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https://github.com/0ldsk00l/nestopia.git
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103 lines
2.7 KiB
C++
103 lines
2.7 KiB
C++
////////////////////////////////////////////////////////////////////////////////////////
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//
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// Nestopia - NES/Famicom emulator written in C++
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//
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// Copyright (C) 2003-2008 Martin Freij
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//
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// This file is part of Nestopia.
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//
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// Nestopia is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// Nestopia is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Nestopia; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#include "NstInpDevice.hpp"
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#include "../NstPpu.hpp"
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#include "NstInpZapper.hpp"
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#include "NstInpBandaiHyperShot.hpp"
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namespace Nes
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{
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namespace Core
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{
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namespace Input
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{
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#ifdef NST_MSVC_OPTIMIZE
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#pragma optimize("s", on)
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#endif
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BandaiHyperShot::BandaiHyperShot(const Cpu& c,Ppu& p)
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:
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Device (c,Api::Input::BANDAIHYPERSHOT),
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ppu (p)
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{
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BandaiHyperShot::Reset();
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}
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void BandaiHyperShot::Reset()
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{
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pos = ~0U;
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fire = 0;
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move = 0;
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}
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void BandaiHyperShot::SaveState(State::Saver& saver,const byte id) const
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{
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saver.Begin( AsciiId<'B','H'>::R(0,0,id) ).End();
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}
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#ifdef NST_MSVC_OPTIMIZE
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#pragma optimize("", on)
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#endif
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uint BandaiHyperShot::Poll()
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{
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if (input)
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{
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Controllers::BandaiHyperShot& bandaiHyperShot = input->bandaiHyperShot;
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input = NULL;
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if (Controllers::BandaiHyperShot::callback( bandaiHyperShot ))
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{
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fire = (bandaiHyperShot.fire ? 0x10 : 0x00);
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move = (bandaiHyperShot.move ? 0x02 : 0x00);
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if (bandaiHyperShot.y < Video::Screen::HEIGHT && bandaiHyperShot.x < Video::Screen::WIDTH)
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pos = bandaiHyperShot.y * Video::Screen::WIDTH + bandaiHyperShot.x;
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else
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pos = ~0U;
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}
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}
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if (pos < Video::Screen::WIDTH * Video::Screen::HEIGHT)
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{
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ppu.Update();
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uint pixel = ppu.GetPixelCycles();
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if (pos < pixel && pos >= pixel - PHOSPHOR_DECAY)
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return Zapper::GetLightMap( ppu.GetPixel( pos ) );
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}
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return 0;
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}
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uint BandaiHyperShot::Peek(uint)
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{
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uint data = (Poll() >= LIGHT_SENSOR ? 0x0 : 0x8);
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return data | fire | move;
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}
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}
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}
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}
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