Genesis-Plus-GX/source/input_hw/teamplayer.c
ekeeke31 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.
2011-08-07 17:49:46 +00:00

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);
}