/***************************************************************************************1* Genesis Plus2* Sega Light Phaser, Menacer & Konami Justifiers support3*4* Copyright (C) 2007-2013 Eke-Eke (Genesis Plus GX)5*6* Redistribution and use of this code or any derivative works are permitted7* provided that the following conditions are met:8*9* - Redistributions may not be sold, nor may they be used in a commercial10* product or activity.11*12* - Redistributions that are modified from the original source must include the13* complete source code, including the source code for all components used by a14* binary built from the modified sources. However, as a special exception, the15* source code distributed need not include anything that is normally distributed16* (in either source or binary form) with the major components (compiler, kernel,17* and so on) of the operating system on which the executable runs, unless that18* component itself accompanies the executable.19*20* - Redistributions must reproduce the above copyright notice, this list of21* conditions and the following disclaimer in the documentation and/or other22* materials provided with the distribution.23*24* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"25* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE26* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE27* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE28* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR29* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF30* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS31* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN32* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)33* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE34* POSSIBILITY OF SUCH DAMAGE.35*36****************************************************************************************/3738#include "shared.h"3940/************************************************************************************/41/* */42/* H-counter values returned in H40 & H32 modes */43/* */44/* Inside VDP, dot counter register is 9-bit, with only upper 8 bits being returned */45/* */46/* The number of dots per raster line is 342 in H32 mode and 420 in H40 mode */47/* */48/************************************************************************************/4950static const uint8 hc_256[171] =51{520x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E, 0x0F,530x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F,540x20, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F,550x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, 0x3E, 0x3F,560x40, 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F,570x50, 0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5A, 0x5B, 0x5C, 0x5D, 0x5E, 0x5F,580x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66, 0x67, 0x68, 0x69, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x6F,590x70, 0x71, 0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C, 0x7D, 0x7E, 0x7F,600x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F,610x90, 0x91, 0x92, 0x93,620xE9, 0xEA, 0xEB, 0xEC, 0xED, 0xEE, 0xEF,630xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5, 0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, 0xFC, 0xFD, 0xFE, 0xFF64};6566static const uint8 hc_320[210] =67{680x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E, 0x0F,690x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F,700x20, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F,710x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, 0x3E, 0x3F,720x40, 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F,730x50, 0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5A, 0x5B, 0x5C, 0x5D, 0x5E, 0x5F,740x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66, 0x67, 0x68, 0x69, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x6F,750x70, 0x71, 0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C, 0x7D, 0x7E, 0x7F,760x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F,770x90, 0x91, 0x92, 0x93, 0x94, 0x95, 0x96, 0x97, 0x98, 0x99, 0x9A, 0x9B, 0x9C, 0x9D, 0x9E, 0x9F,780xA0, 0xA1, 0xA2, 0xA3, 0xA4, 0xA5, 0xA6, 0xA7, 0xA8, 0xA9, 0xAA, 0xAB, 0xAC, 0xAD, 0xAE, 0xAF,790xB0, 0xB1, 0xB2, 0xB3, 0xB4, 0xB5, 0xB6,800xE5, 0xE6, 0xE7, 0xE8, 0xE9, 0xEA, 0xEB, 0xEC, 0xED,810xEE, 0xEF, 0xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5, 0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, 0xFC, 0xFD,820xFE, 0xFF83};8485struct86{87uint8 State;88uint8 Port;89} lightgun;909192void lightgun_reset(int port)93{94input.analog[port][0] = bitmap.viewport.w / 2;95input.analog[port][1] = bitmap.viewport.h / 2;96lightgun.State = 0x40;97lightgun.Port = 4;98}99100void lightgun_refresh(int port)101{102/* Check that lightgun is enabled */103if (port == lightgun.Port)104{105/* screen Y position */106int y = input.analog[port][1] + input.y_offset;107108/* check if active line falls within current gun Y position */109if ((y == v_counter) && (y < bitmap.viewport.h))110{111/* HL enabled ? */112if (io_reg[5] & 0x80)113{114/* screen X position */115int x = input.analog[port][0];116117/* Sega Menacer specific */118if (input.system[1] == SYSTEM_MENACER)119{120/* raw position is scaled up by games */121if (system_hw == SYSTEM_MCD)122{123x = (x * 304) / 320;124}125else126{127x = (x * 289) / 320;128}129}130131/* External Interrupt enabled ? */132if (reg[11] & 0x08)133{134m68k_update_irq(2);135}136137/* HVC latch enabled ? */138if (reg[0] & 0x02)139{140/* line accurate V-Counter value */141hvc_latch = 0x10000 | (y << 8);142}143else144{145/* HACK: force HVC latch even when disabled (a few games does not lock HV Counter but instead applies larger offset value) */146hvc_latch = 0x20000 | (y << 8);147}148149/* pixel accurate H-Counter value */150if (reg[12] & 1)151{152hvc_latch |= hc_320[((x / 2) + input.x_offset) % 210];153}154else155{156hvc_latch |= hc_256[((x / 2) + input.x_offset) % 171];157}158}159}160else if (hvc_latch & 0x20000)161{162/* HVC should be free-running on other lines when latch is disabled (fixes "Gunfight - 3 in 1" randomization) */163hvc_latch = 0;164}165}166}167168169/*--------------------------------------------------------------------------*/170/* Sega Phaser */171/*--------------------------------------------------------------------------*/172173INLINE unsigned char phaser_read(int port)174{175/* TL returns TRIGGER (INPUT_A) button status (active low) */176unsigned char temp = ~((input.pad[port] >> 2) & 0x10);177178/* Check that TH is set as an input */179if (io_reg[0x0F] & (0x02 << (port >> 1)))180{181/* Get current X position (phaser is only used in MS compatiblity mode) */182int hcounter = hctab[(Z80.cycles + SMS_CYCLE_OFFSET) % MCYCLES_PER_LINE];183184/* Compare with gun position */185int dx = input.analog[port][0] - (hcounter << 1);186int dy = input.analog[port][1] - (v_counter);187188/* Check if current pixel is within lightgun spot ? */189if ((abs(dy) <= 5) && (abs(dx) <= 60))190{191/* set TH low */192temp &= ~0x40;193194/* prevents multiple latch at each port read */195if (lightgun.State)196{197/* latch estimated HC value */198hvc_latch = 0x10000 | (input.x_offset + (input.analog[port][0] >> 1));199lightgun.State = 0;200}201else202{203lightgun.State = 1;204}205}206}207208return temp & 0x7F;209}210211unsigned char phaser_1_read(void)212{213return phaser_read(0);214}215216unsigned char phaser_2_read(void)217{218return phaser_read(4);219}220221222/*--------------------------------------------------------------------------*/223/* Sega Menacer */224/*--------------------------------------------------------------------------*/225226unsigned char menacer_read(void)227{228/* D0=??? (INPUT_B), D1=TRIGGER (INPUT_A), D2=??? (INPUT_C), D3= START (INPUT_START) (active high) */229/* TL & TR pins always return 0 (normally set as output) */230/* TH always return 1 (0 on active pixel but button acquisition is always done during VBLANK) */231unsigned data = input.pad[4] >> 4;232return ((data & 0x09) | ((data >> 1) & 0x02) | ((data << 1) & 0x04) | 0x40);233}234235236/*--------------------------------------------------------------------------*/237/* Konami Justifiers */238/*--------------------------------------------------------------------------*/239240unsigned char justifier_read(void)241{242/* Gun detection */243if (lightgun.State & 0x40)244{245return 0x30;246}247248/* Return TRIGGER (INPUT_A) & START (INPUT_START) button status in D0-D1 (active low) */249/* TL & TR pins should always return 1 (normally set as output) */250/* LEFT & RIGHT pins should always return 0 */251return (((~input.pad[lightgun.Port] >> 6) & 0x03) | 0x70);252}253254void justifier_write(unsigned char data, unsigned char mask)255{256/* update bits set as output only, other bits are cleared (fixes Lethal Enforcers 2) */257data &= mask;258259/* gun index */260lightgun.Port = 4 + ((data >> 5) & 1);261262/* update internal state */263lightgun.State = data;264}265266267