mirror of https://github.com/bsnes-emu/bsnes.git
128 lines
3.6 KiB
C++
128 lines
3.6 KiB
C++
//The Super Scope is a light-gun: it detects the CRT beam cannon position,
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//and latches the counters by toggling iobit. This only works on controller
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//port 2, as iobit there is connected to the PPU H/V counter latch.
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//(PIO $4201.d7)
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//It is obviously not possible to perfectly simulate an IR light detecting
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//a CRT beam cannon, hence this class will read the PPU raster counters.
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//A Super Scope can still technically be used in port 1, however it would
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//require manual polling of PIO ($4201.d6) to determine when iobit was written.
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//Note that no commercial game ever utilizes a Super Scope in port 1.
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SuperScope::SuperScope(bool port) : Controller(port) {
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create(Controller::Enter, 21'477'272);
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sprite = Emulator::video.createSprite(32, 32);
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sprite->setPixels(Resource::Sprite::CrosshairGreen);
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latched = 0;
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counter = 0;
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//center cursor onscreen
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x = 256 / 2;
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y = 240 / 2;
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trigger = false;
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cursor = false;
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turbo = false;
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pause = false;
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offscreen = false;
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oldturbo = false;
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triggerlock = false;
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pauselock = false;
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prev = 0;
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}
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SuperScope::~SuperScope() {
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Emulator::video.removeSprite(sprite);
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}
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auto SuperScope::main() -> void {
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uint next = cpu.vcounter() * 1364 + cpu.hcounter();
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if(!offscreen) {
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uint target = y * 1364 + (x + 24) * 4;
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if(next >= target && prev < target) {
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//CRT raster detected, toggle iobit to latch counters
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iobit(0);
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iobit(1);
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}
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}
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if(next < prev) {
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//Vcounter wrapped back to zero; update cursor coordinates for start of new frame
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int nx = interface->inputPoll(port, ID::Device::SuperScope, X);
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int ny = interface->inputPoll(port, ID::Device::SuperScope, Y);
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nx += x;
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ny += y;
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x = max(-16, min(256 + 16, nx));
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y = max(-16, min(240 + 16, ny));
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offscreen = (x < 0 || y < 0 || x >= 256 || y >= ppu.vdisp());
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sprite->setPosition(x * 2 - 16, y * 2 - 16);
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sprite->setVisible(true);
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}
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prev = next;
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step(2);
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synchronize(cpu);
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}
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auto SuperScope::data() -> uint2 {
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if(counter >= 8) return 1;
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if(counter == 0) {
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//turbo is a switch; toggle is edge sensitive
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bool newturbo = interface->inputPoll(port, ID::Device::SuperScope, Turbo);
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if(newturbo && !oldturbo) {
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turbo = !turbo; //toggle state
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sprite->setPixels(turbo ? Resource::Sprite::CrosshairRed : Resource::Sprite::CrosshairGreen);
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}
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oldturbo = newturbo;
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//trigger is a button
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//if turbo is active, trigger is level sensitive; otherwise, it is edge sensitive
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trigger = false;
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bool newtrigger = interface->inputPoll(port, ID::Device::SuperScope, Trigger);
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if(newtrigger && (turbo || !triggerlock)) {
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trigger = true;
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triggerlock = true;
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} else if(!newtrigger) {
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triggerlock = false;
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}
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//cursor is a button; it is always level sensitive
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cursor = interface->inputPoll(port, ID::Device::SuperScope, Cursor);
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//pause is a button; it is always edge sensitive
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pause = false;
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bool newpause = interface->inputPoll(port, ID::Device::SuperScope, Pause);
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if(newpause && !pauselock) {
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pause = true;
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pauselock = true;
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} else if(!newpause) {
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pauselock = false;
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}
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offscreen = (x < 0 || y < 0 || x >= 256 || y >= ppu.vdisp());
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}
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switch(counter++) {
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case 0: return offscreen ? 0 : trigger;
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case 1: return cursor;
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case 2: return turbo;
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case 3: return pause;
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case 4: return 0;
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case 5: return 0;
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case 6: return offscreen;
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case 7: return 0; //noise (1 = yes)
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}
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}
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auto SuperScope::latch(bool data) -> void {
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if(latched == data) return;
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latched = data;
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counter = 0;
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}
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