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https://github.com/ekeeke/Genesis-Plus-GX.git
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177 lines
5.3 KiB
C
177 lines
5.3 KiB
C
/***************************************************************************************
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* Genesis Plus
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* Team Player support
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*
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* Copyright (C) 2007-2011 Eke-Eke (Genesis Plus GX)
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*
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* Redistribution and use of this code or any derivative works are permitted
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* provided that the following conditions are met:
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*
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* - Redistributions may not be sold, nor may they be used in a commercial
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* product or activity.
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*
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* - Redistributions that are modified from the original source must include the
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* complete source code, including the source code for all components used by a
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* binary built from the modified sources. However, as a special exception, the
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* source code distributed need not include anything that is normally distributed
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* (in either source or binary form) with the major components (compiler, kernel,
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* and so on) of the operating system on which the executable runs, unless that
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* component itself accompanies the executable.
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*
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* - Redistributions must reproduce the above copyright notice, this list of
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* conditions and the following disclaimer in the documentation and/or other
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* materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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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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