mirror of
https://github.com/0ldsk00l/nestopia.git
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140 lines
3.3 KiB
C++
140 lines
3.3 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 "NstInpFamilyTrainer.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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FamilyTrainer::FamilyTrainer(const Cpu& c)
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: Device(c,Api::Input::FAMILYTRAINER)
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{
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FamilyTrainer::Reset();
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}
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void FamilyTrainer::Reset()
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{
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output = 0;
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state = ~0U;
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}
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void FamilyTrainer::SaveState(State::Saver& saver,const byte id) const
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{
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saver.Begin( AsciiId<'F','T'>::R(0,0,id) ).Write8( output ).End();
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}
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void FamilyTrainer::LoadState(State::Loader& loader,const dword id)
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{
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if (id == AsciiId<'F','T'>::V)
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output = loader.Read8() & 0x1E;
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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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void FamilyTrainer::Poll()
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{
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Controllers::FamilyTrainer& trainer = input->familyTrainer;
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input = NULL;
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if (Controllers::FamilyTrainer::callback( trainer ))
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{
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static const word lut[Controllers::FamilyTrainer::NUM_SIDE_A_BUTTONS] =
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{
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1U << 1 ^ 0x1FFF,
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1U << 2 ^ 0x1FFF,
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1U << 3 ^ 0x1FFF,
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1U << 4 ^ 0x1FFF,
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1U << 5 ^ 0x1FFF,
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1U << 6 ^ 0x1FFF,
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1U << 7 ^ 0x1FFF,
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1U << 8 ^ 0x1FFF,
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1U << 9 ^ 0x1FFF,
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1U << 10 ^ 0x1FFF,
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1U << 11 ^ 0x1FFF,
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1U << 12 ^ 0x1FFF
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};
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uint bits = ~0U;
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for (uint i=0; i < Controllers::FamilyTrainer::NUM_SIDE_A_BUTTONS; ++i)
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{
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if (trainer.sideA[i])
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bits &= lut[i];
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}
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static const byte index[Controllers::FamilyTrainer::NUM_SIDE_B_BUTTONS] =
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{
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2,1,7,6,5,4,10,9
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};
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for (uint i=0; i < Controllers::FamilyTrainer::NUM_SIDE_B_BUTTONS; ++i)
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{
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if (trainer.sideB[i])
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bits &= lut[index[i]];
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}
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state = bits;
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}
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}
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uint FamilyTrainer::Peek(uint port)
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{
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return port == 1 ? output : 0;
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}
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void FamilyTrainer::Poke(const uint data)
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{
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if (input)
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Poll();
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if ((data & 0x1) == 0)
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{
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output = state >> 8 & 0x1E;
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}
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else if ((data & 0x2) == 0)
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{
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output = state >> 4 & 0x1E;
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}
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else if ((data & 0x4) == 0)
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{
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output = state >> 0 & 0x1E;
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}
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else
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{
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output = 0;
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}
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}
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}
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}
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}
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