mirror of
https://github.com/ekeeke/Genesis-Plus-GX.git
synced 2024-11-05 02:15:07 +01:00
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.
177 lines
5.3 KiB
C
177 lines
5.3 KiB
C
/***************************************************************************************
|
|
* Genesis Plus
|
|
* Team Player support
|
|
*
|
|
* Copyright (C) 2007-2011 Eke-Eke (Genesis Plus GX)
|
|
*
|
|
* Redistribution and use of this code or any derivative works are permitted
|
|
* provided that the following conditions are met:
|
|
*
|
|
* - Redistributions may not be sold, nor may they be used in a commercial
|
|
* product or activity.
|
|
*
|
|
* - Redistributions that are modified from the original source must include the
|
|
* complete source code, including the source code for all components used by a
|
|
* binary built from the modified sources. However, as a special exception, the
|
|
* source code distributed need not include anything that is normally distributed
|
|
* (in either source or binary form) with the major components (compiler, kernel,
|
|
* and so on) of the operating system on which the executable runs, unless that
|
|
* component itself accompanies the executable.
|
|
*
|
|
* - Redistributions must reproduce the above copyright notice, this list of
|
|
* conditions and the following disclaimer in the documentation and/or other
|
|
* materials provided with the distribution.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
|
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
|
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
|
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
|
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
|
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
|
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
|
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
|
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
|
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
|
* POSSIBILITY OF SUCH DAMAGE.
|
|
*
|
|
****************************************************************************************/
|
|
|
|
#include "shared.h"
|
|
|
|
static struct
|
|
{
|
|
uint8 State;
|
|
uint8 Counter;
|
|
uint8 Table[12];
|
|
} teamplayer[2];
|
|
|
|
|
|
void teamplayer_init(int port)
|
|
{
|
|
int i,padnum;
|
|
int index = 0;
|
|
|
|
/* this table determines which gamepad input should be returned during acquisition sequence
|
|
index = teamplayer read table index: 0=1st read, 1=2nd read, ...
|
|
table = high bits are pad index, low bits are pad input shift: 0=RLDU, 4=SABC, 8=MXYZ
|
|
*/
|
|
for (i=0; i<4; i++)
|
|
{
|
|
padnum = (4 * port) + i;
|
|
if (input.dev[padnum] == DEVICE_PAD3B)
|
|
{
|
|
padnum = padnum << 4;
|
|
teamplayer[port].Table[index++] = padnum;
|
|
teamplayer[port].Table[index++] = padnum | 4;
|
|
}
|
|
else
|
|
{
|
|
padnum = padnum << 4;
|
|
teamplayer[port].Table[index++] = padnum;
|
|
teamplayer[port].Table[index++] = padnum | 4;
|
|
teamplayer[port].Table[index++] = padnum | 8;
|
|
}
|
|
}
|
|
}
|
|
|
|
void teamplayer_reset(int port)
|
|
{
|
|
teamplayer[port].State = 0x60; /* TH = 1, TR = 1 */
|
|
teamplayer[port].Counter = 0;
|
|
}
|
|
|
|
static inline unsigned int teamplayer_read(int port)
|
|
{
|
|
unsigned int counter = teamplayer[port].Counter;
|
|
|
|
/* acquisition sequence */
|
|
switch (counter)
|
|
{
|
|
case 0: /* initial state: TH = 1, TR = 1 -> RLDU = 0011 */
|
|
{
|
|
return 0x73;
|
|
}
|
|
|
|
case 1: /* start request: TH = 0, TR = 1 -> RLDU = 1111 */
|
|
{
|
|
return 0x3F;
|
|
}
|
|
|
|
case 2:
|
|
case 3: /* ack request: TH=0, TR=0/1 -> RLDU = 0000 */
|
|
{
|
|
/* TL should match TR */
|
|
return ((teamplayer[port].State & 0x20) >> 1);
|
|
}
|
|
|
|
case 4:
|
|
case 5:
|
|
case 6:
|
|
case 7: /* PAD type */
|
|
{
|
|
unsigned int retval = input.dev[(port << 2) + (counter - 4)];
|
|
|
|
/* TL should match TR */
|
|
return (((teamplayer[port].State & 0x20) >> 1) | retval);
|
|
}
|
|
|
|
default: /* PAD status */
|
|
{
|
|
unsigned int retval = 0x0F;
|
|
|
|
/* SEGA teamplayer returns successively PAD1 -> PAD2 -> PAD3 -> PAD4 inputs */
|
|
unsigned int padnum = teamplayer[port].Table[counter - 8] >> 4;
|
|
|
|
/* Each PAD inputs is obtained through 2 or 3 sequential reads: RLDU -> SACB -> MXYZ */
|
|
retval &= ~(input.pad[padnum] >> (teamplayer[port].Table[counter - 8] & 0x0F));
|
|
|
|
/* TL should match TR */
|
|
return (((teamplayer[port].State & 0x20) >> 1) | retval);
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline void teamplayer_write(int port, unsigned char data, unsigned char mask)
|
|
{
|
|
/* update bits set as output only */
|
|
unsigned int state = (teamplayer[port].State & ~mask) | (data & mask);
|
|
|
|
/* TH & TR handshaking */
|
|
if ((teamplayer[port].State ^ state) & 0x60)
|
|
{
|
|
if (state & 0x40)
|
|
{
|
|
/* TH high -> reset counter */
|
|
teamplayer[port].Counter = 0;
|
|
}
|
|
else
|
|
{
|
|
/* increment counter */
|
|
teamplayer[port].Counter++;
|
|
}
|
|
|
|
/* update internal state */
|
|
teamplayer[port].State = state;
|
|
}
|
|
}
|
|
|
|
unsigned char teamplayer_1_read(void)
|
|
{
|
|
return teamplayer_read(0);
|
|
}
|
|
|
|
unsigned char teamplayer_2_read(void)
|
|
{
|
|
return teamplayer_read(1);
|
|
}
|
|
|
|
void teamplayer_1_write(unsigned char data, unsigned char mask)
|
|
{
|
|
teamplayer_write(0, data, mask);
|
|
}
|
|
|
|
void teamplayer_2_write(unsigned char data, unsigned char mask)
|
|
{
|
|
teamplayer_write(1, data, mask);
|
|
}
|