#include namespace GameBoyAdvance { //Game Boy Player emulation #include "serialization.cpp" Player player; void Player::power() { status.enable = false; status.rumble = false; status.logoDetected = false; status.logoCounter = 0; status.packet = 0; status.send = 0; status.recv = 0; } void Player::frame() { uint32 hash = Hash::CRC32(ppu.output, 240 * 160 * sizeof(uint32)).value(); status.logoDetected = (hash == 0x7776eb55); if(status.logoDetected) { status.enable = true; status.logoCounter = (status.logoCounter + 1) % 3; status.packet = 0; } if(status.enable == false) return; if(cpu.regs.joybus.settings == 0x0000 && cpu.regs.serial.control == 0x5088) { status.packet = (status.packet + 1) % 17; switch(status.packet) { case 0: status.send = 0x0000494e; break; case 1: status.send = 0xb6b1494e; break; case 2: status.send = 0xb6b1494e; break; case 3: status.send = 0xb6b1544e; break; case 4: status.send = 0xabb1544e; break; case 5: status.send = 0xabb14e45; break; case 6: status.send = 0xb1ba4e45; break; case 7: status.send = 0xb1ba4f44; break; case 8: status.send = 0xb0bb4f44; break; case 9: status.send = 0xb0bb8002; break; case 10: status.send = 0x10000010; break; case 11: status.send = 0x20000013; break; case 12: status.send = 0x30000003; break; case 13: status.send = 0x30000003; break; case 14: status.send = 0x30000003; break; case 15: status.send = 0x30000003; break; case 16: status.send = 0x30000003; break; } cpu.regs.irq.flag.serial = true; } } maybe Player::keyinput() { if(status.logoDetected) { switch(status.logoCounter) { case 0: return 0x03ff; case 1: return 0x03ff; case 2: return 0x030f; } } return nothing; } maybe Player::read() { if(status.enable) return status.send; return nothing; } void Player::write(uint8 byte, uint2 addr) { if(status.enable == false) return; unsigned shift = addr << 3; status.recv &= ~(255 << shift); status.recv |= byte << shift; if(addr == 3 && status.packet == 15) { status.rumble = (status.recv & 0xff) == 0x26; //on = 0x26, off = 0x04 interface->inputRumble(0, 0, 10, status.rumble); } } }