mirror of
https://github.com/ekeeke/Genesis-Plus-GX.git
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ab4638144c
--------------- * added support for Master System compatibility mode (Z80 ports access mode), incl. Mode 5 rendering. * added Mode 4 rendering for both Genesis & Master System modes. * added alternate BG planes rendering functions (should be faster on PPC architectures). [Core/IO] --------------- * added support for Master System compatibility mode (Z80 ports access mode). * added Master System peripherals emulation (Control Pad, Paddle, Sports Pad & Light Phaser). * added XE-1AP (analog controller) emulation. * added Activator emulation. [Core/Extra] --------------- * added support for all known Master System cartridge mappers. * added copy-protection hardware emulation for a few MD unlicensed games: fixes 777 Casino (crash when talking to bunny girls). (NB: most of those unlicensed games seem to have been already patched by ROM dumpers, main purpose is documenting them) * added support for Top Shooter arcade board controller. (A=Shoot, B=Bet, C/RIGHT=Coins, START=Start, hold UP on startup to enter service mode) * improved King of Fighters 98 mapper emulation (registers address decoding is now 100% accurate) * fixed Game Genie when several codes affect same ROM address. * fixed EEPROM types for Brian Lara Cricket & NBA Jam TE (verified on real cartridges) [Core/General] --------------- * added Master System compatibility mode emulation (automatically enabled when loading ROM file with .sms extension). * improved savestate stability & compatibility (support for old 1.4.x savestates is preserved) * various code cleanup & comments. [Gamecube/Wii] --------------- * fixed cheat codes handling when several codes affect same ROM address. * improved input controller detection on menu exit. * improved key remapping dialog box to match emulated device * changed Menu key for Gamecube controller to allow MODE button mapping * fixed DVD not being unmounted on swap (memory leak) [Wii only] --------------- * added USB mouse support for Sega Mouse emulation * compiled with latest libogc: improves USB compatibility & fixes stability issues with Wiimotes.
161 lines
4.2 KiB
C
161 lines
4.2 KiB
C
/***************************************************************************************
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* Genesis Plus
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* Team Player support
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*
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* Copyright Eke-Eke (2007-2011)
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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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static struct
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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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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_PAD3B)
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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
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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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teamplayer[port].Table[index++] = padnum | 8;
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}
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}
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}
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void teamplayer_reset(int port)
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{
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teamplayer[port].State = 0x60; /* TH = 1, TR = 1 */
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teamplayer[port].Counter = 0;
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}
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static inline unsigned int teamplayer_read(int port)
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{
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unsigned int counter = teamplayer[port].Counter;
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/* acquisition sequence */
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switch (counter)
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{
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case 0: /* initial state: TH = 1, TR = 1 -> RLDU = 0011 */
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{
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return 0x73;
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}
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case 1: /* start request: TH = 0, TR = 1 -> RLDU = 1111 */
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{
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return 0x3F;
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}
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case 2:
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case 3: /* ack request: TH=0, TR=0/1 -> RLDU = 0000 */
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{
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/* TL should match TR */
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return ((teamplayer[port].State & 0x20) >> 1);
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}
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case 4:
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case 5:
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case 6:
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case 7: /* PAD type */
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{
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unsigned int retval = input.dev[(port << 2) + (counter - 4)];
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/* TL should match TR */
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return (((teamplayer[port].State & 0x20) >> 1) | retval);
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}
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default: /* PAD status */
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{
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unsigned int retval = 0x0F;
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/* SEGA teamplayer returns successively PAD1 -> PAD2 -> PAD3 -> PAD4 inputs */
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unsigned int padnum = teamplayer[port].Table[counter - 8] >> 4;
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/* Each PAD inputs is obtained through 2 or 3 sequential reads: RLDU -> SACB -> MXYZ */
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retval &= ~(input.pad[padnum] >> (teamplayer[port].Table[counter - 8] & 0x0F));
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/* TL should match TR */
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return (((teamplayer[port].State & 0x20) >> 1) | retval);
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}
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}
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}
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static inline void teamplayer_write(int port, unsigned char data, unsigned char mask)
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{
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/* update bits set as output only */
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unsigned int state = (teamplayer[port].State & ~mask) | (data & mask);
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/* TH & TR handshaking */
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if ((teamplayer[port].State ^ state) & 0x60)
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{
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if (state & 0x40)
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{
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/* TH high -> reset counter */
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teamplayer[port].Counter = 0;
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}
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else
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{
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/* increment counter */
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teamplayer[port].Counter++;
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}
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/* update internal state */
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teamplayer[port].State = state;
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}
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}
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unsigned char teamplayer_1_read(void)
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{
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return teamplayer_read(0);
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}
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unsigned char teamplayer_2_read(void)
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{
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return teamplayer_read(1);
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}
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void teamplayer_1_write(unsigned char data, unsigned char mask)
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{
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teamplayer_write(0, data, mask);
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}
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void teamplayer_2_write(unsigned char data, unsigned char mask)
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{
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teamplayer_write(1, data, mask);
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}
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