//////////////////////////////////////////////////////////////////////////////////////// // // 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 "NstInpTopRider.hpp" namespace Nes { namespace Core { namespace Input { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif TopRider::TopRider(const Cpu& c) : Device(c,Api::Input::TOPRIDER) { TopRider::Reset(); } void TopRider::Reset() { state[0] = 0; state[1] = 0; stream[0] = 0; stream[1] = 0; strobe = 0; buttons = 0; brake = 0; accel = 0; pos = 0; } void TopRider::SaveState(State::Saver& saver,const byte id) const { saver.Begin( AsciiId<'T','R'>::R(0,0,id) ).End(); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif void TopRider::BeginFrame(Controllers* const controllers) { if (controllers) { Controllers::TopRider::callback( controllers->topRider ); uint data = controllers->topRider.buttons; if ((data & STEERING) == STEERING) data &= STEERING ^ 0xFFU; if ( !(data & STEERING) ) pos += (pos > 0 ? -1 : pos < 0 ? +1 : 0); else if ( data & STEER_LEFT ) pos -= (pos > -MAX_STEER); else if ( data & STEER_RIGHT ) pos += (pos < +MAX_STEER); if (data & BRAKE) brake += (brake < MAX_BRAKE); else brake -= (brake > 0); if (data & ACCEL) accel += (accel < MAX_ACCEL); else accel -= (accel > 0); buttons &= (0x80U|0x40U); if (data & SHIFT_GEAR) { if (!(buttons & 0x40)) { buttons ^= 0x80; buttons |= 0x40; } } else { buttons &= 0x40U ^ 0xFFU; } buttons |= ( (( data & REAR ) >> 5) | (( data & SELECT ) << 3) | (( data & START ) << 1) ); data = 0; if (pos > 0) { if (pos > DEADZONE_MAX) data = (0x20U | 0x080U); else if (pos > DEADZONE_MID) data = (0x20U | 0x000U); else if (pos > DEADZONE_MIN) data = (0x00U | 0x080U); } else { if (pos < -DEADZONE_MAX) data = (0x40U | 0x100U); else if (pos < -DEADZONE_MID) data = (0x40U | 0x000U); else if (pos < -DEADZONE_MIN) data = (0x00U | 0x100U); } state[0] = data | ((buttons & 0x01) << (4+7)) | ((buttons & 0x80) << (4-1)); data = 0; if (accel > 8 || brake < 8) { if (accel > DEADZONE_MAX) data = 0x008; else if (accel > DEADZONE_MID) data = 0x080; else if (accel > DEADZONE_MIN) data = 0x100; } else { state[0] |= 0x200; if (brake > DEADZONE_MAX) data = 0x10; else if (brake > DEADZONE_MID) data = 0x20; else if (brake > DEADZONE_MIN) data = 0x40; } state[1] = data | ((buttons & 0x30) << (3+2)); } else { buttons = 0; brake = 0; accel = 0; pos = 0; state[0] = 0; state[1] = 0; } } void TopRider::Poke(uint data) { const uint prev = strobe; strobe = data & 0x1; if (prev > strobe) { stream[0] = state[0]; stream[1] = state[1]; } } uint TopRider::Peek(uint port) { if (port) { port = (stream[0] & 0x10) | (stream[1] & 0x08); stream[0] >>= 1, stream[1] >>= 1; } return port; } } } }