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62f1204476
Genesis Plus GX 1.6.0 ---------------------- [Core/Sound] --------------- * added YM2413 emulation in Master System compatibility mode. * fixed SN76489 noise boost initialization. * minor YM2612 core optimizations. [Core/VDP] --------------- * added accurate emulation of SG-1000, Master System (315-5124, 315-5246) & Game Gear VDP. * added support for all TMS9918 rendering modes. * improved Mega Drive VDP timings accuracy in Master System Compatibility mode. * fixed color palette initialization. * fixed shifted sprites rendering in Mode 4. * modified pixel rendering support (pixel depth is now forced at compilation time). [Core/CPU] --------------- * optimized 68k core (rewrote 68k interrupt handling, removed multiple CPU types support & unused code) for 5~8% speed improvment [Core/IO] --------------- * added accurate emulation of Master System (315-5216, 315-5237, 315-5297) & Game Gear I/O controllers. * added Terebi Oekaki tablet emulation. * improved Mouse emulation (fixes mouse support in Cannon Fodder). * improved Justifier emulation (fixes gun support in Lethal Enforcers 2). * improved 6-Buttons control pad emulation (fixes Duke Nukem 3D) * modified lightgun emulation to use common key inputs for all devices. * 2-buttons controller is now picked by default for Master System games. [Core/MD] --------------- * added copy-protection hardware emulation for some new dumped games (Tiny Toon Adventures 3, Mighty Morphin Power Rangers & The Battle of Red Cliffs). * added Game Toshokan in EEPROM database (verified on real cartridge). * fixed Micro Machines 2 - Turbo Tournament EEPROM size (verified on real cartridge). * modified SRAM banswitch hardware emulation to be more compatible with some hacks. [Core/MS] --------------- * added Cyborg Z to Korean mapper database. [Core/GG] --------------- * added 93C46 EEPROM emulation (Majors Pro Baseball, World Series Baseball & World Series Baseball 95). [Core/General] --------------- * added support for .mdx ROM format. * added Game Gear & SG-1000 ROM support. * added accurate emulation of SG-1000, Master System (I, II) & Game Gear hardware models for 100% compatibility. * updated to new Genesis Plus license (see http://cgfm2.emuviews.com/) * removed DOS port * various code cleanup. [Gamecube/Wii] --------------- * IMPORTANT: cheats, screenshots & save files are now stored in console-specific directories (ex: /snaps/md, /cheats/ms, /saves/gg, ...) * added 8-bit Action Replay & Game Genie codes support (for Master System & Game Gear games). * improved audio/video synchronization for PAL games in 50Hz TV modes (now use VSYNC like NTSC games in 60hz modes). * improved gun cursor positioning accuracy. * improved horizontal scaling & screenshots rendering in H32 mode. * fixed a bug with ROM file extension handling that would affect cheats, snapshots, sram & savestate files. * removed ARAM/injected ROM support (unused). * removed WPAD_ and PAD_ update from VSYNC callback. * increased GCC inlining limits for some speed improvment. * compiled with devkitPPC r24 & libogc 1.8.7.
242 lines
7.0 KiB
C
242 lines
7.0 KiB
C
/***************************************************************************************
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* Genesis Plus
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* 3-Buttons & 6-Buttons pad support
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* Support for J-CART & 4-Way Play adapters
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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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#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 | ((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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/* TH=0 to TH=1 transition */
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if (!(gamepad[port].State & 0x40) && (data & 0x40))
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{
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gamepad[port].Counter = (gamepad[port].Counter + 2) & 6;
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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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