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628 lines
18 KiB
C
628 lines
18 KiB
C
/***************************************************************************************
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* Genesis Plus 1.2a
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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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* modified by Eke-Eke (compatibility fixes & additional code), GC/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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/*****************************************************************************
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* LIGHTGUN specific functions
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*
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*****************************************************************************/
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/* H counter values for a 256-pixel wide display (342 pixel max.) */
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uint8 hc_256[171] = {
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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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/* H counter values for a 320-pixel wide display (442 pixels max.) */
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uint8 hc_320[210] = {
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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, 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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static inline 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 inline void lightgun_update(int num)
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{
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if ((input.analog[num][1] == v_counter + input.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) m68k_set_irq(2);
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/* HVC Latch:
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1) some games does not set HVC latch but instead use bigger X offset
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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. 292 pixel clocks
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*/
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if (reg[12] & 1)
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hc_latch = hc_320[((input.analog[num][0] * 290) / (2 * 320) + input.x_offset) % 210];
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else
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hc_latch = hc_256[(input.analog[num][0] / 2 + input.x_offset)%171];
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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()
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{
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int retval = 0x70;
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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()
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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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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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* 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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static inline void gamepad_raz(unsigned 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(unsigned int 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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static inline void gamepad_update(unsigned 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(unsigned int i)
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{
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int control;
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int retval = 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;
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}
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static inline void gamepad_write(unsigned 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
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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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static inline void teamplayer_reset(unsigned int port)
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{
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int i;
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int index = 0;
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int 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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static inline unsigned int teamplayer_read_device(unsigned int port, unsigned int index)
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{
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int retval = 0x7F;
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int pad_input = teamplayer[port].Table[index] & 0x03;
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int 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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static inline unsigned int teamplayer_read(unsigned int port)
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{
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int retval = 0x7F;
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int padnum;
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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_device(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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static inline void teamplayer_write(unsigned int port, unsigned int data)
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{
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int 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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}
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/*****************************************************************************
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* 4WAYPLAY adapter
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*
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*****************************************************************************/
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static inline void wayplay_write(unsigned int port, unsigned int data)
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{
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if (port == 0) gamepad_write(input.current, data);
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else input.current = (data >> 4) & 0x07;
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}
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static inline unsigned int wayplay_read(unsigned int port)
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{
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if (port == 1) return 0x7F;
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if (input.current >= 4) return 0x70; /* multitap detection (TH2 = 1) */
|
|
return gamepad_read(input.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)
|
|
{
|
|
gamepad_write(0, data);
|
|
}
|
|
|
|
void gamepad_2_write (unsigned int data)
|
|
{
|
|
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(void)
|
|
{
|
|
return (gamepad_read(5) | (gamepad_read(6) << 8));
|
|
}
|
|
|
|
void jcart_write(unsigned int data)
|
|
{
|
|
gamepad_write(5, (data&1) << 6);
|
|
gamepad_write(6, (data&1) << 6);
|
|
return;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Generic INPUTS Control
|
|
*
|
|
*****************************************************************************/
|
|
void input_reset ()
|
|
{
|
|
int i,j;
|
|
|
|
input.max = 0;
|
|
input.current = 0;
|
|
|
|
for (i=0; i<MAX_DEVICES; i++)
|
|
{
|
|
input.dev[i] = NO_DEVICE;
|
|
input.pad[i] = 0;
|
|
}
|
|
|
|
for (i=0; i<2; i++)
|
|
{
|
|
switch (input.system[i])
|
|
{
|
|
case SYSTEM_GAMEPAD:
|
|
if (input.max == MAX_INPUTS) return;
|
|
input.dev[i*4] = input.padtype[input.max];
|
|
input.max ++;
|
|
gamepad_reset(i*4);
|
|
break;
|
|
|
|
case SYSTEM_WAYPLAY:
|
|
for (j=i*4; j< i*4+4; j++)
|
|
{
|
|
if (input.max == MAX_INPUTS) return;
|
|
input.dev[j] = input.padtype[input.max];
|
|
input.max ++;
|
|
gamepad_reset(j);
|
|
}
|
|
break;
|
|
|
|
case SYSTEM_TEAMPLAYER:
|
|
for (j=i*4; j< i*4+4; j++)
|
|
{
|
|
if (input.max == MAX_INPUTS) return;
|
|
input.dev[j] = input.padtype[input.max];
|
|
input.max ++;
|
|
}
|
|
teamplayer_reset(i);
|
|
break;
|
|
|
|
case SYSTEM_MENACER:
|
|
if (input.max == MAX_INPUTS) return;
|
|
input.dev[i*4] = DEVICE_LIGHTGUN;
|
|
lightgun_reset(0);
|
|
break;
|
|
|
|
case SYSTEM_JUSTIFIER:
|
|
for (j=i*4; j< i*4+2; j++)
|
|
{
|
|
if (input.max == MAX_INPUTS) return;
|
|
input.dev[j] = DEVICE_LIGHTGUN;
|
|
lightgun_reset(j - i*4);
|
|
input.max ++;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* J-CART: add two gamepad inputs */
|
|
if (j_cart)
|
|
{
|
|
input.dev[5] = input.padtype[2];
|
|
input.dev[6] = input.padtype[3];
|
|
gamepad_reset(5);
|
|
gamepad_reset(6);
|
|
}
|
|
}
|
|
|
|
void input_update()
|
|
{
|
|
int i;
|
|
switch (input.system[0])
|
|
{
|
|
case SYSTEM_GAMEPAD:
|
|
if (input.dev[0] == DEVICE_6BUTTON) gamepad_update(0);
|
|
break;
|
|
|
|
case SYSTEM_WAYPLAY:
|
|
for (i=0; i<4; i++)
|
|
{
|
|
if (input.dev[i] == DEVICE_6BUTTON) gamepad_update(i);
|
|
}
|
|
break;
|
|
}
|
|
|
|
switch (input.system[1])
|
|
{
|
|
case SYSTEM_GAMEPAD:
|
|
if (input.dev[4] == DEVICE_6BUTTON) gamepad_update(4);
|
|
break;
|
|
|
|
case SYSTEM_MENACER:
|
|
lightgun_update(0);
|
|
break;
|
|
|
|
case SYSTEM_JUSTIFIER:
|
|
if ((io_reg[2] & 0x30) == 0x00) lightgun_update(0);
|
|
if ((io_reg[2] & 0x30) == 0x20) lightgun_update(1);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void input_raz()
|
|
{
|
|
int i;
|
|
switch (input.system[0])
|
|
{
|
|
case SYSTEM_GAMEPAD:
|
|
if (input.dev[0] == DEVICE_6BUTTON) gamepad_raz(0);
|
|
break;
|
|
|
|
case SYSTEM_WAYPLAY:
|
|
for (i=0; i<4; i++)
|
|
{
|
|
if (input.dev[i] == DEVICE_6BUTTON) gamepad_raz(i);
|
|
}
|
|
break;
|
|
}
|
|
|
|
switch (input.system[1])
|
|
{
|
|
case SYSTEM_GAMEPAD:
|
|
if (input.dev[4] == DEVICE_6BUTTON) gamepad_raz(4);
|
|
break;
|
|
}
|
|
}
|