//============================================================================ // // SSSS tt lll lll // SS SS tt ll ll // SS tttttt eeee ll ll aaaa // SSSS tt ee ee ll ll aa // SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator" // SS SS tt ee ll ll aa aa // SSSS ttt eeeee llll llll aaaaa // // Copyright (c) 1995-2012 by Bradford W. Mott, Stephen Anthony // and the Stella Team // // See the file "License.txt" for information on usage and redistribution of // this file, and for a DISCLAIMER OF ALL WARRANTIES. // // $Id$ //============================================================================ #ifndef COMPUMATE_HXX #define COMPUMATE_HXX #include "bspf.hxx" #include "Control.hxx" #include "Event.hxx" /** Cartridge class used for SpectraVideo CompuMate bankswitched games. This is more than just a cartridge mapper - it's also a "computer" add-on. There's two 8K EPROMs soldered on top of each other. There's two short wires with DB-9's on them which you plug into the two controller ports. A 42 or so key membrane keyboard with audio in and audio out, and 2K of RAM. There are 4 4K banks selectable at $1000 - $1FFF, and 2K RAM at $1800 - $1FFF (R/W 'line' is available at SWCHA D5, so there's no separate read and write ports). Bankswitching is done though the controller ports SWCHA: D7 = Audio input from tape player D6 = Audio out to tape player and 4017 CLK 1 -> increase key column (0 to 9) D5 = 4017 RST, and RAM direction. (high = write, low = read) 1 -> reset key column to 0 (if D4 = 0) 0 -> enable RAM writing (if D4 = 1) D4 = RAM enable: 1 = disable RAM, 0 = enable RAM D3 = keyboard row 1 input (0 = key pressed) D2 = keyboard row 1 input (0 = key pressed) D1 = bank select high bit D0 = bank select low bit INPT0: D7 = CTRL key input (0 on startup / 1 = key pressed) INPT1: D7 = always HIGH input (pulled high thru 20K resistor) INPT2: D7 = always HIGH input (pulled high thru 20K resistor) INPT3: D7 = SHIFT key input (0 on startup / 1 = key pressed) INPT4: D7 = keyboard row 0 input (0 = key pressed) INPT5: D7 = keyboard row 2 input (0 = key pressed) The keyboard's composed of a 4017 1 of 10 counter, driving the 10 columns of the keyboard. It has 4 rows. The 4 row outputs are buffered by inverters. Bit 5 of portA controls the reset line on the 4017. Pulling it high will reset scanning to column 0. Pulling it low will allow the counter to be clocked. Bit 6 of portA clocks the 4017. Each rising edge advances the column one count. There's 10 columns labelled 0-9, and 4 rows, labelled 0-3. Column 0 1 2 3 4 5 6 7 8 9 +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ | 7 | | 6 | | 8 | | 2 | | 3 | | 0 | | 9 | | 5 | | 1 | | 4 | 0 +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ | U | | Y | | I | | W | | E | | P | | O | | T | | Q | | R | 1 +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ Row +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ | J | | H | | K | | S | | D | |ent| | L | | G | | A | | F | 2 +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ | M | | N | | < | | X | | C | |spc| | > | | B | | Z | | V | 3 +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ Function and Shift are separate keys that are read by 2 of the paddle inputs. These two buttons pull the specific paddle input low when pressed. Because the inputs are inverted, a low indicates a pressed button, and a high is an unpressed one. The audio input/output are designed to drive a tape player. The audio output is buffered through an inverter and 2 resistors and a capacitor to reduce the level to feed it into the tape player. The audio input is passed through a .1uf capacitor and is pulled to 1/2 supply by two 20K resistors, then it goes through a hex inverting schmitt trigger to square it up. This then runs into bit 7 of portA. This code was heavily borrowed from z26, and uses conventions defined there. Specifically, IOPortA is treated as a complete uInt8, whereas the Stella core actually stores this information in boolean arrays addressable by DigitalPin number. @author Stephen Anthony & z26 team @version $Id$ */ class CompuMate : public Controller { public: /** Create a new MindLink controller plugged into the specified jack @param jack The jack the controller is plugged into @param event The event object to use for events @param system The system using this controller */ CompuMate(Jack jack, const Event& event, const System& system); /** Destructor */ virtual ~CompuMate(); public: /** Called after *all* digital pins have been written on Port A. */ void controlWrite(); /** Update the entire digital and analog pin state according to the events currently set. */ void update(); private: // Internal state of the port pins uInt8 myIOPort; }; #endif