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.
129 lines
5.1 KiB
C
129 lines
5.1 KiB
C
/***************************************************************************************
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* Genesis Plus
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* Input peripherals 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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* Eke-Eke (2007-2011), additional code & fixes for the GCN/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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#ifndef _INPUT_H_
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#define _INPUT_H_
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/* Max. number of devices */
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#define MAX_DEVICES (8)
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/* Ports configuration */
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#define NO_SYSTEM (0) /* unconnected port*/
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#define SYSTEM_MD_GAMEPAD (1) /* single 3-buttons or 6-buttons Control Pad */
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#define SYSTEM_MOUSE (2) /* Sega Mouse */
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#define SYSTEM_MENACER (3) /* Sega Menacer (port B only) */
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#define SYSTEM_JUSTIFIER (4) /* Konami Justifiers (port B only) */
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#define SYSTEM_XE_A1P (5) /* XE-A1P analog controller (port A only) */
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#define SYSTEM_ACTIVATOR (6) /* Sega Activator */
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#define SYSTEM_MS_GAMEPAD (7) /* single 2-buttons Control Pad (Master System) */
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#define SYSTEM_LIGHTPHASER (8) /* Sega Light Phaser (Master System) */
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#define SYSTEM_PADDLE (9) /* Sega Paddle Control (Master System) */
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#define SYSTEM_SPORTSPAD (10) /* Sega Sports Pad (Master System) */
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#define SYSTEM_TEAMPLAYER (11) /* Sega TeamPlayer */
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#define SYSTEM_WAYPLAY (12) /* EA 4-Way Play (use both ports) */
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/* Device type */
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#define DEVICE_PAD3B (0x00) /* 3-buttons Control Pad */
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#define DEVICE_PAD6B (0x01) /* 6-buttons Control Pad */
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#define DEVICE_MOUSE (0x02) /* Sega Mouse */
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#define DEVICE_XE_A1P (0x03) /* XE-A1P analog controller */
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#define DEVICE_ACTIVATOR (0x04) /* Activator */
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#define DEVICE_LIGHTGUN (0x05) /* Sega Light Phaser, Menacer or Konami Justifiers */
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#define DEVICE_PAD2B (0x06) /* 2-buttons Control Pad */
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#define DEVICE_PADDLE (0x07) /* Sega Paddle Control */
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#define DEVICE_SPORTSPAD (0x08) /* Sega Sports Pad */
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#define DEVICE_TABLET (0x09) /* PICO tablet & pen */
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#define NO_DEVICE (0xff) /* unconnected device */
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/* Default Input bitmasks */
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#define INPUT_MODE (0x0800)
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#define INPUT_X (0x0400)
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#define INPUT_Y (0x0200)
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#define INPUT_Z (0x0100)
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#define INPUT_START (0x0080)
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#define INPUT_A (0x0040)
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#define INPUT_C (0x0020)
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#define INPUT_B (0x0010)
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#define INPUT_RIGHT (0x0008)
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#define INPUT_LEFT (0x0004)
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#define INPUT_DOWN (0x0002)
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#define INPUT_UP (0x0001)
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/* Master System specific bitmasks */
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#define INPUT_BUTTON2 (0x0020)
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#define INPUT_BUTTON1 (0x0010)
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/* Mouse specific bitmask */
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#define INPUT_MOUSE_CENTER (0x0040)
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#define INPUT_MOUSE_RIGHT (0x0020)
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#define INPUT_MOUSE_LEFT (0x0010)
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/* XE-1AP specific bitmask */
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#define INPUT_XE_E1 (0x0800)
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#define INPUT_XE_E2 (0x0400)
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#define INPUT_XE_START (0x0200)
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#define INPUT_XE_SELECT (0x0100)
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#define INPUT_XE_A (0x0080)
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#define INPUT_XE_B (0x0040)
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#define INPUT_XE_C (0x0020)
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#define INPUT_XE_D (0x0010)
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/* Activator specific bitmasks */
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#define INPUT_ACTIVATOR_8U (0x8000)
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#define INPUT_ACTIVATOR_8L (0x4000)
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#define INPUT_ACTIVATOR_7U (0x2000)
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#define INPUT_ACTIVATOR_7L (0x1000)
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#define INPUT_ACTIVATOR_6U (0x0800)
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#define INPUT_ACTIVATOR_6L (0x0400)
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#define INPUT_ACTIVATOR_5U (0x0200)
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#define INPUT_ACTIVATOR_5L (0x0100)
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#define INPUT_ACTIVATOR_4U (0x0080)
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#define INPUT_ACTIVATOR_4L (0x0040)
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#define INPUT_ACTIVATOR_3U (0x0020)
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#define INPUT_ACTIVATOR_3L (0x0010)
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#define INPUT_ACTIVATOR_2U (0x0008)
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#define INPUT_ACTIVATOR_2L (0x0004)
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#define INPUT_ACTIVATOR_1U (0x0002)
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#define INPUT_ACTIVATOR_1L (0x0001)
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typedef struct
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{
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uint8 system[2]; /* can be one of the SYSTEM_* values */
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uint8 dev[MAX_DEVICES]; /* can be one of the DEVICE_* values */
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uint16 pad[MAX_DEVICES]; /* digital inputs (any of INPUT_* values) */
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int16 analog[MAX_DEVICES][2]; /* analog inputs (x/y) */
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uint8 x_offset; /* gun horizontal offset */
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uint8 y_offset; /* gun vertical offset */
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} t_input;
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/* Global variables */
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extern t_input input;
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extern int old_system[2];
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/* Function prototypes */
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extern void input_init(void);
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extern void input_reset(void);
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extern void input_refresh(void);
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#endif
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