Genesis-Plus-GX/source/input_hw/sportspad.c
ekeeke31 ab4638144c [Core/VDP]
---------------
* 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.
2011-03-31 22:11:05 +00:00

119 lines
2.8 KiB
C

/***************************************************************************************
* Genesis Plus
* Sega Sports Pad support
*
* Copyright Eke-Eke (2007-2011)
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
****************************************************************************************/
#include "shared.h"
static struct
{
uint8 State;
uint8 Counter;
} sportspad[2];
void sportspad_reset(int index)
{
input.analog[index << 2][0] = 128;
input.analog[index << 2][1] = 128;
sportspad[index].State = 0x40;
sportspad[index].Counter = 0;
}
static inline unsigned char sportspad_read(int port)
{
/* Buttons 1(B) & 2(C) status (active low) */
unsigned char temp = ~(input.pad[port] & 0x30);
/* Pad index */
int index = port >> 2;
/* Clear low bits */
temp &= 0x70;
/* Detect current state */
switch (sportspad[index].Counter & 3)
{
case 1:
{
/* X position high bits */
temp |= (input.analog[port][0] >> 4) & 0x0F;
break;
}
case 2:
{
/* X position low bits */
temp |= input.analog[port][0] & 0x0F;
break;
}
case 3:
{
/* Y position high bits */
temp |= (input.analog[port][1] >> 4) & 0x0F;
break;
}
default:
{
/* Y position low bits */
temp |= input.analog[port][1] & 0x0F;
break;
}
}
return temp;
}
static inline void sportspad_write(int index, unsigned char data, unsigned char mask)
{
/* update bits set as output only */
data = (sportspad[index].State & ~mask) | (data & mask);
/* check TH transitions */
if ((data ^ sportspad[index].State) & 0x40)
{
sportspad[index].Counter++;
}
/* update internal state */
sportspad[index].State = data;
}
unsigned char sportspad_1_read(void)
{
return sportspad_read(0);
}
unsigned char sportspad_2_read(void)
{
return sportspad_read(4);
}
void sportspad_1_write(unsigned char data, unsigned char mask)
{
sportspad_write(0, data, mask);
}
void sportspad_2_write(unsigned char data, unsigned char mask)
{
sportspad_write(1, data, mask);
}