Genesis-Plus-GX/source/input_hw/activator.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

122 lines
2.9 KiB
C

/***************************************************************************************
* Genesis Plus
* Sega Activator 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;
} activator[2];
void activator_reset(int index)
{
activator[index].State = 0x40;
activator[index].Counter = 0;
}
static inline unsigned char activator_read(int port)
{
/* IR sensors 1-16 data (active low) */
uint16 data = ~input.pad[port];
/* Device index */
port = port >> 2;
/* D1 = D0 (data is ready) */
uint8 temp = (activator[port].State & 0x01) << 1;
switch (activator[port].Counter)
{
case 0: /* x x x x 0 1 0 0 */
temp |= 0x04;
break;
case 1: /* x x l1 l2 l3 l4 1 1 */
temp |= ((data << 2) & 0x3C);
break;
case 2: /* x x l5 l6 l7 l8 0 0 */
temp |= ((data >> 2) & 0x3C);
break;
case 3: /* x x h1 h2 h3 h4 1 1 */
temp |= ((data >> 6) & 0x3C);
break;
case 4: /* x x h5 h6 h7 h8 0 0 */
temp |= ((data >> 10) & 0x3C);
break;
}
return temp;
}
static inline void activator_write(int index, unsigned char data, unsigned char mask)
{
/* update bits set as output only */
data = (activator[index].State & ~mask) | (data & mask);
/* TH transitions */
if ((activator[index].State ^ data) & 0x40)
{
/* reset sequence cycle */
activator[index].Counter = 0;
}
else
{
/* D0 transitions */
if ((activator[index].State ^ data) & 0x01)
{
/* increment sequence cycle */
if (activator[index].Counter < 4)
{
activator[index].Counter++;
}
}
}
/* update internal state */
activator[index].State = data;
}
unsigned char activator_1_read(void)
{
return activator_read(0);
}
unsigned char activator_2_read(void)
{
return activator_read(4);
}
void activator_1_write(unsigned char data, unsigned char mask)
{
activator_write(0, data, mask);
}
void activator_2_write(unsigned char data, unsigned char mask)
{
activator_write(1, data, mask);
}