//////////////////////////////////////////////////////////////////////////////////////// // // Nestopia - NES/Famicom emulator written in C++ // // Copyright (C) 2003-2008 Martin Freij // // This file is part of Nestopia. // // Nestopia is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Nestopia is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Nestopia; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA // //////////////////////////////////////////////////////////////////////////////////////// #include "NstInpDevice.hpp" #include "../NstPpu.hpp" #include "NstInpZapper.hpp" #include "NstInpBandaiHyperShot.hpp" namespace Nes { namespace Core { namespace Input { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif BandaiHyperShot::BandaiHyperShot(const Cpu& c,Ppu& p) : Device (c,Api::Input::BANDAIHYPERSHOT), ppu (p) { BandaiHyperShot::Reset(); } void BandaiHyperShot::Reset() { pos = ~0U; fire = 0; move = 0; } void BandaiHyperShot::SaveState(State::Saver& saver,const byte id) const { saver.Begin( AsciiId<'B','H'>::R(0,0,id) ).End(); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif uint BandaiHyperShot::Poll() { if (input) { Controllers::BandaiHyperShot& bandaiHyperShot = input->bandaiHyperShot; input = NULL; if (Controllers::BandaiHyperShot::callback( bandaiHyperShot )) { fire = (bandaiHyperShot.fire ? 0x10 : 0x00); move = (bandaiHyperShot.move ? 0x02 : 0x00); if (bandaiHyperShot.y < Video::Screen::HEIGHT && bandaiHyperShot.x < Video::Screen::WIDTH) pos = bandaiHyperShot.y * Video::Screen::WIDTH + bandaiHyperShot.x; else pos = ~0U; } } if (pos < Video::Screen::WIDTH * Video::Screen::HEIGHT) { ppu.Update(); uint pixel = ppu.GetPixelCycles(); if (pos < pixel && pos >= pixel - PHOSPHOR_DECAY) return Zapper::GetLightMap( ppu.GetPixel( pos ) ); } return 0; } uint BandaiHyperShot::Peek(uint) { uint data = (Poll() >= LIGHT_SENSOR ? 0x0 : 0x8); return data | fire | move; } } } }