Supermodel/Src/Model3/DriveBoard.h

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/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011 Bart Trzynadlowski, Nik Henson
**
** This file is part of Supermodel.
**
** Supermodel is free software: you can redistribute it and/or modify it under
** the terms of the GNU General Public License as published by the Free
** Software Foundation, either version 3 of the License, or (at your option)
** any later version.
**
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
** more details.
**
** You should have received a copy of the GNU General Public License along
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
**/
/*
* DriveBoard.h
*
* Header for the CDriveBoard (force feedback emulation) class.
*/
#ifndef INCLUDED_DRIVEBOARD_H
#define INCLUDED_DRIVEBOARD_H
/*
* CDriveBoardConfig:
*
* Settings used by CDriveBoard.
*/
class CDriveBoardConfig
{
public:
bool forceFeedback; // Enable drive board emulation/simulation (read only during Reset(), cannot be changed in-game)
bool simulateDrvBoard; // Simulate drive board rather than emulating it
unsigned steeringStrength; // Setting for steering strength on DIP switches of drive board
// Defaults
CDriveBoardConfig(void)
{
forceFeedback = false;
simulateDrvBoard = false;
steeringStrength = 5;
}
};
/*
* CDriveBoard
*/
class CDriveBoard : public IBus
{
public:
/*
* IsAttached(void):
*
* Returns:
* True if the drive board is "attached" and should be emulated,
* otherwise false.
*/
bool IsAttached(void);
/*
* IsSimulated(void):
*
* Returns:
* True if the drive board is being simulated rather than actually
* emulated, otherwise false.
*/
bool IsSimulated(void);
/*
* GetDIPSwitches(dip1, dip2):
*
* Reads the two sets of DIP switches on the drive board.
*
* Parameters:
* dip1 Reference of variable to store DIP switch 1 to.
* dip2 DIP switch 2.
*/
void GetDIPSwitches(UINT8 &dip1, UINT8 &dip2);
/*
* SetDIPSwitches(dip1, dip2):
*
* Sets the DIP switches.
*
* Parameters:
* dip1 DIP switch 1 value.
* dip2 DIP switch 2 value.
*/
void SetDIPSwitches(UINT8 dip1, UINT8 dip2);
/*
* GetSteeringStrength(void):
*
* Returns:
* Strength of the steering based on drive board DIP switches (1-8).
*/
unsigned GetSteeringStrength(void);
/*
* SetSteeringStrength(steeringStrength):
*
* Sets the steering strength (modifies the DIP switch setting).
*
* Parameters:
* steeringStrength A value ranging from 1 to 8.
*/
void SetSteeringStrength(unsigned steeringStrength);
/*
* Get7SegDisplays(seg1Digit1, seg1Digit2, seg2Digit1, seg2Digit2):
*
* Reads the 7-segment displays.
*
* Parameters:
* seg1Digit1 Reference of variable to store digit 1 of the first 7-
* segment display to.
* seg1Digit2 First display, second digit.
* seg2Digit1 Second display, first digit.
* seg2Digit2 Second display, second digit.
*/
void Get7SegDisplays(UINT8 &seg1Digit, UINT8 &seg1Digit2, UINT8 &seg2Digit1, UINT8 &seg2Digit2);
/*
* GetZ80(void):
*
* Returns:
* The Z80 object.
*/
CZ80 *GetZ80(void);
/*
* SaveState(SaveState):
*
* Saves the drive board state.
*
* Parameters:
* SaveState Block file to save state information to.
*/
void SaveState(CBlockFile *SaveState);
/*
* LoadState(SaveState):
*
* Restores the drive board state.
*
* Parameters:
* SaveState Block file to load save state information from.
*/
void LoadState(CBlockFile *SaveState);
/*
* Init(romPtr):
*
* Initializes (and "attaches") the drive board. This should be called
* before other members.
*
* Parameters:
* romPtr Pointer to the drive board ROM (Z80 program). If this
* is NULL, then the drive board will not be emulated.
*
* Returns:
* FAIL if the drive board could not be initialized (prints own error
* message), otherwise OKAY. If the drive board is not attached
* because no ROM was passed to it, no error is generated and the
* drive board is silently disabled (detached).
*/
bool Init(const UINT8 *romPtr);
/*
* AttachInputs(InputsPtr, gameInputFlags):
*
* Attaches inputs to the drive board (for access to the steering wheel
* position).
*
* Parameters:
Committing various small updates that have been hanging around in my source tree for a while now: - Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
* inputs Pointer to the input object.
* gameInputFlags The current game's input flags.
*/
Committing various small updates that have been hanging around in my source tree for a while now: - Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
void AttachInputs(CInputs *inputs, unsigned gameInputFlags);
void AttachOutputs(COutputs *outputs);
/*
* Reset(void):
*
* Resets the drive board.
*/
void Reset(void);
/*
* Read():
*
* Reads data from the drive board.
*
* Returns:
* Data read.
*/
UINT8 Read(void);
/*
* Write(data):
*
* Writes data to the drive board.
*
* Parameters:
* data Data to send.
*/
void Write(UINT8 data);
/*
* RunFrame(void):
*
* Emulates a single frame's worth of time on the drive board.
*/
void RunFrame(void);
/*
* CDriveBoard():
* ~CDriveBoard():
*
* Constructor and destructor. Memory is freed by destructor.
*/
CDriveBoard();
~CDriveBoard(void);
/*
* Read8(addr):
* IORead8(portNum):
*
* Methods for reading from Z80's memory and IO space. Required by CBus.
*
* Parameters:
* addr Address in memory (0-0xFFFF).
* portNum Port address (0-255).
*
* Returns:
* A byte of data from the address or port.
*/
UINT8 Read8(UINT32 addr);
UINT8 IORead8(UINT32 portNum);
/*
* Write8(addr, data):
* IORead8(portNum, data):
*
* Methods for writing to Z80's memory and IO space. Required by CBus.
*
* Parameters:
* addr Address in memory (0-0xFFFF).
* portNum Port address (0-255).
* data Byte to write.
*/
void Write8(UINT32 addr, UINT8 data);
void IOWrite8(UINT32 portNum, UINT8 data);
private:
bool m_attached; // True if drive board is attached
bool m_tmpDisabled; // True if temporarily disabled by loading an incompatible save state
bool m_simulated; // True if drive board should be simulated rather than emulated
UINT8 m_dip1; // Value of DIP switch 1
UINT8 m_dip2; // Value of DIP switch 2
const UINT8* m_rom; // 32k ROM
UINT8* m_ram; // 8k RAM
CZ80 m_z80; // Z80 CPU @ 4MHz
CInputs *m_inputs;
unsigned m_inputFlags;
Committing various small updates that have been hanging around in my source tree for a while now: - Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
COutputs *m_outputs;
// Emulation state
bool m_initialized; // True if drive board has finished initialization
bool m_allowInterrupts; // True if drive board has enabled NMI interrupts
UINT8 m_seg1Digit1; // Current value of left digit on 7-segment display 1
UINT8 m_seg1Digit2; // Current value of right digit on 7-segment display 1
UINT8 m_seg2Digit1; // Current value of left digit on 7-segment display 2
UINT8 m_seg2Digit2; // Current value of right digit on 7-segment display 2
UINT8 m_dataSent; // Last command sent by main board
UINT8 m_dataReceived; // Data to send back to main board
UINT16 m_adcPortRead; // ADC port currently reading from
UINT8 m_adcPortBit; // Bit number currently reading on ADC port
UINT8 m_port42Out; // Last value sent to Z80 I/O port 42 (encoder motor data)
UINT8 m_port46Out; // Last value sent to Z80 I/O port 46 (encoder motor control)
UINT8 m_prev42Out; // Previous value sent to Z80 I/O port 42
UINT8 m_prev46Out; // Previous value sent to Z80 I/O port 46
UINT8 m_uncenterVal1; // First part of pending uncenter command
UINT8 m_uncenterVal2; // Second part of pending uncenter command
// Simulation state
UINT8 m_initState;
UINT8 m_statusFlags;
UINT8 m_boardMode;
UINT8 m_readMode;
UINT8 m_wheelCenter;
UINT8 m_cockpitCenter;
UINT8 m_echoVal;
// Feedback state
INT8 m_lastConstForce; // Last constant force command sent
UINT8 m_lastSelfCenter; // Last self center command sent
UINT8 m_lastFriction; // Last friction command sent
UINT8 m_lastVibrate; // Last vibrate command sent
UINT8 SimulateRead(void);
void SimulateWrite(UINT8 data);
void SimulateFrame(void);
void EmulateFrame(void);
void ProcessEncoderCmd(void);
void SendStopAll(void);
void SendConstantForce(INT8 val);
void SendSelfCenter(UINT8 val);
void SendFriction(UINT8 val);
void SendVibrate(UINT8 val);
};
#endif // INCLUDED_DRIVEBOARD_H