mirror of
https://github.com/ekeeke/Genesis-Plus-GX.git
synced 2024-11-05 10:25:07 +01:00
509 lines
13 KiB
C
509 lines
13 KiB
C
/*
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Copyright (C) 1999, 2000, 2001, 2002, 2003 Charles MacDonald
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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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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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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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NGC port (June 2007): Added various Peripherals emulation (Eke-Eke)
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*/
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#include "shared.h"
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t_input input;
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uint8 current_pad = 0;
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uint8 j_cart = 0;
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void gamepad_reset(uint8 num);
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void gamepad_update(uint8 num);
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void gamepad_raz(uint8 num);
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void lightgun_update(void);
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void lightgun_reset(void);
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void teamplayer_reset(uint8 port);
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/*****************************************************************************
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* Generic INPUTS Control
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*
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*****************************************************************************/
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void input_reset (int padtype)
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{
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uint8 i;
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input.max = 0;
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for (i=0; i<MAX_DEVICES; i++)
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{
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input.dev[i] = NO_DEVICE;
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input.pad[i] = 0;
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}
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switch (input.system[0])
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{
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case SYSTEM_GAMEPAD:
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if (input.max++ < MAX_INPUTS) input.dev[0] = padtype;
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gamepad_reset(0);
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break;
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case SYSTEM_WAYPLAY:
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for (i=0; i<4; i++)
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{
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if (input.max++ < MAX_INPUTS) input.dev[i] = padtype;
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gamepad_reset(i);
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}
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current_pad = 0;
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break;
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case SYSTEM_TEAMPLAYER:
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for (i=0; i<4; i++)
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{
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if (input.max++ < MAX_INPUTS) input.dev[i] = padtype;
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}
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teamplayer_reset(0);
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break;
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}
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switch (input.system[1])
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{
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case SYSTEM_GAMEPAD:
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if (input.max++ < MAX_INPUTS) input.dev[4] = padtype;
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gamepad_reset(4);
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break;
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case SYSTEM_TEAMPLAYER:
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for (i=4; i<8; i++)
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{
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if (input.max++ < MAX_INPUTS) input.dev[i] = padtype;
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}
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teamplayer_reset(1);
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break;
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case SYSTEM_MENACER:
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if (input.max++ < MAX_INPUTS) input.dev[4] = DEVICE_LIGHTGUN;
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lightgun_reset();
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break;
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}
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if (input.max > MAX_INPUTS) input.max = MAX_INPUTS;
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/* J-CART: add two gamepad inputs */
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if (j_cart)
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{
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input.dev[5] = padtype;
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input.dev[6] = padtype;
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gamepad_reset(5);
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gamepad_reset(6);
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input.max+=2;
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}
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}
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void input_update()
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{
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uint8 i;
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switch (input.system[0])
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{
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case SYSTEM_GAMEPAD:
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if (input.dev[0] == DEVICE_6BUTTON) gamepad_update(0);
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break;
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case SYSTEM_WAYPLAY:
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for (i=0; i<4; i++)
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{
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if (input.dev[i] == DEVICE_6BUTTON) gamepad_update(i);
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}
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break;
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}
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switch (input.system[1])
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{
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case SYSTEM_GAMEPAD:
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if (input.dev[4] == DEVICE_6BUTTON) gamepad_update(4);
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break;
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case SYSTEM_MENACER:
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lightgun_update();
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break;
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}
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}
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void input_raz()
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{
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uint8 i;
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switch (input.system[0])
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{
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case SYSTEM_GAMEPAD:
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if (input.dev[0] == DEVICE_6BUTTON) gamepad_raz(0);
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break;
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case SYSTEM_WAYPLAY:
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for (i=0; i<4; i++)
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{
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if (input.dev[i] == DEVICE_6BUTTON) gamepad_raz(i);
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}
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break;
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}
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switch (input.system[1])
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{
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case SYSTEM_GAMEPAD:
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if (input.dev[4] == DEVICE_6BUTTON) gamepad_raz(4);
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break;
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}
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}
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/*****************************************************************************
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* LIGHTGUN specific functions
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*
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*****************************************************************************/
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struct gun
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{
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int16 x;
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int16 y;
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} lightgun;
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void lightgun_reset(void)
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{
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lightgun.x = bitmap.viewport.w >> 1;
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lightgun.y = bitmap.viewport.h >> 1;
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}
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void lightgun_update(void)
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{
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if ((v_counter == lightgun.y))
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{
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if (reg[0x0B] & 8) m68k_set_irq(2);
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if (reg[0x00] & 2)
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{
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hc_latch = lightgun.x + 166;
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if (hc_latch >= bitmap.viewport.w + 52) hc_latch -= (bitmap.viewport.w + 52 + 48);
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hc_latch >>= 1;
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}
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}
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}
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void lightgun_set ()
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{
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if ((input.pad[4] & INPUT_RIGHT)) lightgun.x ++;
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if ((input.pad[4] & INPUT_LEFT)) lightgun.x --;
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if ((input.pad[4] & INPUT_UP)) lightgun.y --;
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if ((input.pad[4] & INPUT_DOWN)) lightgun.y ++;
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if (lightgun.x < 0) lightgun.x = 0;
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else if (lightgun.x > bitmap.viewport.w-34) lightgun.x = bitmap.viewport.w-34;
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if (lightgun.y < 0) lightgun.y = 0;
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else if (lightgun.y > bitmap.viewport.h-8) lightgun.y = bitmap.viewport.h-8;
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}
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uint8 lightgun_read (void)
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{
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uint8 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 & 0x7F);
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}
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/*****************************************************************************
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* GAMEPAD specific functions (2PLAYERS/4WAYPLAY)
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*
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*****************************************************************************/
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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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void gamepad_reset(uint8 i)
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{
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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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void gamepad_raz(uint8 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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void gamepad_update(uint8 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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uint8 gamepad_read (uint8 i)
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{
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int control;
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unsigned char retval = 0xFF;
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if (input.dev[i] == NO_DEVICE) return 0x7F;
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control = (gamepad[i].State & 0x40) >> 6; /* current TH state */
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if (input.dev[i] == DEVICE_6BUTTON)
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{
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control += (gamepad[i].Counter & 3) << 1; /* TH transitions counter */
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}
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switch (control)
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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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if (input.pad[i] & INPUT_C) retval &= ~0x20;
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if (input.pad[i] & INPUT_B) retval &= ~0x10;
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if (input.pad[i] & INPUT_UP) retval &= ~0x01;
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if (input.pad[i] & INPUT_DOWN) retval &= ~0x02;
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if (input.pad[i] & INPUT_LEFT) retval &= ~0x04;
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if (input.pad[i] & INPUT_RIGHT) retval &= ~0x08;
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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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if (input.pad[i] & INPUT_A) retval &= ~0x10;
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if (input.pad[i] & INPUT_START) retval &= ~0x20;
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if (input.pad[i] & INPUT_UP) retval &= ~0x01;
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if (input.pad[i] & INPUT_DOWN) retval &= ~0x02;
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retval &= 0xB3;
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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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if (input.pad[i] & INPUT_A) retval &= ~0x10;
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if (input.pad[i] & INPUT_START) retval &= ~0x20;
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retval &= 0xB0;
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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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if (input.pad[i] & INPUT_A) retval &= ~0x10;
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if (input.pad[i] & INPUT_START) retval &= ~0x20;
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retval &= 0xBF;
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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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if (input.pad[i] & INPUT_X) retval &= ~0x04;
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if (input.pad[i] & INPUT_Y) retval &= ~0x02;
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if (input.pad[i] & INPUT_Z) retval &= ~0x01;
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if (input.pad[i] & INPUT_B) retval &= ~0x10;
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if (input.pad[i] & INPUT_C) retval &= ~0x20;
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if (input.pad[i] & INPUT_MODE) retval &= ~0x08;
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break;
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default:
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break;
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}
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/* bit7 is latched*/
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return (retval&0x7f);
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}
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void gamepad_write (uint8 i, uint8 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 specific functions
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*
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*****************************************************************************/
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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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void teamplayer_reset(uint8 port)
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{
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uint8 i;
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uint8 index = 0;
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uint8 pad_input = 0;
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teamplayer[port].State = 0x60; /* TH = 1, TR = 1 */
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teamplayer[port].Counter = 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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pad_input = gamepad input 0-14: 0=P1_DIR, 1=P1_SABC, 2=P1_MXYZ, 4=P2_DIR, 5=P2_SABC, ...
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*/
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for (i=0; i<4; i++)
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{
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if (input.dev[(4*port) + i] == DEVICE_3BUTTON)
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{
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teamplayer[port].Table[index++] = pad_input;
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teamplayer[port].Table[index++] = pad_input + 1;
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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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teamplayer[port].Table[index++] = pad_input;
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teamplayer[port].Table[index++] = pad_input + 1;
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teamplayer[port].Table[index++] = pad_input + 2;
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}
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pad_input += 4;
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}
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}
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/* SEGA teamplayer returns successively:
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- PAD1 inputs
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- PAD2 inputs
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- PAD3 inputs
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- PAD4 inputs
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Each PAD inputs is obtained through 2 or 3 sequential reads:
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1/ DIR buttons
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2/ START,A,C,B buttons
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3/ MODE, X,Y,Z buttons (6Button only !)
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*/
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uint8 teamplayer_read(uint8 port, uint8 index)
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{
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uint8 retval = 0x7F;
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uint8 pad_input = teamplayer[port].Table[index] & 0x03;
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uint8 pad_num = (4 * port) + ((teamplayer[port].Table[index] >> 2) & 0x03);
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switch (pad_input)
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{
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case 0:
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/* Directions Buttons */
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if (input.pad[pad_num] & INPUT_UP) retval &= ~0x01;
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if (input.pad[pad_num] & INPUT_DOWN) retval &= ~0x02;
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if (input.pad[pad_num] & INPUT_LEFT) retval &= ~0x04;
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if (input.pad[pad_num] & INPUT_RIGHT) retval &= ~0x08;
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break;
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case 1:
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/* S,A,C,B Buttons */
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if (input.pad[pad_num] & INPUT_B) retval &= ~0x01;
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if (input.pad[pad_num] & INPUT_C) retval &= ~0x02;
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if (input.pad[pad_num] & INPUT_A) retval &= ~0x04;
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if (input.pad[pad_num] & INPUT_START) retval &= ~0x08;
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break;
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case 2:
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/* M,X,Y,Z Buttons (6-Buttons only)*/
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if (input.pad[pad_num] & INPUT_Z) retval &= ~0x01;
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if (input.pad[pad_num] & INPUT_Y) retval &= ~0x02;
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if (input.pad[pad_num] & INPUT_X) retval &= ~0x04;
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if (input.pad[pad_num] & INPUT_MODE) retval &= ~0x08;
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break;
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}
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return retval;
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}
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/*****************************************************************************
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* MULTITAP generic functions (TEAMPLAYER/4WAYPLAY)
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*
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*****************************************************************************/
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void multitap_write (uint8 port, uint8 data)
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{
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uint8 old_state;
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switch (input.system[port])
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{
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case SYSTEM_WAYPLAY:
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if (!port) gamepad_write(current_pad, data);
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else current_pad = (data >> 4) & 0x07;
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break;
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case SYSTEM_TEAMPLAYER:
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old_state = teamplayer[port].State;
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teamplayer[port].State = (data & io_reg[port+4]) | (teamplayer[port].State & ~io_reg[port+4]);
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if (old_state != teamplayer[port].State) teamplayer[port].Counter ++;
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if ((data&0x60) == 0x60) teamplayer[port].Counter = 0;
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break;
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}
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}
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uint8 multitap_read (uint8 port)
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{
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uint8 retval = 0x7F;
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uint8 padnum;
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switch (input.system[port])
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{
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case SYSTEM_WAYPLAY:
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if (port == 1) return 0x7F;
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if (current_pad >= 4) return 0x70; /* multitap detection (TH2 = 1) */
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return gamepad_read(current_pad); /* 0x0C = Pad1, 0x1C = Pad2, ... */
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case SYSTEM_TEAMPLAYER:
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switch (teamplayer[port].Counter) /* acquisition sequence steps */
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{
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case 0: /* initial state: TH = 1, TR = 1 */
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retval = 0x73;
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break;
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case 1: /* start request: TH = 0, TR = 1 */
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retval = 0x3F;
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break;
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case 2:
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case 3: /* ack request: TH=0, TR handshake */
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retval = 0x00;
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break;
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case 4:
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case 5:
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case 6:
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case 7: /* gamepads type */
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padnum = (4 * port) + teamplayer[port].Counter - 4;
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retval = input.dev[padnum];
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break;
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default: /* gamepads inputs acquisition */
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retval = teamplayer_read(port, teamplayer[port].Counter - 8);
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break;
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}
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/* TL must match TR state */
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retval &= ~0x10;
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if (teamplayer[port].State & 0x20) retval |= 0x10;
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return retval;
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}
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return retval;
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}
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