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.
226 lines
6.0 KiB
C
226 lines
6.0 KiB
C
/***************************************************************************************
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* Genesis Plus
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* 3-Buttons & 6-Buttons pad support (incl. 4-WayPlay & J-Cart handlers)
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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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static struct
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{
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uint8 State;
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uint8 Counter;
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uint8 Timeout;
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} gamepad[MAX_DEVICES];
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static uint8 pad_index;
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void gamepad_reset(int port)
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{
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/* default state (Gouketsuji Ichizoku / Power Instinct, Samurai Spirits / Samurai Shodown) */
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gamepad[port].State = 0x40;
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gamepad[port].Counter = 0;
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gamepad[port].Timeout = 0;
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/* reset pad index (4-WayPlay) */
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pad_index = 0;
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}
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void gamepad_refresh(int port)
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{
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/* 6-buttons pad */
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if (gamepad[port].Timeout++ > 25)
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{
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gamepad[port].Counter = 0;
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gamepad[port].Timeout = 0;
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}
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}
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static inline unsigned char gamepad_read(int port)
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{
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/* bit 7 is latched, returns current TH state */
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unsigned int data = (gamepad[port].State & 0x40) | 0x3F;
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/* pad value */
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unsigned int val = input.pad[port];
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/* get current step (TH state) */
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unsigned int step = (gamepad[port].Counter & 6) | ((data >> 6) & 1);
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switch (step)
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{
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case 1: /*** First High ***/
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case 3: /*** Second High ***/
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case 5: /*** Third High ***/
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{
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/* TH = 1 : ?1CBRLDU */
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data &= ~(val & 0x3F);
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break;
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}
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case 0: /*** First low ***/
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case 2: /*** Second low ***/
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{
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/* TH = 0 : ?0SA00DU */
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data &= ~(val & 0x03);
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data &= ~((val >> 2) & 0x30);
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data &= ~0x0C;
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break;
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}
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/* 6buttons specific (taken from gen-hw.txt) */
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/* A 6-button gamepad allows the extra buttons to be read based on how */
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/* many times TH is switched from 1 to 0 (and not 0 to 1). Observe the */
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/* following sequence */
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/*
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TH = 1 : ?1CBRLDU 3-button pad return value
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TH = 0 : ?0SA00DU 3-button pad return value
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TH = 1 : ?1CBRLDU 3-button pad return value
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TH = 0 : ?0SA0000 D3-0 are forced to '0'
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TH = 1 : ?1CBMXYZ Extra buttons returned in D3-0
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TH = 0 : ?0SA1111 D3-0 are forced to '1'
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*/
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case 4: /*** Third Low ***/
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{
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/* TH = 0 : ?0SA0000 D3-0 are forced to '0'*/
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data &= ~((val >> 2) & 0x30);
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data &= ~0x0F;
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break;
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}
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case 6: /*** Fourth Low ***/
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{
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/* TH = 0 : ?0SA1111 D3-0 are forced to '1'*/
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data &= ~((val >> 2) & 0x30);
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break;
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}
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case 7: /*** Fourth High ***/
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{
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/* TH = 1 : ?1CBMXYZ Extra buttons returned in D3-0*/
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data &= ~(val & 0x30);
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data &= ~((val >> 8) & 0x0F);
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break;
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}
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}
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return data;
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}
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static inline void gamepad_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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data = (gamepad[port].State & ~mask) | (data & mask);
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if (input.dev[port] == DEVICE_PAD6B)
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{
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/* check TH transitions */
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if ((gamepad[port].State ^ data) & 0x40)
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{
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gamepad[port].Counter++;
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gamepad[port].Timeout = 0;
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}
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}
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/* update internal state */
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gamepad[port].State = data;
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}
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/*--------------------------------------------------------------------------*/
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/* Default ports handlers */
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/*--------------------------------------------------------------------------*/
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unsigned char gamepad_1_read(void)
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{
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return gamepad_read(0);
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}
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unsigned char gamepad_2_read(void)
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{
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return gamepad_read(4);
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}
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void gamepad_1_write(unsigned char data, unsigned char mask)
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{
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gamepad_write(0, data, mask);
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}
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void gamepad_2_write(unsigned char data, unsigned char mask)
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{
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gamepad_write(4, data, mask);
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}
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/*--------------------------------------------------------------------------*/
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/* 4-WayPlay ports handler */
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/*--------------------------------------------------------------------------*/
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unsigned char wayplay_1_read(void)
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{
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if (pad_index < 4)
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{
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return gamepad_read(pad_index);
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}
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/* multitap detection */
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return 0x70;
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}
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unsigned char wayplay_2_read(void)
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{
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return 0x7F;
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}
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void wayplay_1_write(unsigned char data, unsigned char mask)
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{
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if (pad_index < 4)
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{
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gamepad_write(pad_index, data, mask);
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}
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}
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void wayplay_2_write(unsigned char data, unsigned char mask)
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{
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if ((mask & 0x70) == 0x70)
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{
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pad_index = (data & 0x70) >> 4;
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}
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}
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/*--------------------------------------------------------------------------*/
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/* J-Cart memory handlers */
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/*--------------------------------------------------------------------------*/
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unsigned int jcart_read(unsigned int address)
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{
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/* TH2 output read is fixed to zero (fixes Micro Machines 2) */
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return ((gamepad_read(5) & 0x7F) | ((gamepad_read(6) & 0x3F) << 8));
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}
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void jcart_write(unsigned int address, unsigned int data)
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{
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gamepad_write(5, (data & 1) << 6, 0x40);
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gamepad_write(6, (data & 1) << 6, 0x40);
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return;
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}
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