Genesis-Plus-GX/source/input_hw/xe_a1p.c
ekeeke31 62f1204476 ----------------------
Genesis Plus GX 1.6.0 
----------------------

[Core/Sound]
---------------
* added YM2413 emulation in Master System compatibility mode.
* fixed SN76489 noise boost initialization.
* minor YM2612 core optimizations.

[Core/VDP]
---------------
* added accurate emulation of SG-1000, Master System (315-5124, 315-5246) & Game Gear VDP.
* added support for all TMS9918 rendering modes.
* improved Mega Drive VDP timings accuracy in Master System Compatibility mode.
* fixed color palette initialization.
* fixed shifted sprites rendering in Mode 4.
* modified pixel rendering support (pixel depth is now forced at compilation time).

[Core/CPU]
---------------
* optimized 68k core (rewrote 68k interrupt handling, removed multiple CPU types support & unused code) for 5~8% speed improvment

[Core/IO]
---------------
* added accurate emulation of Master System (315-5216, 315-5237, 315-5297) & Game Gear I/O controllers.
* added Terebi Oekaki tablet emulation.
* improved Mouse emulation (fixes mouse support in Cannon Fodder).
* improved Justifier emulation (fixes gun support in Lethal Enforcers 2).
* improved 6-Buttons control pad emulation (fixes Duke Nukem 3D)
* modified lightgun emulation to use common key inputs for all devices.
* 2-buttons controller is now picked by default for Master System games.

[Core/MD]
---------------
* added copy-protection hardware emulation for some new dumped games (Tiny Toon Adventures 3, Mighty Morphin Power Rangers & The Battle of Red Cliffs).
* added Game Toshokan in EEPROM database (verified on real cartridge).
* fixed Micro Machines 2 - Turbo Tournament EEPROM size (verified on real cartridge).
* modified SRAM banswitch hardware emulation to be more compatible with some hacks.

[Core/MS]
---------------
* added Cyborg Z to Korean mapper database.

[Core/GG]
---------------
* added 93C46 EEPROM emulation (Majors Pro Baseball, World Series Baseball & World Series Baseball 95).

[Core/General]
---------------
* added support for .mdx ROM format.
* added Game Gear & SG-1000 ROM support.
* added accurate emulation of SG-1000, Master System (I, II) & Game Gear hardware models for 100% compatibility.
* updated to new Genesis Plus license (see http://cgfm2.emuviews.com/)
* removed DOS port
* various code cleanup.

[Gamecube/Wii]
---------------
* IMPORTANT: cheats, screenshots & save files are now stored in console-specific directories (ex: /snaps/md, /cheats/ms, /saves/gg, ...)
* added 8-bit Action Replay & Game Genie codes support (for Master System & Game Gear games).
* improved audio/video synchronization for PAL games in 50Hz TV modes (now use VSYNC like NTSC games in 60hz modes).
* improved gun cursor positioning accuracy.
* improved horizontal scaling & screenshots rendering in H32 mode.
* fixed a bug with ROM file extension handling that would affect cheats, snapshots, sram & savestate files.
* removed ARAM/injected ROM support (unused).
* removed WPAD_ and PAD_ update from VSYNC callback.
* increased GCC inlining limits for some speed improvment.
* compiled with devkitPPC r24 & libogc 1.8.7.
2011-08-07 17:49:46 +00:00

161 lines
5.0 KiB
C

/***************************************************************************************
* Genesis Plus
* XE-A1P analog controller support
*
* Copyright (C) 2011 Eke-Eke (Genesis Plus GX)
*
* Redistribution and use of this code or any derivative works are permitted
* provided that the following conditions are met:
*
* - Redistributions may not be sold, nor may they be used in a commercial
* product or activity.
*
* - Redistributions that are modified from the original source must include the
* complete source code, including the source code for all components used by a
* binary built from the modified sources. However, as a special exception, the
* source code distributed need not include anything that is normally distributed
* (in either source or binary form) with the major components (compiler, kernel,
* and so on) of the operating system on which the executable runs, unless that
* component itself accompanies the executable.
*
* - Redistributions must reproduce the above copyright notice, this list of
* conditions and the following disclaimer in the documentation and/or other
* materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
****************************************************************************************/
#include "shared.h"
static struct
{
uint8 State;
uint8 Counter;
uint8 Latency;
} xe_a1p;
void xe_a1p_reset(void)
{
input.analog[0][0] = 128;
input.analog[0][1] = 128;
input.analog[1][0] = 128;
xe_a1p.State = 0x40;
xe_a1p.Counter = 0;
xe_a1p.Latency = 0;
}
unsigned char xe_a1p_read()
{
unsigned int temp = 0x40;
/* Left Stick X & Y analog values (bidirectional) */
int x = input.analog[0][0];
int y = input.analog[0][1];
/* Right Stick X or Y value (unidirectional) */
int z = input.analog[1][0];
/* Buttons status (active low) */
uint16 pad = ~input.pad[0];
/* Current 4-bit data cycle */
/* There are eight internal data cycle for each 5 acquisition sequence */
/* First 4 return the same 4-bit data, next 4 return next 4-bit data */
switch (xe_a1p.Counter >> 2)
{
case 0:
temp |= ((pad >> 8) & 0x0F); /* E1 E2 Start Select */
break;
case 1:
temp |= ((pad >> 4) & 0x0F); /* A B C D */
break;
case 2:
temp |= ((x >> 4) & 0x0F);
break;
case 3:
temp |= ((y >> 4) & 0x0F);
break;
case 4:
break;
case 5:
temp |= ((z >> 4) & 0x0F);
break;
case 6:
temp |= (x & 0x0F);
break;
case 7:
temp |= (y & 0x0F);
break;
case 8:
break;
case 9:
temp |= (z & 0x0F);
break;
}
/* Get current internal cycle (0-7) */
unsigned int cycle = xe_a1p.Counter & 7;
/* TL indicates which part of data is returned (0=1st part, 1=2nd part) */
temp |= ((cycle & 4) << 2);
/* TR indicates if data is ready (0=ready, 1=not ready) */
/* Fastest One input routine actually expects this bit to switch between 0 & 1 */
/* so we make the first read of a data cycle return 1 then 0 for remaining reads */
temp |= (!(cycle & 3) << 5);
/* Automatically increment data cycle on each read (within current acquisition sequence) */
cycle = (cycle + 1) & 7;
/* Update internal cycle counter */
xe_a1p.Counter = (xe_a1p.Counter & ~7) | cycle;
/* Update internal latency on each read */
xe_a1p.Latency++;
return temp;
}
void xe_a1p_write(unsigned char data, unsigned char mask)
{
/* update bits set as output only */
data = (xe_a1p.State & ~mask) | (data & mask);
/* look for TH 1->0 transitions */
if (!(data & 0x40) && (xe_a1p.State & 0x40))
{
/* reset acquisition cycle */
xe_a1p.Latency = xe_a1p.Counter = 0;
}
else
{
/* some games immediately write new data to TH */
/* so we make sure first sequence has actually been handled */
if (xe_a1p.Latency > 2)
{
/* next acquisition sequence */
xe_a1p.Counter = (xe_a1p.Counter & ~7) + 8;
/* 5 sequence max with 8 cycles each */
if (xe_a1p.Counter > 32)
{
xe_a1p.Counter = 32;
}
}
}
/* update internal state */
xe_a1p.State = data;
}