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Cheats: Implement D4/D5/D6 code types
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@ -127,6 +127,12 @@ void AnalogController::SetButtonState(s32 button_code, bool pressed)
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SetButtonState(static_cast<Button>(button_code), pressed);
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}
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u32 AnalogController::GetButtonStateBits() const
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{
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// flip bits, native data is active low
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return m_button_state ^ 0xFFFF;
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}
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u32 AnalogController::GetVibrationMotorCount() const
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{
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return NUM_MOTORS;
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@ -61,6 +61,7 @@ public:
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void SetAxisState(s32 axis_code, float value) override;
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void SetButtonState(s32 button_code, bool pressed) override;
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u32 GetButtonStateBits() const override;
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void ResetTransferState() override;
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bool Transfer(const u8 data_in, u8* data_out) override;
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@ -100,6 +100,11 @@ void AnalogJoystick::SetButtonState(s32 button_code, bool pressed)
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SetButtonState(static_cast<Button>(button_code), pressed);
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}
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u32 AnalogJoystick::GetButtonStateBits() const
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{
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return m_button_state ^ 0xFFFF;
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}
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void AnalogJoystick::ResetTransferState()
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{
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m_transfer_state = TransferState::Idle;
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@ -59,6 +59,7 @@ public:
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void SetAxisState(s32 axis_code, float value) override;
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void SetButtonState(s32 button_code, bool pressed) override;
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u32 GetButtonStateBits() const override;
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void ResetTransferState() override;
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bool Transfer(const u8 data_in, u8* data_out) override;
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@ -6,9 +6,11 @@
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#include "common/log.h"
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#include "common/string.h"
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#include "common/string_util.h"
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#include "controller.h"
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#include "cpu_code_cache.h"
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#include "cpu_core.h"
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#include "host_interface.h"
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#include "system.h"
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#include <cctype>
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#include <iomanip>
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#include <sstream>
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@ -95,6 +97,47 @@ static void DoMemoryWrite(PhysicalMemoryAddress address, T value)
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}
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}
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static u32 GetControllerButtonBits()
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{
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static constexpr std::array<u16, 16> button_mapping = {{
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0x0100, // Select
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0x0200, // L3
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0x0400, // R3
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0x0800, // Start
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0x1000, // Up
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0x2000, // Right
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0x4000, // Down
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0x8000, // Left
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0x0001, // L2
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0x0002, // R2
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0x0004, // L1
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0x0008, // R1
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0x0010, // Triangle
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0x0020, // Circle
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0x0040, // Cross
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0x0080, // Square
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}};
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u32 bits = 0;
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for (u32 i = 0; i < NUM_CONTROLLER_AND_CARD_PORTS; i++)
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{
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Controller* controller = System::GetController(i);
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if (!controller)
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continue;
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bits |= controller->GetButtonStateBits();
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}
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u32 translated_bits = 0;
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for (u32 i = 0, bit = 1; i < static_cast<u32>(button_mapping.size()); i++, bit <<= 1)
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{
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if (bits & bit)
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translated_bits |= button_mapping[i];
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}
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return translated_bits;
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}
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CheatList::CheatList() = default;
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CheatList::~CheatList() = default;
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@ -921,12 +964,39 @@ void CheatCode::Apply() const
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}
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break;
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case InstructionCode::SkipIfNotEqual16: // C0
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case InstructionCode::CompareButtons: // D4
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{
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if (inst.value16 == GetControllerButtonBits())
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index++;
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else
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index += 2;
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}
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break;
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case InstructionCode::SkipIfNotEqual16: // C0
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case InstructionCode::SkipIfButtonsNotEqual: // D5
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case InstructionCode::SkipIfButtonsEqual: // D6
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{
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const u16 value = DoMemoryRead<u16>(inst.address);
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index++;
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if (value == inst.value16)
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bool activate_codes;
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switch (inst.code)
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{
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case InstructionCode::SkipIfNotEqual16: // C0
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activate_codes = (DoMemoryRead<u16>(inst.address) == inst.value16);
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break;
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case InstructionCode::SkipIfButtonsNotEqual: // D5
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activate_codes = (GetControllerButtonBits() == inst.value16);
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break;
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case InstructionCode::SkipIfButtonsEqual: // D6
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activate_codes = (GetControllerButtonBits() != inst.value16);
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break;
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default:
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activate_codes = false;
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break;
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}
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if (activate_codes)
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{
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// execute following instructions
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continue;
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@ -31,6 +31,9 @@ struct CheatCode
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Increment8 = 0x20,
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Decrement8 = 0x21,
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SkipIfNotEqual16 = 0xC0,
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SkipIfButtonsNotEqual = 0xD5,
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SkipIfButtonsEqual = 0xD6,
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CompareButtons = 0xD4,
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CompareEqual16 = 0xD0,
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CompareNotEqual16 = 0xD1,
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CompareLess16 = 0xD2,
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@ -30,6 +30,11 @@ void Controller::SetAxisState(s32 axis_code, float value) {}
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void Controller::SetButtonState(s32 button_code, bool pressed) {}
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u32 Controller::GetButtonStateBits() const
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{
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return 0;
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}
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u32 Controller::GetVibrationMotorCount() const
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{
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return 0;
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@ -51,6 +51,9 @@ public:
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/// Changes the specified button state.
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virtual void SetButtonState(s32 button_code, bool pressed);
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/// Returns a bitmask of the current button states, 1 = on.
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virtual u32 GetButtonStateBits() const;
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/// Returns the number of vibration motors.
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virtual u32 GetVibrationMotorCount() const;
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@ -55,6 +55,11 @@ void DigitalController::SetButtonState(s32 button_code, bool pressed)
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SetButtonState(static_cast<Button>(button_code), pressed);
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}
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u32 DigitalController::GetButtonStateBits() const
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{
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return m_button_state ^ 0xFFFF;
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}
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void DigitalController::ResetTransferState()
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{
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m_transfer_state = TransferState::Idle;
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@ -47,6 +47,7 @@ public:
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void SetAxisState(s32 axis_code, float value) override;
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void SetButtonState(s32 button_code, bool pressed) override;
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u32 GetButtonStateBits() const override;
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void ResetTransferState() override;
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bool Transfer(const u8 data_in, u8* data_out) override;
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