mirror of https://github.com/bsnes-emu/bsnes.git
141 lines
3.5 KiB
C++
141 lines
3.5 KiB
C++
Justifier::Justifier(uint port, bool chained):
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Controller(port),
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chained(chained),
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device(!chained ? ID::Device::Justifier : ID::Device::Justifiers)
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{
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create(Controller::Enter, system.cpuFrequency());
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latched = 0;
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counter = 0;
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active = 0;
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prev = 0;
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player1.sprite = Emulator::video.createSprite(32, 32);
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player1.sprite->setPixels(Resource::Sprite::CrosshairGreen);
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player1.x = 256 / 2;
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player1.y = 240 / 2;
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player1.trigger = false;
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player2.start = false;
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player2.sprite = Emulator::video.createSprite(32, 32);
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player2.sprite->setPixels(Resource::Sprite::CrosshairRed);
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player2.x = 256 / 2;
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player2.y = 240 / 2;
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player2.trigger = false;
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player2.start = false;
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if(chained == false) {
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player2.x = -1;
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player2.y = -1;
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} else {
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player1.x -= 16;
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player2.x += 16;
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}
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}
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Justifier::~Justifier() {
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Emulator::video.removeSprite(player1.sprite);
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Emulator::video.removeSprite(player2.sprite);
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}
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auto Justifier::main() -> void {
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uint next = cpu.vcounter() * 1364 + cpu.hcounter();
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int x = (active == 0 ? player1.x : player2.x), y = (active == 0 ? player1.y : player2.y);
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bool offscreen = (x < 0 || y < 0 || x >= 256 || y >= ppu.vdisp());
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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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int nx1 = platform->inputPoll(port, device, 0 + X);
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int ny1 = platform->inputPoll(port, device, 0 + Y);
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nx1 += player1.x;
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ny1 += player1.y;
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player1.x = max(-16, min(256 + 16, nx1));
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player1.y = max(-16, min(240 + 16, ny1));
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player1.sprite->setPosition(player1.x * 2 - 16, player1.y * 2 - 16);
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player1.sprite->setVisible(true);
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}
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if(next < prev && chained) {
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int nx2 = platform->inputPoll(port, device, 4 + X);
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int ny2 = platform->inputPoll(port, device, 4 + Y);
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nx2 += player2.x;
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ny2 += player2.y;
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player2.x = max(-16, min(256 + 16, nx2));
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player2.y = max(-16, min(240 + 16, ny2));
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player2.sprite->setPosition(player2.x * 2 - 16, player2.y * 2 - 16);
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player2.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 Justifier::data() -> uint2 {
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if(counter >= 32) return 1;
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if(counter == 0) {
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player1.trigger = platform->inputPoll(port, device, 0 + Trigger);
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player1.start = platform->inputPoll(port, device, 0 + Start);
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}
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if(counter == 0 && chained) {
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player2.trigger = platform->inputPoll(port, device, 4 + Trigger);
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player2.start = platform->inputPoll(port, device, 4 + Start);
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}
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switch(counter++) {
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case 0: return 0;
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case 1: return 0;
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case 2: return 0;
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case 3: return 0;
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case 4: return 0;
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case 5: return 0;
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case 6: return 0;
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case 7: return 0;
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case 8: return 0;
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case 9: return 0;
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case 10: return 0;
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case 11: return 0;
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case 12: return 1; //signature
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case 13: return 1; // ||
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case 14: return 1; // ||
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case 15: return 0; // ||
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case 16: return 0;
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case 17: return 1;
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case 18: return 0;
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case 19: return 1;
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case 20: return 0;
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case 21: return 1;
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case 22: return 0;
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case 23: return 1;
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case 24: return player1.trigger;
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case 25: return player2.trigger;
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case 26: return player1.start;
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case 27: return player2.start;
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case 28: return active;
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case 29: return 0;
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case 30: return 0;
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case 31: return 0;
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}
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}
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auto Justifier::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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if(latched == 0) active = !active; //toggle between both controllers, even when unchained
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}
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