Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
#ifndef NALL_INPUT_HPP
|
|
|
|
#define NALL_INPUT_HPP
|
|
|
|
|
|
|
|
#include <stdio.h>
|
|
|
|
#include <stdlib.h>
|
|
|
|
#include <string.h>
|
|
|
|
|
|
|
|
#include <nall/stdint.hpp>
|
|
|
|
#include <nall/string.hpp>
|
|
|
|
|
|
|
|
namespace nall {
|
|
|
|
|
|
|
|
struct Keyboard;
|
|
|
|
Keyboard& keyboard(unsigned = 0);
|
|
|
|
|
|
|
|
static const char KeyboardScancodeName[][64] = {
|
|
|
|
"Escape", "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
|
|
|
|
"PrintScreen", "ScrollLock", "Pause", "Tilde",
|
|
|
|
"Num1", "Num2", "Num3", "Num4", "Num5", "Num6", "Num7", "Num8", "Num9", "Num0",
|
|
|
|
"Dash", "Equal", "Backspace",
|
|
|
|
"Insert", "Delete", "Home", "End", "PageUp", "PageDown",
|
|
|
|
"A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M",
|
|
|
|
"N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
|
|
|
|
"LeftBracket", "RightBracket", "Backslash", "Semicolon", "Apostrophe", "Comma", "Period", "Slash",
|
|
|
|
"Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", "Keypad7", "Keypad8", "Keypad9", "Keypad0",
|
|
|
|
"Point", "Enter", "Add", "Subtract", "Multiply", "Divide",
|
|
|
|
"NumLock", "CapsLock",
|
|
|
|
"Up", "Down", "Left", "Right",
|
|
|
|
"Tab", "Return", "Spacebar", "Menu",
|
|
|
|
"Shift", "Control", "Alt", "Super",
|
|
|
|
};
|
|
|
|
|
|
|
|
struct Keyboard {
|
|
|
|
const unsigned ID;
|
|
|
|
enum { Base = 1 };
|
|
|
|
enum { Count = 8, Size = 128 };
|
|
|
|
|
|
|
|
enum Scancode {
|
|
|
|
Escape, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12,
|
|
|
|
PrintScreen, ScrollLock, Pause, Tilde,
|
|
|
|
Num1, Num2, Num3, Num4, Num5, Num6, Num7, Num8, Num9, Num0,
|
|
|
|
Dash, Equal, Backspace,
|
|
|
|
Insert, Delete, Home, End, PageUp, PageDown,
|
|
|
|
A, B, C, D, E, F, G, H, I, J, K, L, M,
|
|
|
|
N, O, P, Q, R, S, T, U, V, W, X, Y, Z,
|
|
|
|
LeftBracket, RightBracket, Backslash, Semicolon, Apostrophe, Comma, Period, Slash,
|
|
|
|
Keypad1, Keypad2, Keypad3, Keypad4, Keypad5, Keypad6, Keypad7, Keypad8, Keypad9, Keypad0,
|
|
|
|
Point, Enter, Add, Subtract, Multiply, Divide,
|
|
|
|
NumLock, CapsLock,
|
|
|
|
Up, Down, Left, Right,
|
|
|
|
Tab, Return, Spacebar, Menu,
|
|
|
|
Shift, Control, Alt, Super,
|
|
|
|
Limit,
|
|
|
|
};
|
|
|
|
|
|
|
|
static signed numberDecode(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(keyboard(i).belongsTo(scancode)) return i;
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static signed keyDecode(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(keyboard(i).isKey(scancode)) return scancode - keyboard(i).key(Escape);
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static signed modifierDecode(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(keyboard(i).isModifier(scancode)) return scancode - keyboard(i).key(Shift);
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool isAnyKey(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(keyboard(i).isKey(scancode)) return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool isAnyModifier(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(keyboard(i).isModifier(scancode)) return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static uint16_t decode(const char *name) {
|
|
|
|
string s(name);
|
|
|
|
if(!strbegin(name, "KB")) return 0;
|
|
|
|
s.ltrim("KB");
|
2011-02-27 09:11:01 +00:00
|
|
|
unsigned id = decimal(s);
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
auto pos = strpos(s, "::");
|
|
|
|
if(!pos) return 0;
|
|
|
|
s = substr(s, pos() + 2);
|
|
|
|
for(unsigned i = 0; i < Limit; i++) {
|
|
|
|
if(s == KeyboardScancodeName[i]) return Base + Size * id + i;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
string encode(uint16_t code) const {
|
|
|
|
unsigned index = 0;
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(code >= Base + Size * i && code < Base + Size * (i + 1)) {
|
|
|
|
index = code - (Base + Size * i);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2011-08-20 14:40:44 +00:00
|
|
|
return { "KB", ID, "::", KeyboardScancodeName[index] };
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
uint16_t operator[](Scancode code) const { return Base + ID * Size + code; }
|
|
|
|
uint16_t key(unsigned id) const { return Base + Size * ID + id; }
|
|
|
|
bool isKey(unsigned id) const { return id >= key(Escape) && id <= key(Menu); }
|
|
|
|
bool isModifier(unsigned id) const { return id >= key(Shift) && id <= key(Super); }
|
|
|
|
bool belongsTo(uint16_t scancode) const { return isKey(scancode) || isModifier(scancode); }
|
|
|
|
|
|
|
|
Keyboard(unsigned ID_) : ID(ID_) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
inline Keyboard& keyboard(unsigned id) {
|
|
|
|
static Keyboard kb0(0), kb1(1), kb2(2), kb3(3), kb4(4), kb5(5), kb6(6), kb7(7);
|
|
|
|
switch(id) { default:
|
|
|
|
case 0: return kb0; case 1: return kb1; case 2: return kb2; case 3: return kb3;
|
|
|
|
case 4: return kb4; case 5: return kb5; case 6: return kb6; case 7: return kb7;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static const char MouseScancodeName[][64] = {
|
|
|
|
"Xaxis", "Yaxis", "Zaxis",
|
|
|
|
"Button0", "Button1", "Button2", "Button3", "Button4", "Button5", "Button6", "Button7",
|
|
|
|
};
|
|
|
|
|
|
|
|
struct Mouse;
|
|
|
|
Mouse& mouse(unsigned = 0);
|
|
|
|
|
|
|
|
struct Mouse {
|
|
|
|
const unsigned ID;
|
|
|
|
enum { Base = Keyboard::Base + Keyboard::Size * Keyboard::Count };
|
|
|
|
enum { Count = 8, Size = 16 };
|
|
|
|
enum { Axes = 3, Buttons = 8 };
|
|
|
|
|
|
|
|
enum Scancode {
|
|
|
|
Xaxis, Yaxis, Zaxis,
|
|
|
|
Button0, Button1, Button2, Button3, Button4, Button5, Button6, Button7,
|
|
|
|
Limit,
|
|
|
|
};
|
|
|
|
|
|
|
|
static signed numberDecode(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(mouse(i).belongsTo(scancode)) return i;
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static signed axisDecode(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(mouse(i).isAxis(scancode)) return scancode - mouse(i).axis(0);
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static signed buttonDecode(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(mouse(i).isButton(scancode)) return scancode - mouse(i).button(0);
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool isAnyAxis(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(mouse(i).isAxis(scancode)) return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool isAnyButton(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(mouse(i).isButton(scancode)) return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static uint16_t decode(const char *name) {
|
|
|
|
string s(name);
|
|
|
|
if(!strbegin(name, "MS")) return 0;
|
|
|
|
s.ltrim("MS");
|
2011-02-27 09:11:01 +00:00
|
|
|
unsigned id = decimal(s);
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
auto pos = strpos(s, "::");
|
|
|
|
if(!pos) return 0;
|
|
|
|
s = substr(s, pos() + 2);
|
|
|
|
for(unsigned i = 0; i < Limit; i++) {
|
|
|
|
if(s == MouseScancodeName[i]) return Base + Size * id + i;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
string encode(uint16_t code) const {
|
|
|
|
unsigned index = 0;
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(code >= Base + Size * i && code < Base + Size * (i + 1)) {
|
|
|
|
index = code - (Base + Size * i);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2011-08-20 14:40:44 +00:00
|
|
|
return { "MS", ID, "::", MouseScancodeName[index] };
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
uint16_t operator[](Scancode code) const { return Base + ID * Size + code; }
|
|
|
|
uint16_t axis(unsigned id) const { return Base + Size * ID + Xaxis + id; }
|
|
|
|
uint16_t button(unsigned id) const { return Base + Size * ID + Button0 + id; }
|
|
|
|
bool isAxis(unsigned id) const { return id >= axis(0) && id <= axis(2); }
|
|
|
|
bool isButton(unsigned id) const { return id >= button(0) && id <= button(7); }
|
|
|
|
bool belongsTo(uint16_t scancode) const { return isAxis(scancode) || isButton(scancode); }
|
|
|
|
|
|
|
|
Mouse(unsigned ID_) : ID(ID_) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
inline Mouse& mouse(unsigned id) {
|
|
|
|
static Mouse ms0(0), ms1(1), ms2(2), ms3(3), ms4(4), ms5(5), ms6(6), ms7(7);
|
|
|
|
switch(id) { default:
|
|
|
|
case 0: return ms0; case 1: return ms1; case 2: return ms2; case 3: return ms3;
|
|
|
|
case 4: return ms4; case 5: return ms5; case 6: return ms6; case 7: return ms7;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static const char JoypadScancodeName[][64] = {
|
|
|
|
"Hat0", "Hat1", "Hat2", "Hat3", "Hat4", "Hat5", "Hat6", "Hat7",
|
|
|
|
"Axis0", "Axis1", "Axis2", "Axis3", "Axis4", "Axis5", "Axis6", "Axis7",
|
|
|
|
"Axis8", "Axis9", "Axis10", "Axis11", "Axis12", "Axis13", "Axis14", "Axis15",
|
|
|
|
"Button0", "Button1", "Button2", "Button3", "Button4", "Button5", "Button6", "Button7",
|
|
|
|
"Button8", "Button9", "Button10", "Button11", "Button12", "Button13", "Button14", "Button15",
|
|
|
|
"Button16", "Button17", "Button18", "Button19", "Button20", "Button21", "Button22", "Button23",
|
|
|
|
"Button24", "Button25", "Button26", "Button27", "Button28", "Button29", "Button30", "Button31",
|
|
|
|
};
|
|
|
|
|
|
|
|
struct Joypad;
|
|
|
|
Joypad& joypad(unsigned = 0);
|
|
|
|
|
|
|
|
struct Joypad {
|
|
|
|
const unsigned ID;
|
|
|
|
enum { Base = Mouse::Base + Mouse::Size * Mouse::Count };
|
|
|
|
enum { Count = 8, Size = 64 };
|
|
|
|
enum { Hats = 8, Axes = 16, Buttons = 32 };
|
|
|
|
|
|
|
|
enum Scancode {
|
|
|
|
Hat0, Hat1, Hat2, Hat3, Hat4, Hat5, Hat6, Hat7,
|
|
|
|
Axis0, Axis1, Axis2, Axis3, Axis4, Axis5, Axis6, Axis7,
|
|
|
|
Axis8, Axis9, Axis10, Axis11, Axis12, Axis13, Axis14, Axis15,
|
|
|
|
Button0, Button1, Button2, Button3, Button4, Button5, Button6, Button7,
|
|
|
|
Button8, Button9, Button10, Button11, Button12, Button13, Button14, Button15,
|
|
|
|
Button16, Button17, Button18, Button19, Button20, Button21, Button22, Button23,
|
|
|
|
Button24, Button25, Button26, Button27, Button28, Button29, Button30, Button31,
|
|
|
|
Limit,
|
|
|
|
};
|
|
|
|
|
|
|
|
enum Hat { HatCenter = 0, HatUp = 1, HatRight = 2, HatDown = 4, HatLeft = 8 };
|
|
|
|
|
|
|
|
static signed numberDecode(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(joypad(i).belongsTo(scancode)) return i;
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static signed hatDecode(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(joypad(i).isHat(scancode)) return scancode - joypad(i).hat(0);
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static signed axisDecode(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(joypad(i).isAxis(scancode)) return scancode - joypad(i).axis(0);
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static signed buttonDecode(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(joypad(i).isButton(scancode)) return scancode - joypad(i).button(0);
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool isAnyHat(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(joypad(i).isHat(scancode)) return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool isAnyAxis(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(joypad(i).isAxis(scancode)) return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool isAnyButton(uint16_t scancode) {
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(joypad(i).isButton(scancode)) return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static uint16_t decode(const char *name) {
|
|
|
|
string s(name);
|
|
|
|
if(!strbegin(name, "JP")) return 0;
|
|
|
|
s.ltrim("JP");
|
2011-02-27 09:11:01 +00:00
|
|
|
unsigned id = decimal(s);
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
auto pos = strpos(s, "::");
|
|
|
|
if(!pos) return 0;
|
|
|
|
s = substr(s, pos() + 2);
|
|
|
|
for(unsigned i = 0; i < Limit; i++) {
|
|
|
|
if(s == JoypadScancodeName[i]) return Base + Size * id + i;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
string encode(uint16_t code) const {
|
|
|
|
unsigned index = 0;
|
|
|
|
for(unsigned i = 0; i < Count; i++) {
|
|
|
|
if(code >= Base + Size * i && code < Base + Size * (i + 1)) {
|
|
|
|
index = code - (Base + Size * i);
|
|
|
|
}
|
|
|
|
}
|
2011-08-20 14:40:44 +00:00
|
|
|
return { "JP", ID, "::", JoypadScancodeName[index] };
|
Update to v073 release.
byuu says:
This release marks a major step forward, offering full low-level
emulation of all four DSP coprocessors based on the NEC uPD77C25
processor core. Many people were responsible for this milestone: Dr.
Decapitator for the actual decapping and extraction; Lord Nightmare for
the cartridges and some special analysis tools; myself, Jonas Quinn and
Cydrak for the uPD77C25 emulation; and all of the donors who raised the
necessary $1,000 for the necessary hardware and equipment needed to pull
this all off. To say thanks to the donors, I am releasing the uPD77C25
emulation core to the public domain, so that everyone can benefit from
it.
All four DSP emulations will be improved by this by way of having
realistic timing; the DSP-4 will benefit further as the high-level
emulation was incomplete and somewhat buggy; and the DSP-3 will benefit
the most as the high-levle emulation there was not complete enough to be
playable. As a result, most notably, this means bsnes v073 is the first
emulator to fully be able to play SD Gundam GX (J)!
As bsnes' primary goal is accuracy, the LLE DSP support renders the old
HLE DSP support obsolete. Ergo, I have removed the 166KB of HLE source
code, and replaced it with the uPD77C25 core, which comprises a mere
20KB of source code. As this LLE module supports save states, this also
means that for the first time, DSP-3 and DSP-4 games have save state
support.
On the other hand, this also means that to run any DSP game, you will
need the appropriate program ROM. As these are copyrighted, I cannot
distribute them nor tell you where to get them. All I can do is provide
you with the necessary filenames and hashes.
Changelog (since v072 release):
* added NEC uPD77C25 emulation core
* added low-level emulation of the DSP-1, DSP-1B, DSP-2, DSP-3, DSP-4
coprocessors
* removed high-level emulation of the DSP-n coprocessors
* added blargg's libco::ppc.c module, which is far more portable, even
running on the PS3
* added software filter support via binary plugins
* added debugger (currently Linux-only); but it is as yet unstable
* added pause shortcut
* updated mightymo's cheat code database
2010-12-26 12:24:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
uint16_t operator[](Scancode code) const { return Base + ID * Size + code; }
|
|
|
|
uint16_t hat(unsigned id) const { return Base + Size * ID + Hat0 + id; }
|
|
|
|
uint16_t axis(unsigned id) const { return Base + Size * ID + Axis0 + id; }
|
|
|
|
uint16_t button(unsigned id) const { return Base + Size * ID + Button0 + id; }
|
|
|
|
bool isHat(unsigned id) const { return id >= hat(0) && id <= hat(7); }
|
|
|
|
bool isAxis(unsigned id) const { return id >= axis(0) && id <= axis(15); }
|
|
|
|
bool isButton(unsigned id) const { return id >= button(0) && id <= button(31); }
|
|
|
|
bool belongsTo(uint16_t scancode) const { return isHat(scancode) || isAxis(scancode) || isButton(scancode); }
|
|
|
|
|
|
|
|
Joypad(unsigned ID_) : ID(ID_) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
inline Joypad& joypad(unsigned id) {
|
|
|
|
static Joypad jp0(0), jp1(1), jp2(2), jp3(3), jp4(4), jp5(5), jp6(6), jp7(7);
|
|
|
|
switch(id) { default:
|
|
|
|
case 0: return jp0; case 1: return jp1; case 2: return jp2; case 3: return jp3;
|
|
|
|
case 4: return jp4; case 5: return jp5; case 6: return jp6; case 7: return jp7;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
struct Scancode {
|
|
|
|
enum { None = 0, Limit = Joypad::Base + Joypad::Size * Joypad::Count };
|
|
|
|
|
|
|
|
static uint16_t decode(const char *name) {
|
|
|
|
uint16_t code;
|
|
|
|
code = Keyboard::decode(name);
|
|
|
|
if(code) return code;
|
|
|
|
code = Mouse::decode(name);
|
|
|
|
if(code) return code;
|
|
|
|
code = Joypad::decode(name);
|
|
|
|
if(code) return code;
|
|
|
|
return None;
|
|
|
|
}
|
|
|
|
|
|
|
|
static string encode(uint16_t code) {
|
|
|
|
for(unsigned i = 0; i < Keyboard::Count; i++) {
|
|
|
|
if(keyboard(i).belongsTo(code)) return keyboard(i).encode(code);
|
|
|
|
}
|
|
|
|
for(unsigned i = 0; i < Mouse::Count; i++) {
|
|
|
|
if(mouse(i).belongsTo(code)) return mouse(i).encode(code);
|
|
|
|
}
|
|
|
|
for(unsigned i = 0; i < Joypad::Count; i++) {
|
|
|
|
if(joypad(i).belongsTo(code)) return joypad(i).encode(code);
|
|
|
|
}
|
|
|
|
return "None";
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|