /*** First High ***/
case 3: /*** Second High ***/
case 5: /*** Third High ***/
/* TH = 1 : ?1CBRLDU */
retval &= ~(pad & 0x3F);
break;
case 0: /*** First low ***/
case 2: /*** Second low ***/
/* TH = 0 : ?0SA00DU */
retval &= ~(pad & 0x03);
retval &= ~((pad >> 2) & 0x30);
retval &= ~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'*/
retval &= ~((pad >> 2) & 0x30);
retval &= ~0x0F;
break;
case 6: /*** Fourth Low ***/
/* TH = 0 : ?0SA1111 D3-0 are forced to '1'*/
retval &= ~((pad >> 2) & 0x30);
break;
case 7: /*** Fourth High ***/
/* TH = 1 : ?1CBMXYZ Extra buttons returned in D3-0*/
retval &= ~(pad & 0x30);
retval &= ~((pad >> 8) & 0x0F);
break;
default:
break;
}
return retval;
}
static inline void gamepad_write(int i, unsigned int 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 support
*
*****************************************************************************/
static struct teamplayer
{
uint8 State;
uint8 Counter;
uint8 Table[12];
} teamplayer[2];
static inline void teamplayer_init(int port)
{
int i,padnum;
int index = 0;
/* this table determines which gamepad input should be returned during acquisition sequence
index = teamplayer read table index: 0=1st read, 1=2nd read, ...
table = high bits are pad index, low bits are pad input shift: 0=RLDU, 4=SABC, 8=MXYZ
*/
for (i=0; i<4; i++)
{
padnum = (4 * port) + i;
if (input.dev[padnum] == DEVICE_3BUTTON)
{
padnum = padnum << 4;
teamplayer[port].Table[index++] = padnum;
teamplayer[port].Table[index++] = padnum | 4;
}
else if (input.dev[(4*port) + i] == DEVICE_6BUTTON)
{
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;
}
}
}
}