mirror of
https://github.com/ekeeke/Genesis-Plus-GX.git
synced 2024-11-05 02:15:07 +01:00
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.
339 lines
6.6 KiB
C
339 lines
6.6 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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#include "shared.h"
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#include "gamepad.h"
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#include "lightgun.h"
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#include "mouse.h"
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#include "activator.h"
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#include "xe_a1p.h"
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#include "teamplayer.h"
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#include "paddle.h"
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#include "sportspad.h"
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t_input input;
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int old_system[2] = {-1,-1};
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void input_init(void)
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{
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int i;
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int player = 0;
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for (i=0; i<MAX_DEVICES; i++)
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{
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input.dev[i] = NO_DEVICE;
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input.pad[i] = 0;
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}
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/* PICO tablet & pen */
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if (system_hw == SYSTEM_PICO)
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{
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input.dev[0] = DEVICE_TABLET;
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return;
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}
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switch (input.system[0])
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{
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case SYSTEM_MS_GAMEPAD:
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{
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if (player == MAX_INPUTS) return;
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input.dev[0] = DEVICE_PAD2B;
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player++;
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break;
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}
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case SYSTEM_MD_GAMEPAD:
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{
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if (player == MAX_INPUTS) return;
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input.dev[0] = config.input[player].padtype;
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player++;
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break;
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}
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case SYSTEM_MOUSE:
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{
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if (player == MAX_INPUTS) return;
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input.dev[0] = DEVICE_MOUSE;
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player++;
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break;
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}
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case SYSTEM_ACTIVATOR:
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{
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if (player == MAX_INPUTS) return;
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input.dev[0] = DEVICE_ACTIVATOR;
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player++;
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break;
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}
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case SYSTEM_XE_A1P:
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{
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if (player == MAX_INPUTS) return;
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input.dev[0] = DEVICE_XE_A1P;
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player++;
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break;
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}
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case SYSTEM_WAYPLAY:
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{
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for (i=0; i< 4; i++)
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{
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if (player == MAX_INPUTS) return;
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input.dev[i] = config.input[player].padtype;
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player++;
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}
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break;
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}
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case SYSTEM_TEAMPLAYER:
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{
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for (i=0; i<4; i++)
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{
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if (player == MAX_INPUTS) return;
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input.dev[i] = config.input[player].padtype;
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player++;
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}
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teamplayer_init(0);
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break;
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}
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case SYSTEM_LIGHTPHASER:
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{
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if (player == MAX_INPUTS) return;
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input.dev[0] = DEVICE_LIGHTGUN;
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player++;
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break;
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}
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case SYSTEM_PADDLE:
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{
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if (player == MAX_INPUTS) return;
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input.dev[0] = DEVICE_PADDLE;
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player++;
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break;
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}
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case SYSTEM_SPORTSPAD:
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{
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if (player == MAX_INPUTS) return;
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input.dev[0] = DEVICE_SPORTSPAD;
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player++;
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break;
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}
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}
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switch (input.system[1])
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{
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case SYSTEM_MS_GAMEPAD:
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{
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if (player == MAX_INPUTS) return;
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input.dev[4] = DEVICE_PAD2B;
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player++;
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break;
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}
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case SYSTEM_MD_GAMEPAD:
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{
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if (player == MAX_INPUTS) return;
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input.dev[4] = config.input[player].padtype;
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player++;
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break;
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}
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case SYSTEM_MOUSE:
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{
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if (player == MAX_INPUTS) return;
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input.dev[4] = DEVICE_MOUSE;
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player++;
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break;
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}
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case SYSTEM_ACTIVATOR:
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{
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if (player == MAX_INPUTS) return;
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input.dev[4] = DEVICE_ACTIVATOR;
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player++;
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break;
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}
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case SYSTEM_MENACER:
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{
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if (player == MAX_INPUTS) return;
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input.dev[4] = DEVICE_LIGHTGUN;
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player++;
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break;
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}
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case SYSTEM_JUSTIFIER:
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{
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for (i=4; i<6; i++)
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{
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if (player == MAX_INPUTS) return;
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input.dev[i] = DEVICE_LIGHTGUN;
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player++;
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}
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break;
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}
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case SYSTEM_TEAMPLAYER:
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{
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for (i=4; i<8; i++)
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{
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if (player == MAX_INPUTS) return;
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input.dev[i] = config.input[player].padtype;
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player++;
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}
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teamplayer_init(1);
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break;
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}
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case SYSTEM_LIGHTPHASER:
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{
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if (player == MAX_INPUTS) return;
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input.dev[4] = DEVICE_LIGHTGUN;
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player++;
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break;
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}
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case SYSTEM_PADDLE:
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{
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if (player == MAX_INPUTS) return;
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input.dev[4] = DEVICE_PADDLE;
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player++;
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break;
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}
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case SYSTEM_SPORTSPAD:
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{
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if (player == MAX_INPUTS) return;
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input.dev[4] = DEVICE_SPORTSPAD;
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player++;
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break;
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}
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}
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/* J-CART */
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if (cart.special & HW_J_CART)
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{
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/* two additional gamepads */
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for (i=5; i<7; i++)
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{
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if (player == MAX_INPUTS) return;
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input.dev[i] = config.input[player].padtype;
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player ++;
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}
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}
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}
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void input_reset(void)
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{
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/* Reset input devices */
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int i;
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for (i=0; i<MAX_DEVICES; i++)
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{
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switch (input.dev[i])
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{
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case DEVICE_PAD2B:
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case DEVICE_PAD3B:
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case DEVICE_PAD6B:
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{
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gamepad_reset(i);
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break;
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}
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case DEVICE_LIGHTGUN:
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{
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lightgun_reset(i);
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break;
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}
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case DEVICE_MOUSE:
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{
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mouse_reset(i);
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break;
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}
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case DEVICE_ACTIVATOR:
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{
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activator_reset(i >> 2);
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break;
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}
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case DEVICE_XE_A1P:
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{
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xe_a1p_reset();
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break;
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}
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case DEVICE_PADDLE:
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{
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paddle_reset(i >> 2);
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break;
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}
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case DEVICE_SPORTSPAD:
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{
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sportspad_reset(i >> 2);
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break;
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}
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default:
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{
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break;
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}
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}
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}
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/* Team Player */
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for (i=0; i<2; i++)
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{
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if (input.system[i] == SYSTEM_TEAMPLAYER)
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{
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teamplayer_reset(i);
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}
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}
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}
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void input_refresh(void)
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{
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int i;
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for (i=0; i<MAX_DEVICES; i++)
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{
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switch (input.dev[i])
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{
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case DEVICE_PAD6B:
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{
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gamepad_refresh(i);
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break;
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}
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case DEVICE_LIGHTGUN:
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{
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lightgun_refresh(i);
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break;
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}
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}
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}
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}
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