Genesis-Plus-GX/core/input_hw/gamepad.c

355 lines
10 KiB
C

/***************************************************************************************
* Genesis Plus
* 2-Buttons, 3-Buttons & 6-Buttons controller support
* with support for J-Cart, 4-Way Play & Master Tap adapters
*
* Copyright (C) 2007-2016 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"
#include "gamepad.h"
static struct
{
uint8 State;
uint8 Counter;
uint8 Timeout;
uint32 Latency;
} gamepad[MAX_DEVICES];
static struct
{
uint8 Latch;
uint8 Counter;
} flipflop[2];
static uint8 latch;
void gamepad_reset(int port)
{
/* default state (Gouketsuji Ichizoku / Power Instinct, Samurai Spirits / Samurai Shodown) */
gamepad[port].State = 0x40;
gamepad[port].Counter = 0;
gamepad[port].Timeout = 0;
gamepad[port].Latency = 0;
/* reset 4-WayPlay latch (controller #0 used by default) */
latch = 0x00;
/* reset Master Tap flip-flop */
flipflop[port>>2].Latch = 0;
flipflop[port>>2].Counter = 0;
}
void gamepad_refresh(int port)
{
/* 6-buttons pad */
if (gamepad[port].Timeout++ > 25)
{
gamepad[port].Counter = 0;
gamepad[port].Timeout = 0;
}
}
void gamepad_end_frame(int port, unsigned int cycles)
{
if (gamepad[port].Latency > cycles)
{
/* adjust TH direction switching latency for next frame */
gamepad[port].Latency -= cycles;
}
else
{
/* reset TH direction switching latency */
gamepad[port].Latency = 0;
}
}
INLINE unsigned char gamepad_read(int port)
{
/* D7 is not connected, D6 returns TH input state */
unsigned int data = gamepad[port].State | 0x3F;
/* pad state */
unsigned int pad = input.pad[port];
/* get current TH input pulse counter */
unsigned int step = gamepad[port].Counter | (data >> 6);
/* get current timestamp */
unsigned int cycles = ((system_hw & SYSTEM_PBC) == SYSTEM_MD) ? m68k.cycles : Z80.cycles;
/* TH direction switching latency */
if (cycles < gamepad[port].Latency)
{
/* TH internal state switching has not occured yet (Decap Attack) */
step &= ~1;
}
/* C/B or START/A buttons status is returned on D5-D4 (active low) */
/* D-PAD or extra buttons status is returned on D3-D0 (active low) */
switch (step)
{
case 1: /*** First High ***/
case 3: /*** Second High ***/
case 5: /*** Third High ***/
{
/* TH = 1 : ?1CBRLDU */
data &= ~(pad & 0x3F);
break;
}
case 0: /*** 3-button only ***/
case 2: /*** First Low ***/
case 4: /*** Second Low ***/
{
/* TH = 0 : ?0SA00DU */
data &= ~((pad & 0x03) | ((pad >> 2) & 0x30) | 0x0C);
break;
}
/* A 6-button gamepad allows the extra buttons to be read based on how */
/* many times TH is switched from 1 to 0. Observe the following sequence */
/*
TH = 1 : ?1CBRLDU 3-button pad return value
TH = 0 : ?0SA00DU 3-button pad return value
TH = 1 : ?1CBRLDU 3-button pad return value
TH = 0 : ?0SA00DU 3-button pad return value
TH = 1 : ?1CBRLDU 3-button pad return value
TH = 0 : ?0SA0000 D3-D0 are forced to '0'
TH = 1 : ?1CBMXYZ Extra buttons returned in D3-0
TH = 0 : ?0SA1111 D3-D0 are forced to '1'
*/
case 6: /*** Third Low ***/
{
/* TH = 0 : ?0SA0000 D3-D0 forced to '0' */
data &= ~(((pad >> 2) & 0x30) | 0x0F);
break;
}
case 7: /*** Fourth High ***/
{
/* TH = 1 : ?1CBMXYZ Extra buttons returned in D3-D0 */
data &= ~((pad & 0x30) | ((pad >> 8) & 0x0F));
break;
}
default: /*** D3-D0 forced to '1' ***/
{
if (data & 0x40)
{
/* TH = 1 : ?0CB1111 */
data &= ~(pad & 0x30);
}
else
{
/* TH = 0 : ?0SA1111 */
data &= ~((pad >> 2) & 0x30);
}
}
}
return data;
}
INLINE void gamepad_write(int port, unsigned char data, unsigned char mask)
{
/* Check TH pin direction */
if (mask & 0x40)
{
/* get TH output state */
data &= 0x40;
/* reset TH direction switching latency */
gamepad[port].Latency = 0;
/* 6-Buttons controller specific */
if (input.dev[port] == DEVICE_PAD6B)
{
/* TH 1->0 transition */
if (!data && gamepad[port].State)
{
gamepad[port].Counter += 2;
gamepad[port].Timeout = 0;
}
}
}
else
{
/* retrieve current timestamp */
unsigned int cycles = ((system_hw & SYSTEM_PBC) == SYSTEM_MD) ? m68k.cycles : Z80.cycles;
/* TH is pulled high when not configured as output by I/O controller */
data = 0x40;
/* TH 0->1 internal switching does not occur immediately (verified on MK-1650 model) */
if (!gamepad[port].State)
{
gamepad[port].Latency = cycles + 172;
}
}
/* update TH input state */
gamepad[port].State = data;
}
/*--------------------------------------------------------------------------*/
/* Default ports handlers */
/*--------------------------------------------------------------------------*/
unsigned char gamepad_1_read(void)
{
return gamepad_read(0);
}
unsigned char gamepad_2_read(void)
{
return gamepad_read(4);
}
void gamepad_1_write(unsigned char data, unsigned char mask)
{
gamepad_write(0, data, mask);
}
void gamepad_2_write(unsigned char data, unsigned char mask)
{
gamepad_write(4, data, mask);
}
/*--------------------------------------------------------------------------*/
/* 4-WayPlay ports handler */
/*--------------------------------------------------------------------------*/
unsigned char wayplay_1_read(void)
{
/* check if latched TH input on port B is HIGH */
if (latch & 0x04)
{
/* 4-WayPlay detection : xxxxx00 */
return 0x7C;
}
/* latched TR & TL input state on port B select controller # (0-3) on port A */
return gamepad_read(latch);
}
unsigned char wayplay_2_read(void)
{
return 0x7F;
}
void wayplay_1_write(unsigned char data, unsigned char mask)
{
/* latched TR & TL input state on port B select controller # (0-3) on port A */
gamepad_write(latch & 0x03, data, mask);
}
void wayplay_2_write(unsigned char data, unsigned char mask)
{
/* pins not configured as output by I/O controller are pulled HIGH */
data |= ~mask;
/* check if both UP & DOWN inputs are LOW */
if (!(data & 0x03))
{
/* latch TH, TR & TL input state */
latch = (data >> 4) & 0x07;
}
}
/*--------------------------------------------------------------------------*/
/* J-Cart memory handlers */
/*--------------------------------------------------------------------------*/
unsigned int jcart_read(unsigned int address)
{
/* D6 returns TH state, D14 is fixed low (fixes Micro Machines 2) */
return (gamepad_read(5) | ((gamepad_read(6) & 0x3F) << 8));
}
void jcart_write(unsigned int address, unsigned int data)
{
data = (data & 0x01) << 6;
gamepad_write(5, data, 0x40);
gamepad_write(6, data, 0x40);
}
/*--------------------------------------------------------------------------*/
/* Master Tap ports handler (unofficial, designed by Furrtek) */
/* cf. http://www.smspower.org/uploads/Homebrew/BOoM-SMS-sms4p_2.png */
/*--------------------------------------------------------------------------*/
unsigned char mastertap_1_read(void)
{
return gamepad_read(flipflop[0].Counter);
}
unsigned char mastertap_2_read(void)
{
return gamepad_read(flipflop[1].Counter + 4);
}
void mastertap_1_write(unsigned char data, unsigned char mask)
{
/* update bits set as output only */
data = (flipflop[0].Latch & ~mask) | (data & mask);
/* check TH 1->0 transitions */
if ((flipflop[0].Latch & 0x40) && !(data & 0x40))
{
flipflop[0].Counter = (flipflop[0].Counter + 1) & 0x03;
}
/* update internal state */
flipflop[0].Latch = data;
}
void mastertap_2_write(unsigned char data, unsigned char mask)
{
/* update bits set as output only */
data = (flipflop[1].Latch & ~mask) | (data & mask);
/* check TH 1->0 transition */
if ((flipflop[1].Latch & 0x40) && !(data & 0x40))
{
flipflop[1].Counter = (flipflop[1].Counter + 1) & 0x03;
}
/* update internal state */
flipflop[1].Latch = data;
}