//////////////////////////////////////////////////////////////////////////////////////// // // 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 "NstInpFamilyTrainer.hpp" namespace Nes { namespace Core { namespace Input { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif FamilyTrainer::FamilyTrainer(const Cpu& c) : Device(c,Api::Input::FAMILYTRAINER) { FamilyTrainer::Reset(); } void FamilyTrainer::Reset() { output = 0; state = ~0U; } void FamilyTrainer::SaveState(State::Saver& saver,const byte id) const { saver.Begin( AsciiId<'F','T'>::R(0,0,id) ).Write8( output ).End(); } void FamilyTrainer::LoadState(State::Loader& loader,const dword id) { if (id == AsciiId<'F','T'>::V) output = loader.Read8() & 0x1E; } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif void FamilyTrainer::Poll() { Controllers::FamilyTrainer& trainer = input->familyTrainer; input = NULL; if (Controllers::FamilyTrainer::callback( trainer )) { static const word lut[Controllers::FamilyTrainer::NUM_SIDE_A_BUTTONS] = { 1U << 1 ^ 0x1FFF, 1U << 2 ^ 0x1FFF, 1U << 3 ^ 0x1FFF, 1U << 4 ^ 0x1FFF, 1U << 5 ^ 0x1FFF, 1U << 6 ^ 0x1FFF, 1U << 7 ^ 0x1FFF, 1U << 8 ^ 0x1FFF, 1U << 9 ^ 0x1FFF, 1U << 10 ^ 0x1FFF, 1U << 11 ^ 0x1FFF, 1U << 12 ^ 0x1FFF }; uint bits = ~0U; for (uint i=0; i < Controllers::FamilyTrainer::NUM_SIDE_A_BUTTONS; ++i) { if (trainer.sideA[i]) bits &= lut[i]; } static const byte index[Controllers::FamilyTrainer::NUM_SIDE_B_BUTTONS] = { 2,1,7,6,5,4,10,9 }; for (uint i=0; i < Controllers::FamilyTrainer::NUM_SIDE_B_BUTTONS; ++i) { if (trainer.sideB[i]) bits &= lut[index[i]]; } state = bits; } } uint FamilyTrainer::Peek(uint port) { return port == 1 ? output : 0; } void FamilyTrainer::Poke(const uint data) { if (input) Poll(); if ((data & 0x1) == 0) { output = state >> 8 & 0x1E; } else if ((data & 0x2) == 0) { output = state >> 4 & 0x1E; } else if ((data & 0x4) == 0) { output = state >> 0 & 0x1E; } else { output = 0; } } } } }