//////////////////////////////////////////////////////////////////////////////////////// // // 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 // //////////////////////////////////////////////////////////////////////////////////////// #ifndef NST_INPUT_ROB_H #define NST_INPUT_ROB_H #ifdef NST_PRAGMA_ONCE #pragma once #endif namespace Nes { namespace Core { class Ppu; namespace Input { class Rob : public Device { public: Rob(const Cpu&,const Ppu&); private: enum { SIGNAL_COLOR = 0x29, SIGNAL_RANGE = 3 }; enum { CODE_OPEN_ARM = 0x0EE8, CODE_CLOSE_ARM = 0x0FA8, CODE_TEST = 0x1AE8, CODE_UNUSED = 0x0AAA, CODE_RAISE_ARM = 0x1BA8, CODE_LOWER_ARM = 0x1BE8, CODE_TURN_LEFT = 0x0BA8, CODE_TURN_RIGHT = 0x0AE8 }; void BeginFrame(Controllers*); void Reset(); void Poke(uint); uint Peek(uint); void LoadState(State::Loader&,dword); void SaveState(State::Saver&,byte) const; uint strobe; uint stream; uint state; uint shifter; uint code; const byte (&palette)[32]; }; } } } #endif