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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.
146 lines
6.3 KiB
C
146 lines
6.3 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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* 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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#ifndef _INPUT_H_
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#define _INPUT_H_
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/* Max. number of devices */
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#define MAX_DEVICES (8)
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/* Ports configuration */
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#define NO_SYSTEM (0) /* unconnected port*/
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#define SYSTEM_MD_GAMEPAD (1) /* single 3-buttons or 6-buttons Control Pad */
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#define SYSTEM_MOUSE (2) /* Sega Mouse */
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#define SYSTEM_MENACER (3) /* Sega Menacer (port B only) */
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#define SYSTEM_JUSTIFIER (4) /* Konami Justifiers (port B only) */
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#define SYSTEM_XE_A1P (5) /* XE-A1P analog controller (port A only) */
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#define SYSTEM_ACTIVATOR (6) /* Sega Activator */
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#define SYSTEM_MS_GAMEPAD (7) /* single 2-buttons Control Pad (Master System) */
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#define SYSTEM_LIGHTPHASER (8) /* Sega Light Phaser (Master System) */
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#define SYSTEM_PADDLE (9) /* Sega Paddle Control (Master System) */
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#define SYSTEM_SPORTSPAD (10) /* Sega Sports Pad (Master System) */
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#define SYSTEM_TEAMPLAYER (11) /* Multi Tap -- Sega TeamPlayer */
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#define SYSTEM_WAYPLAY (12) /* Multi Tap -- EA 4-Way Play (use both ports) */
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/* Device type */
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#define NO_DEVICE (0xff) /* unconnected device (fixed ID for Team Player) */
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#define DEVICE_PAD3B (0x00) /* 3-buttons Control Pad (fixed ID for Team Player)*/
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#define DEVICE_PAD6B (0x01) /* 6-buttons Control Pad (fixed ID for Team Player) */
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#define DEVICE_PAD2B (0x02) /* 2-buttons Control Pad */
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#define DEVICE_MOUSE (0x03) /* Sega Mouse */
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#define DEVICE_LIGHTGUN (0x04) /* Sega Light Phaser, Menacer or Konami Justifiers */
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#define DEVICE_PADDLE (0x05) /* Sega Paddle Control */
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#define DEVICE_SPORTSPAD (0x06) /* Sega Sports Pad */
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#define DEVICE_PICO (0x07) /* PICO tablet */
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#define DEVICE_TEREBI (0x08) /* Terebi Oekaki tablet */
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#define DEVICE_XE_A1P (0x09) /* XE-A1P analog controller */
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#define DEVICE_ACTIVATOR (0x0a) /* Activator */
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/* Default Input bitmasks */
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#define INPUT_MODE (0x0800)
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#define INPUT_X (0x0400)
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#define INPUT_Y (0x0200)
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#define INPUT_Z (0x0100)
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#define INPUT_START (0x0080)
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#define INPUT_A (0x0040)
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#define INPUT_C (0x0020)
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#define INPUT_B (0x0010)
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#define INPUT_RIGHT (0x0008)
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#define INPUT_LEFT (0x0004)
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#define INPUT_DOWN (0x0002)
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#define INPUT_UP (0x0001)
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/* Master System specific bitmasks */
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#define INPUT_BUTTON2 (0x0020)
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#define INPUT_BUTTON1 (0x0010)
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/* Mouse specific bitmask */
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#define INPUT_MOUSE_CENTER (0x0040)
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#define INPUT_MOUSE_RIGHT (0x0020)
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#define INPUT_MOUSE_LEFT (0x0010)
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/* XE-1AP specific bitmask */
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#define INPUT_XE_E1 (0x0800)
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#define INPUT_XE_E2 (0x0400)
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#define INPUT_XE_START (0x0200)
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#define INPUT_XE_SELECT (0x0100)
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#define INPUT_XE_A (0x0080)
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#define INPUT_XE_B (0x0040)
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#define INPUT_XE_C (0x0020)
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#define INPUT_XE_D (0x0010)
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/* Activator specific bitmasks */
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#define INPUT_ACTIVATOR_8U (0x8000)
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#define INPUT_ACTIVATOR_8L (0x4000)
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#define INPUT_ACTIVATOR_7U (0x2000)
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#define INPUT_ACTIVATOR_7L (0x1000)
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#define INPUT_ACTIVATOR_6U (0x0800)
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#define INPUT_ACTIVATOR_6L (0x0400)
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#define INPUT_ACTIVATOR_5U (0x0200)
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#define INPUT_ACTIVATOR_5L (0x0100)
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#define INPUT_ACTIVATOR_4U (0x0080)
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#define INPUT_ACTIVATOR_4L (0x0040)
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#define INPUT_ACTIVATOR_3U (0x0020)
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#define INPUT_ACTIVATOR_3L (0x0010)
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#define INPUT_ACTIVATOR_2U (0x0008)
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#define INPUT_ACTIVATOR_2L (0x0004)
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#define INPUT_ACTIVATOR_1U (0x0002)
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#define INPUT_ACTIVATOR_1L (0x0001)
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typedef struct
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{
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uint8 system[2]; /* can be one of the SYSTEM_* values */
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uint8 dev[MAX_DEVICES]; /* can be one of the DEVICE_* values */
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uint16 pad[MAX_DEVICES]; /* digital inputs (any of INPUT_* values) */
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int16 analog[MAX_DEVICES][2]; /* analog inputs (x/y) */
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uint8 x_offset; /* gun horizontal offset */
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uint8 y_offset; /* gun vertical offset */
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} t_input;
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/* Global variables */
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extern t_input input;
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extern int old_system[2];
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/* Function prototypes */
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extern void input_init(void);
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extern void input_reset(void);
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extern void input_refresh(void);
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#endif
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