Some updates to Supermodel made at beginning of the year but only now got around to checking in (better late than never...):

- hooked up the remaining controls in Supermodel (except for Magical Truck Adventure which does not work at all yet).  The new controls are:
  * InputAnalogJoyTrigger2 and InputAnalogJoyEvent2 for the additional second trigger and event buttons that were missing from Star Wars Trilogy,
  * InputRearBrake and InputMusicSelect for the rear brake and music selection buttons that were missing from Harley Davidson,
  * InputAnalogGunXXX, InputAnalogTriggerXXX, InputAnalogGunXXX2 and InputAnalogTriggerXXX2 for the analogue guns of Ocean Hunter and LA Machineguns (NOTE: these controls must be calibrated in the games' service menus otherwise they will not work properly.  Also, the alignment of the gun cursor does not line up very well with the mouse position at the moment, but at least the games are a bit more playable now, although still with numerous graphical glitches...)
  * InputSkiXXX for the controls of Ski Champ, making the game playable now.
- hooked up existing InputViewChange control to Harley Davidson's view change button
- improved the handling of InputGearShiftUp/Down inputs so that they work better with the driving games.  With Dirt Devils, ECA, Harley and LeMans this means they map directly to the game's own shift up/down controls, while with the 4-speed games such as Daytona 2, Scud Racer and Sega Rally 2, they simulate the user shifting up and down through the gears
- added defaults for the new controls to Supermodel.ini
- other small code tweaks:
  * fix small bug with handling of pos/neg inputs mapping to a control with inverted range (0XFF to 0x00) - this was needed to get Ski Champ's X-axis to work properly
  * removed Wait method from InputSystem and added to CThread as CThread::Sleep instead
  * added FrameTimings struct to hold all frame timings in a single place
No networking code yet as just haven't had a chance to work on it since initial progress at the beginning of the year - am *hoping* might have some time to pick it up again over Christmas...
This commit is contained in:
Nik Henson 2013-11-30 19:39:59 +00:00
parent b017b24b1f
commit 8835d6fe36
15 changed files with 344 additions and 144 deletions

View file

@ -87,25 +87,32 @@ InputSteering = "JOY1_XAXIS" ; analog, full steering range
InputAccelerator = "KEY_UP,JOY1_UP"
InputBrake = "KEY_DOWN,JOY1_DOWN"
; Manual transmission
; Up/down shifter manual transmission (all racers)
InputGearShiftUp = "KEY_Y" ; sequential shift up
InputGearShiftDown = "KEY_H" ; sequential shift down
; 4-Speed manual transmission (Daytona 2, Sega Rally 2, Scud Race)
InputGearShift1 = "KEY_Q,JOY1_BUTTON5"
InputGearShift2 = "KEY_W,JOY1_BUTTON6"
InputGearShift3 = "KEY_E,JOY1_BUTTON7"
InputGearShift4 = "KEY_R,JOY1_BUTTON8"
InputGearShiftN = "KEY_T"
InputGearShiftUp = "NONE" ; sequential shift up
InputGearShiftDown = "NONE" ; sequential shift down
; View buttons
; VR4 view change buttons (Daytona 2, Le Mans 24, Scud Race)
InputVR1 = "KEY_A,JOY1_BUTTON1"
InputVR2 = "KEY_S,JOY1_BUTTON2"
InputVR3 = "KEY_D,JOY1_BUTTON3"
InputVR4 = "KEY_F,JOY1_BUTTON4"
; Miscellaneous driving game buttons: Sega Rally 2, Dirt Devils, Emergency Car
; Ambulance
; Single view change button (Dirt Devils, ECA, Harley-Davidson, Sega Rally 2)
InputViewChange = "KEY_A,JOY1_BUTTON1"
InputHandBrake = "KEY_S,JOY1_BUTTON2" ; Sega Rally 2 only
; Handbrake (Dirt Devils, Sega Rally 2)
InputHandBrake = "KEY_S,JOY1_BUTTON2"
; Harley-Davidson controls
InputRearBrake = "KEY_S,JOY1_BUTTON2"
InputMusicSelect = "KEY_D,JOY1_BUTTON3"
; Virtual On macros
InputTwinJoyTurnLeft = "KEY_Q,JOY1_RXAXIS_NEG"
@ -133,7 +140,7 @@ InputTwinJoyShot2 = "KEY_S,JOY1_BUTTON6"
InputTwinJoyTurbo1 = "KEY_Z,JOY1_BUTTON7"
InputTwinJoyTurbo2 = "KEY_X,JOY1_BUTTON8"
; Analog joystick (e.g. Star Wars Trilogy)
; Analog joystick (Star Wars Trilogy)
InputAnalogJoyLeft = "KEY_LEFT" ; digital, move left
InputAnalogJoyRight = "KEY_RIGHT" ; digital, move right
InputAnalogJoyUp = "KEY_UP" ; digital, move up
@ -142,8 +149,10 @@ InputAnalogJoyX = "JOY_XAXIS,MOUSE_XAXIS" ; analog, full X axis
InputAnalogJoyY = "JOY_YAXIS,MOUSE_YAXIS" ; analog, full Y axis
InputAnalogJoyTrigger = "KEY_A,JOY_BUTTON1,MOUSE_LEFT_BUTTON"
InputAnalogJoyEvent = "KEY_S,JOY_BUTTON2,MOUSE_RIGHT_BUTTON"
InputAnalogJoyTrigger2 = "KEY_D,JOY_BUTTON2"
InputAnalogJoyEvent2 = "NONE"
; Light guns
; Light guns (Lost World)
InputGunLeft = "KEY_LEFT" ; digital, move gun left
InputGunRight = "KEY_RIGHT" ; digital, move gun right
InputGunUp = "KEY_UP" ; digital, move gun up
@ -163,3 +172,33 @@ InputTrigger2 = "JOY2_BUTTON1"
InputOffscreen2 = "JOY2_BUTTON2"
InputAutoTrigger2 = 0
; Analog guns (Ocean Hunter, LA Machineguns)
InputAnalogGunLeft = "KEY_LEFT" ; digital, move gun left
InputAnalogGunRight = "KEY_RIGHT" ; digital, move gun right
InputAnalogGunUp = "KEY_UP" ; digital, move gun up
InputAnalogGunDown = "KEY_DOWN" ; digital, move gun down
InputAnalogGunX = "MOUSE_XAXIS,JOY1_XAXIS" ; analog, full X axis
InputAnalogGunY = "MOUSE_YAXIS,JOY1_YAXIS" ; analog, full Y axis
InputAnalogTriggerLeft = "KEY_A,JOY1_BUTTON1,MOUSE_LEFT_BUTTON"
InputAnalogTriggerRight = "KEY_S,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON"
InputAnalogGunLeft2 = "NONE"
InputAnalogGunRight2 = "NONE"
InputAnalogGunUp2 = "NONE"
InputAnalogGunDown2 = "NONE"
InputAnalogGunX2 = "NONE"
InputAnalogGunY2 = "NONE"
InputAnalogTriggerLeft2 = "NONE"
InputAnalogTriggerRight2 = "NONE"
; Ski Champ controls
InputSkiLeft = "KEY_LEFT"
InputSkiRight = "KEY_RIGHT"
InputSkiUp = "KEY_UP"
InputSkiDown = "KEY_DOWN"
InputSkiX = "JOY1_XAXIS"
InputSkiY = "JOY1_YAXIS"
InputSkiPollLeft = "KEY_A,JOY1_BUTTON1"
InputSkiPollRight = "KEY_S,JOY1_BUTTON2"
InputSkiSelect1 = "KEY_Q,JOY1_BUTTON3"
InputSkiSelect2 = "KEY_W,JOY1_BUTTON4"
InputSkiSelect3 = "KEY_E,JOY1_BUTTON5"

View file

@ -115,7 +115,7 @@ const struct GameInfo g_Model3GameList[] =
false, // 96 MB of banked CROM (do not mirror)
0x4000000, // 64 MB of VROM
0x1000000, // 16 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_VR|GAME_INPUT_SHIFT4,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_VR4,
2, // DSB2 MPEG board
true, // drive board
@ -199,7 +199,7 @@ const struct GameInfo g_Model3GameList[] =
false, // 64 MB of banked CROM (do not mirror)
0x4000000, // 64 MB of VROM
0x1000000, // 16 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_VR|GAME_INPUT_SHIFT4,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_VR4,
2, // DSB2 MPEG board
true, // drive board
@ -283,7 +283,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 32 MB of banked CROM (Mirror)
0x4000000, // 64 MB of VROM
0xC00000, // 12 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_RALLY,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFTUPDOWN|GAME_INPUT_HANDBRAKE|GAME_INPUT_VIEWCHANGE,
0, // no MPEG board
false, // no drive board
@ -346,7 +346,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 32 MB of banked CROM (Mirror)
0x4000000, // 64 MB of VROM
0xC00000, // 12 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_RALLY,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFTUPDOWN|GAME_INPUT_HANDBRAKE|GAME_INPUT_VIEWCHANGE,
0, // no MPEG board
false, // no drive board
@ -409,7 +409,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 48 MB of banked CROM (Mirror)
0x4000000, // 64 MB of VROM
0x1000000, // 16 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_RALLY,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFTUPDOWN|GAME_INPUT_VIEWCHANGE,
0, // no MPEG board
false, // no drive board
@ -479,7 +479,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 48 MB of banked CROM (Mirror)
0x4000000, // 64 MB of VROM
0x1000000, // 16 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_RALLY,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFTUPDOWN|GAME_INPUT_VIEWCHANGE,
0, // no MPEG board
false, // no drive board
@ -693,7 +693,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 40 MB of banked CROM (Mirror)
0x4000000, // 64 MB of VROM
0x1000000, // 16 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFTUPDOWN|GAME_INPUT_HARLEY|GAME_INPUT_VIEWCHANGE,
0, // no MPEG board
false, // no drive board
@ -763,7 +763,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 40 MB of banked CROM (Mirror)
0x4000000, // 64 MB of VROM
0x1000000, // 16 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFTUPDOWN|GAME_INPUT_HARLEY|GAME_INPUT_VIEWCHANGE,
0, // no MPEG board
false, // no drive board
@ -833,7 +833,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 48 MB of banked CROM (Mirror)
0x4000000, // 64 MB of VROM
0x1000000, // 16 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_ANALOG_JOYSTICK,
GAME_INPUT_COMMON|GAME_INPUT_ANALOG_GUN1|GAME_INPUT_ANALOG_GUN2,
0, // no MPEG board
false, // no drive board
@ -903,7 +903,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 48 MB of banked CROM (Mirror)
0x2000000, // 32 MB of VROM
0x800000, // 8 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_VR|GAME_INPUT_SHIFT4, // for now, Shift Up/Down mapped to Shift 3/4
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_VR4|GAME_INPUT_SHIFTUPDOWN,
0, // no MPEG board
false, // no drive board
@ -1103,7 +1103,7 @@ const struct GameInfo g_Model3GameList[] =
false, // 96 MB of banked CROM (do not mirror)
0x4000000, // 64 MB of VROM
0x1000000, // 16 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_ANALOG_JOYSTICK,
GAME_INPUT_COMMON|GAME_INPUT_ANALOG_GUN1|GAME_INPUT_ANALOG_GUN2,
0, // no MPEG board
false, // no drive board
@ -1173,7 +1173,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 48 MB of banked CROM (Mirror)
0x2000000, // 32 MB of VROM
0x800000, // 8 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_VR|GAME_INPUT_SHIFT4,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_VR4,
1, // DSB1 MPEG board
true, // drive board
@ -1249,7 +1249,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 48 MB of banked CROM (Mirror)
0x2000000, // 32 MB of VROM
0x800000, // 8 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_VR|GAME_INPUT_SHIFT4,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_VR4,
1, // DSB1 MPEG board
true, // drive board
@ -1325,7 +1325,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 48 MB of banked CROM (Mirror)
0x2000000, // 32 MB of VROM
0x800000, // 8 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_VR|GAME_INPUT_SHIFT4,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_VR4,
1, // DSB1 MPEG board
true, // drive board
@ -1401,7 +1401,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 64 MB of banked CROM (Mirror)
0x2000000, // 32 MB of VROM
0x800000, // 8 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_VR|GAME_INPUT_SHIFT4,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_VR4,
1, // DSB1 MPEG board
true, // drive board
@ -1483,7 +1483,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 64 MB of banked CROM (Mirror)
0x2000000, // 32 MB of VROM
0x800000, // 8 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_VR|GAME_INPUT_SHIFT4,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_VR4,
1, // DSB1 MPEG board
true, // drive board
@ -1565,7 +1565,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 64 MB of banked CROM (Mirror)
0x4000000, // 64 MB of VROM
0x800000, // 8 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE,
GAME_INPUT_COMMON|GAME_INPUT_SKI,
0, // no MPEG board
false, // no drive board
@ -1801,7 +1801,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 48 MB of banked CROM (Mirror)
0x4000000, // 64 MB of VROM
0x800000, // 8 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_RALLY|GAME_INPUT_SHIFT4,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_HANDBRAKE|GAME_INPUT_VIEWCHANGE,
2, // DSB2 MPEG board
true, // drive board
@ -1877,7 +1877,7 @@ const struct GameInfo g_Model3GameList[] =
true, // 48 MB of banked CROM (Mirror)
0x4000000, // 64 MB of VROM
0x800000, // 8 MB of sample ROMs
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_RALLY|GAME_INPUT_SHIFT4,
GAME_INPUT_COMMON|GAME_INPUT_VEHICLE|GAME_INPUT_SHIFT4|GAME_INPUT_HANDBRAKE|GAME_INPUT_VIEWCHANGE,
0, // no MPEG board
true, // drive board

View file

@ -37,21 +37,27 @@
******************************************************************************/
// Input flags
#define GAME_INPUT_COMMON 0x0001 // game has common controls
#define GAME_INPUT_VEHICLE 0x0002 // game has vehicle controls
#define GAME_INPUT_JOYSTICK1 0x0004 // game has joystick 1
#define GAME_INPUT_JOYSTICK2 0x0008 // game has joystick 2
#define GAME_INPUT_FIGHTING 0x0010 // game has fighting game controls
#define GAME_INPUT_VR 0x0020 // game has VR view buttons
#define GAME_INPUT_RALLY 0x0040 // game has rally car controls
#define GAME_INPUT_GUN1 0x0080 // game has gun 1
#define GAME_INPUT_GUN2 0x0100 // game has gun 2
#define GAME_INPUT_SHIFT4 0x0200 // game has 4-speed shifter
#define GAME_INPUT_ANALOG_JOYSTICK 0x0400 // game has analog joystick
#define GAME_INPUT_TWIN_JOYSTICKS 0x0800 // game has twin joysticks
#define GAME_INPUT_SOCCER 0x1000 // game has soccer controls
#define GAME_INPUT_SPIKEOUT 0x2000 // game has Spikeout buttons
#define GAME_INPUT_ALL 0x3FFF
#define GAME_INPUT_COMMON 0x00001 // game has common controls
#define GAME_INPUT_VEHICLE 0x00002 // game has vehicle controls
#define GAME_INPUT_JOYSTICK1 0x00004 // game has joystick 1
#define GAME_INPUT_JOYSTICK2 0x00008 // game has joystick 2
#define GAME_INPUT_FIGHTING 0x00010 // game has fighting game controls
#define GAME_INPUT_VR4 0x00020 // game has four VR view buttons
#define GAME_INPUT_VIEWCHANGE 0x00040 // game has single view change button
#define GAME_INPUT_SHIFT4 0x00080 // game has 4-speed shifter
#define GAME_INPUT_SHIFTUPDOWN 0x00100 // game has up/down shifter
#define GAME_INPUT_HANDBRAKE 0x00200 // game has handbrake
#define GAME_INPUT_HARLEY 0x00400 // game has Harley Davidson controls
#define GAME_INPUT_GUN1 0x00800 // game has light gun 1
#define GAME_INPUT_GUN2 0x01000 // game has light gun 2
#define GAME_INPUT_ANALOG_JOYSTICK 0x02000 // game has analog joystick
#define GAME_INPUT_TWIN_JOYSTICKS 0x04000 // game has twin joysticks
#define GAME_INPUT_SOCCER 0x08000 // game has soccer controls
#define GAME_INPUT_SPIKEOUT 0x10000 // game has Spikeout buttons
#define GAME_INPUT_ANALOG_GUN1 0x20000 // game has analog gun 1
#define GAME_INPUT_ANALOG_GUN2 0x40000 // game has analog gun 2
#define GAME_INPUT_SKI 0x80000 // game has ski controls
#define GAME_INPUT_ALL 0xFFFFF
/******************************************************************************

View file

@ -91,13 +91,19 @@ const char* CInput::GetInputGroup()
case GAME_INPUT_SPIKEOUT: return "Spikeout Buttons";
case GAME_INPUT_SOCCER: return "Virtua Striker Buttons";
case GAME_INPUT_VEHICLE: return "Racing Game Steering Controls";
case GAME_INPUT_SHIFT4: return "Racing Game Gear Shift";
case GAME_INPUT_VR: return "Racing Game VR View Buttons";
case GAME_INPUT_RALLY: return "Miscellaneous Driving Game Buttons";
case GAME_INPUT_SHIFT4: return "Racing Game Gear 4-Way Shift";
case GAME_INPUT_SHIFTUPDOWN: return "Racing Game Gear Up/Down Shift";
case GAME_INPUT_VR4: return "Racing Game 4 VR View Buttons";
case GAME_INPUT_VIEWCHANGE: return "Racing Game View Change";
case GAME_INPUT_HANDBRAKE: return "Racing Game Handbrake";
case GAME_INPUT_HARLEY: return "Harley Davidson Controls";
case GAME_INPUT_TWIN_JOYSTICKS: return "Virtual On Controls";
case GAME_INPUT_ANALOG_JOYSTICK: return "Analog Joystick";
case GAME_INPUT_GUN1: // Fall through to below
case GAME_INPUT_GUN2: return "Lightguns";
case GAME_INPUT_GUN2: return "Light Guns";
case GAME_INPUT_ANALOG_GUN1: // Fall through to below
case GAME_INPUT_ANALOG_GUN2: return "Analog Guns";
case GAME_INPUT_SKI: return "Ski Controls";
default: return "Misc";
}
}

View file

@ -1709,7 +1709,7 @@ bool CInputSystem::ReadMapping(char *buffer, unsigned bufSize, bool fullAxisOnly
{
if (!Poll())
goto Cancelled;
Wait(1000/60);
CThread::Sleep(1000/60);
}
goto Cancelled;
}
@ -1744,7 +1744,7 @@ bool CInputSystem::ReadMapping(char *buffer, unsigned bufSize, bool fullAxisOnly
}
// Don't poll continuously
Wait(1000/60);
CThread::Sleep(1000/60);
}
// Copy mapping to buffer and return
@ -1833,7 +1833,7 @@ bool CInputSystem::DetectJoystickAxis(unsigned joyNum, unsigned &axisNum, const
{
if (!Poll())
goto Cancelled;
Wait(1000/60);
CThread::Sleep(1000/60);
}
goto Cancelled;
}
@ -1846,7 +1846,7 @@ bool CInputSystem::DetectJoystickAxis(unsigned joyNum, unsigned &axisNum, const
{
if (!Poll())
goto Cancelled;
Wait(1000/60);
CThread::Sleep(1000/60);
}
break;
}
@ -1878,7 +1878,7 @@ bool CInputSystem::DetectJoystickAxis(unsigned joyNum, unsigned &axisNum, const
}
// Don't poll continuously
Wait(1000/60);
CThread::Sleep(1000/60);
}
maxRange = 0;
@ -2026,7 +2026,7 @@ Repeat:
{
if (!Poll())
goto Cancelled;
Wait(1000/60);
CThread::Sleep(1000/60);
}
goto Cancelled;
}
@ -2045,7 +2045,7 @@ Repeat:
}
// Don't poll continuously
Wait(1000/60);
CThread::Sleep(1000/60);
}
printf("Done\n\n");

View file

@ -690,11 +690,6 @@ protected:
*/
virtual bool ProcessForceFeedbackCmd(int joyNum, int axisNum, ForceFeedbackCmd ffCmd) = 0;
/*
* Waits for the given time in milliseconds
*/
virtual void Wait(int ms) = 0;
//
// Virtual methods subclass can override if required
//

View file

@ -122,8 +122,8 @@ void CAxisInput::Poll()
else
{
value = m_offVal;
if (m_posInput != NULL) value += (int)(m_posInput->ValueAsFraction() * (double)(m_offVal - m_maxVal));
if (m_negInput != NULL) value -= (int)(m_negInput->ValueAsFraction() * (double)(m_minVal - m_offVal));
if (m_posInput != NULL) value -= (int)(m_posInput->ValueAsFraction() * (double)(m_offVal - m_maxVal));
if (m_negInput != NULL) value += (int)(m_negInput->ValueAsFraction() * (double)(m_minVal - m_offVal));
}
}
else if (m_source != NULL && m_source->GetValueAsAnalog(intValue, m_minVal, m_offVal, m_maxVal))

View file

@ -108,30 +108,36 @@ CInputs::CInputs(CInputSystem *system) : m_system(system)
CAnalogInput *steeringLeft = AddAnalogInput("SteeringLeft", "Steer Left", GAME_INPUT_VEHICLE, "NONE");
CAnalogInput *steeringRight = AddAnalogInput("SteeringRight", "Steer Right", GAME_INPUT_VEHICLE, "NONE");
steering = AddAxisInput ("Steering", "Full Steering", GAME_INPUT_VEHICLE, "NONE", steeringLeft, steeringRight);
accelerator = AddAnalogInput("Accelerator", "Accelerator Pedal", GAME_INPUT_VEHICLE, "NONE");
brake = AddAnalogInput("Brake", "Brake Pedal", GAME_INPUT_VEHICLE, "NONE");
steering = AddAxisInput ("Steering", "Full Steering", GAME_INPUT_VEHICLE, "NONE", steeringLeft, steeringRight);
accelerator = AddAnalogInput("Accelerator", "Accelerator Pedal", GAME_INPUT_VEHICLE, "NONE");
brake = AddAnalogInput("Brake", "Brake Pedal/Front Brake", GAME_INPUT_VEHICLE, "NONE");
gearShiftUp = AddSwitchInput("GearShiftUp", "Shift Up", GAME_INPUT_VEHICLE, "NONE");
gearShiftDown = AddSwitchInput("GearShiftDown", "Shift Down", GAME_INPUT_VEHICLE, "NONE");
// Racing Game Gear Shift
CSwitchInput *shift1 = AddSwitchInput("GearShift1", "Shift 1/Up", GAME_INPUT_SHIFT4, "NONE");
CSwitchInput *shift2 = AddSwitchInput("GearShift2", "Shift 2/Down", GAME_INPUT_SHIFT4, "NONE");
CSwitchInput *shift3 = AddSwitchInput("GearShift3", "Shift 3", GAME_INPUT_SHIFT4, "NONE");
CSwitchInput *shift4 = AddSwitchInput("GearShift4", "Shift 4", GAME_INPUT_SHIFT4, "NONE");
CSwitchInput *shiftN = AddSwitchInput("GearShiftN", "Shift Neutral",GAME_INPUT_SHIFT4, "NONE");
CSwitchInput *shiftUp = AddSwitchInput("GearShiftUp", "Shift Up", GAME_INPUT_SHIFT4, "NONE");
CSwitchInput *shiftDown = AddSwitchInput("GearShiftDown", "Shift Down", GAME_INPUT_SHIFT4, "NONE");
CSwitchInput *shift1 = AddSwitchInput("GearShift1", "Shift 1", GAME_INPUT_SHIFT4, "NONE");
CSwitchInput *shift2 = AddSwitchInput("GearShift2", "Shift 2", GAME_INPUT_SHIFT4, "NONE");
CSwitchInput *shift3 = AddSwitchInput("GearShift3", "Shift 3", GAME_INPUT_SHIFT4, "NONE");
CSwitchInput *shift4 = AddSwitchInput("GearShift4", "Shift 4", GAME_INPUT_SHIFT4, "NONE");
CSwitchInput *shiftN = AddSwitchInput("GearShiftN", "Shift Neutral", GAME_INPUT_SHIFT4, "NONE");
gearShift4 = AddGearShift4Input("GearShift", "Gear Shift", GAME_INPUT_SHIFT4, shift1, shift2, shift3, shift4, shiftN, gearShiftUp, gearShiftDown);
// Racing Game 4 VR View Buttons
vr[0] = AddSwitchInput("VR1", "VR1", GAME_INPUT_VR4, "NONE");
vr[1] = AddSwitchInput("VR2", "VR2", GAME_INPUT_VR4, "NONE");
vr[2] = AddSwitchInput("VR3", "VR3", GAME_INPUT_VR4, "NONE");
vr[3] = AddSwitchInput("VR4", "VR4", GAME_INPUT_VR4, "NONE");
gearShift4 = AddGearShift4Input("GearShift", "Gear Shift", GAME_INPUT_SHIFT4, shift1, shift2, shift3, shift4, shiftN, shiftUp, shiftDown);
// Racing Game VR View Buttons
vr[0] = AddSwitchInput("VR1", "VR1", GAME_INPUT_VR, "NONE");
vr[1] = AddSwitchInput("VR2", "VR2", GAME_INPUT_VR, "NONE");
vr[2] = AddSwitchInput("VR3", "VR3", GAME_INPUT_VR, "NONE");
vr[3] = AddSwitchInput("VR4", "VR4", GAME_INPUT_VR, "NONE");
// Sega Rally Buttons
viewChange = AddSwitchInput("ViewChange", "View Change", GAME_INPUT_RALLY, "NONE");
handBrake = AddSwitchInput("HandBrake", "Hand Brake", GAME_INPUT_RALLY, "NONE");
// Racing Game Single View Change Button
viewChange = AddSwitchInput("ViewChange", "View Change", GAME_INPUT_VIEWCHANGE, "NONE");
// Racing Game Handbrake
handBrake = AddSwitchInput("HandBrake", "Hand Brake", GAME_INPUT_HANDBRAKE, "NONE");
// Harley Davidson Controls
rearBrake = AddAnalogInput("RearBrake", "Rear Brake", GAME_INPUT_HARLEY, "NONE");
musicSelect = AddSwitchInput("MusicSelect", "Music Selection", GAME_INPUT_HARLEY, "NONE");
// Virtual On Controls
twinJoyTurnLeft = AddSwitchInput("TwinJoyTurnLeft", "Macro Turn Left", GAME_INPUT_TWIN_JOYSTICKS, "NONE");
@ -161,12 +167,14 @@ CInputs::CInputs(CInputSystem *system) : m_system(system)
CAnalogInput *analogJoyUp = AddAnalogInput("AnalogJoyUp", "Analog Up", GAME_INPUT_ANALOG_JOYSTICK, "NONE");
CAnalogInput *analogJoyDown = AddAnalogInput("AnalogJoyDown", "Analog Down", GAME_INPUT_ANALOG_JOYSTICK, "NONE");
analogJoyX = AddAxisInput ("AnalogJoyX", "Analog X-Axis", GAME_INPUT_ANALOG_JOYSTICK, "NONE", analogJoyLeft, analogJoyRight);
analogJoyY = AddAxisInput ("AnalogJoyY", "Analog Y-Axis", GAME_INPUT_ANALOG_JOYSTICK, "NONE", analogJoyUp, analogJoyDown);
analogJoyTrigger = AddSwitchInput("AnalogJoyTrigger", "Trigger Button", GAME_INPUT_ANALOG_JOYSTICK, "NONE");
analogJoyEvent = AddSwitchInput("AnalogJoyEvent", "Event Button", GAME_INPUT_ANALOG_JOYSTICK, "NONE");
analogJoyX = AddAxisInput ("AnalogJoyX", "Analog X-Axis", GAME_INPUT_ANALOG_JOYSTICK, "NONE", analogJoyLeft, analogJoyRight);
analogJoyY = AddAxisInput ("AnalogJoyY", "Analog Y-Axis", GAME_INPUT_ANALOG_JOYSTICK, "NONE", analogJoyUp, analogJoyDown);
analogJoyTrigger1 = AddSwitchInput("AnalogJoyTrigger", "Trigger Button 1", GAME_INPUT_ANALOG_JOYSTICK, "NONE");
analogJoyTrigger2 = AddSwitchInput("AnalogJoyTrigger2", "Trigger Button 2", GAME_INPUT_ANALOG_JOYSTICK, "NONE");
analogJoyEvent1 = AddSwitchInput("AnalogJoyEvent", "Event Button 1", GAME_INPUT_ANALOG_JOYSTICK, "NONE");
analogJoyEvent2 = AddSwitchInput("AnalogJoyEvent2", "Event Button 2", GAME_INPUT_ANALOG_JOYSTICK, "NONE");
// Lightguns
// Light guns
CAnalogInput *gun1Left = AddAnalogInput("GunLeft", "P1 Gun Left", GAME_INPUT_GUN1, "NONE");
CAnalogInput *gun1Right = AddAnalogInput("GunRight", "P1 Gun Right", GAME_INPUT_GUN1, "NONE");
CAnalogInput *gun1Up = AddAnalogInput("GunUp", "P1 Gun Up", GAME_INPUT_GUN1, "NONE");
@ -192,6 +200,43 @@ CInputs::CInputs(CInputSystem *system) : m_system(system)
CSwitchInput *gun2Offscreen = AddSwitchInput("Offscreen2", "P2 Point Off-screen", GAME_INPUT_GUN2, "NONE");
trigger[1] = AddTriggerInput("AutoTrigger2", "P2 Auto Trigger", GAME_INPUT_GUN2, gun2Trigger, gun2Offscreen);
// Analog guns
CAnalogInput *analogGun1Left = AddAnalogInput("AnalogGunLeft", "P1 Analog Gun Left", GAME_INPUT_ANALOG_GUN1, "NONE");
CAnalogInput *analogGun1Right = AddAnalogInput("AnalogGunRight", "P1 Analog Gun Right", GAME_INPUT_ANALOG_GUN1, "NONE");
CAnalogInput *analogGun1Up = AddAnalogInput("AnalogGunUp", "P1 Analog Gun Up", GAME_INPUT_ANALOG_GUN1, "NONE");
CAnalogInput *analogGun1Down = AddAnalogInput("AnalogGunDown", "P1 Analog Gun Down", GAME_INPUT_ANALOG_GUN1, "NONE");
analogGunX[0] = AddAxisInput("AnalogGunX", "P1 Analog Gun X-Axis", GAME_INPUT_ANALOG_GUN1, "NONE", analogGun1Left, analogGun1Right, 0, 0x80, 0xFF);
analogGunY[0] = AddAxisInput("AnalogGunY", "P1 Analog Gun Y-Axis", GAME_INPUT_ANALOG_GUN1, "NONE", analogGun1Up, analogGun1Down, 0xFF, 0x80, 0);
analogTriggerLeft[0] = AddSwitchInput("AnalogTriggerLeft", "P1 Analog Gun Left Trigger", GAME_INPUT_ANALOG_GUN1, "NONE");
analogTriggerRight[0] = AddSwitchInput("AnalogTriggerRight", "P1 Analog Gun Right Trigger", GAME_INPUT_ANALOG_GUN1, "NONE");
CAnalogInput *analogGun2Left = AddAnalogInput("AnalogGunLeft2", "P2 Analog Gun Left", GAME_INPUT_ANALOG_GUN2, "NONE");
CAnalogInput *analogGun2Right = AddAnalogInput("AnalogGunRight2", "P2 Analog Gun Right", GAME_INPUT_ANALOG_GUN2, "NONE");
CAnalogInput *analogGun2Up = AddAnalogInput("AnalogGunUp2", "P2 Analog Gun Up", GAME_INPUT_ANALOG_GUN2, "NONE");
CAnalogInput *analogGun2Down = AddAnalogInput("AnalogGunDown2", "P2 Analog Gun Down", GAME_INPUT_ANALOG_GUN2, "NONE");
analogGunX[1] = AddAxisInput("AnalogGunX2", "P2 Analog Gun X-Axis", GAME_INPUT_ANALOG_GUN2, "NONE", analogGun2Left, analogGun2Right, 0, 0x80, 0xFF);
analogGunY[1] = AddAxisInput("AnalogGunY2", "P2 Analog Gun Y-Axis", GAME_INPUT_ANALOG_GUN2, "NONE", analogGun2Up, analogGun2Down, 0xFF, 0x80, 0);
analogTriggerLeft[1] = AddSwitchInput("AnalogTriggerLeft2", "P2 Analog Gun Left Trigger", GAME_INPUT_ANALOG_GUN2, "NONE");
analogTriggerRight[1] = AddSwitchInput("AnalogTriggerRight2", "P2 Analog Gun Right Trigger", GAME_INPUT_ANALOG_GUN2, "NONE");
// Ski controls
CAnalogInput *skiLeft = AddAnalogInput("SkiLeft", "Ski Champ Left", GAME_INPUT_SKI, "NONE");
CAnalogInput *skiRight = AddAnalogInput("SkiRight", "Ski Champ Right", GAME_INPUT_SKI, "NONE");
CAnalogInput *skiUp = AddAnalogInput("SkiUp", "Ski Champ Up", GAME_INPUT_SKI, "NONE");
CAnalogInput *skiDown = AddAnalogInput("SkiDown", "Ski Champ Down", GAME_INPUT_SKI, "NONE");
skiX = AddAxisInput ("SkiX", "Ski Champ X-Axis", GAME_INPUT_SKI, "NONE", skiLeft, skiRight, 0xFF, 0x80, 0);
skiY = AddAxisInput ("SkiY", "Ski Champ Y-Axis", GAME_INPUT_SKI, "NONE", skiUp, skiDown);
skiPollLeft = AddSwitchInput("SkiPollLeft", "Ski Champ Poll Left", GAME_INPUT_SKI, "NONE");
skiPollRight = AddSwitchInput("SkiPollRight", "Ski Champ Poll Right", GAME_INPUT_SKI, "NONE");
skiSelect1 = AddSwitchInput("SkiSelect1", "Ski Champ Select 1", GAME_INPUT_SKI, "NONE");
skiSelect2 = AddSwitchInput("SkiSelect2", "Ski Champ Select 2", GAME_INPUT_SKI, "NONE");
skiSelect3 = AddSwitchInput("SkiSelect3", "Ski Champ Select 3", GAME_INPUT_SKI, "NONE");
}
CInputs::~CInputs()

View file

@ -148,6 +148,10 @@ public:
// VR view buttons: VR1 Red, VR2 Blue, VR3 Yellow, VR4 Green
CSwitchInput *vr[4];
// Up/down gear shift
CSwitchInput *gearShiftUp;
CSwitchInput *gearShiftDown;
// 4-speed gear shift
CGearShift4Input *gearShift4;
@ -155,6 +159,10 @@ public:
CSwitchInput *viewChange;
CSwitchInput *handBrake;
// Harley Davidson controls
CAnalogInput *rearBrake;
CSwitchInput *musicSelect;
// Twin joysticks (individually mapped version; 1 = left stick, 2 = right stick)
CSwitchInput *twinJoyLeft1;
CSwitchInput *twinJoyLeft2;
@ -182,14 +190,31 @@ public:
// Analog joystick
CAxisInput *analogJoyX;
CAxisInput *analogJoyY;
CSwitchInput *analogJoyTrigger;
CSwitchInput *analogJoyEvent;
CSwitchInput *analogJoyTrigger1;
CSwitchInput *analogJoyTrigger2;
CSwitchInput *analogJoyEvent1;
CSwitchInput *analogJoyEvent2;
// Gun controls (players 1 and 2)
// Light gun controls (players 1 and 2)
CAxisInput *gunX[2];
CAxisInput *gunY[2];
CTriggerInput *trigger[2];
// Analog gun controls (players 1 and 2)
CAxisInput *analogGunX[2];
CAxisInput *analogGunY[2];
CSwitchInput *analogTriggerLeft[2];
CSwitchInput *analogTriggerRight[2];
// Ski Champ controls
CAxisInput *skiX;
CAxisInput *skiY;
CSwitchInput *skiPollLeft;
CSwitchInput *skiPollRight;
CSwitchInput *skiSelect1;
CSwitchInput *skiSelect2;
CSwitchInput *skiSelect3;
/*
* Creates a set of inputs with the given input system.
*/

View file

@ -228,12 +228,29 @@ UINT8 CModel3::ReadInputs(unsigned reg)
data &= ~(Inputs->test[1]->value<<7); // Test B
data = (data&0xDF)|(EEPROM.Read()<<5); // bank 1 contains EEPROM data bit
}
if ((Game->inputFlags&GAME_INPUT_SKI))
{
if ((inputBank&1) == 0)
{
data &= ~(Inputs->skiPollLeft->value<<5);
data &= ~(Inputs->skiSelect1->value<<6);
data &= ~(Inputs->skiSelect2->value<<7);
data &= ~(Inputs->skiSelect3->value<<4);
}
}
return data;
case 0x08: // game-specific inputs
data = 0xFF;
if ((Game->inputFlags&GAME_INPUT_SKI))
{
data &= ~(Inputs->skiPollRight->value<<0);
}
if ((Game->inputFlags&GAME_INPUT_JOYSTICK1))
{
data &= ~(Inputs->up[0]->value<<5); // P1 Up
@ -265,13 +282,22 @@ UINT8 CModel3::ReadInputs(unsigned reg)
data &= ~(Inputs->shoot[0]->value<<1); // P1 Shoot
}
if ((Game->inputFlags&GAME_INPUT_VR))
if ((Game->inputFlags&GAME_INPUT_VR4))
{
data &= ~(Inputs->vr[0]->value<<0); // VR1 Red
data &= ~(Inputs->vr[1]->value<<1); // VR2 Blue
data &= ~(Inputs->vr[2]->value<<2); // VR3 Yellow
data &= ~(Inputs->vr[3]->value<<3); // VR4 Green
}
if ((Game->inputFlags&GAME_INPUT_VIEWCHANGE))
{
// Harley is wired slightly differently
if ((Game->inputFlags&GAME_INPUT_HARLEY))
data &= ~(Inputs->viewChange->value<<1); // View change
else
data &= ~(Inputs->viewChange->value<<0); // View change
}
if ((Game->inputFlags&GAME_INPUT_SHIFT4))
{
@ -284,20 +310,41 @@ UINT8 CModel3::ReadInputs(unsigned reg)
else if (Inputs->gearShift4->value == 3) // Shift 3
data &= ~0x10;
}
if ((Game->inputFlags&GAME_INPUT_RALLY))
if ((Game->inputFlags&GAME_INPUT_SHIFTUPDOWN))
{
data &= ~(Inputs->viewChange->value<<0); // View change
data &= ~(Inputs->handBrake->value<<1); // Hand brake
// Harley is wired slightly differently
if ((Game->inputFlags&GAME_INPUT_HARLEY))
{
if (Inputs->gearShiftUp->value) // Shift up
data &= ~0x60;
else if (Inputs->gearShiftDown->value) // Shift down
data &= ~0x50;
}
else
{
if (Inputs->gearShiftUp->value) // Shift up
data &= ~0x50;
else if (Inputs->gearShiftDown->value) // Shift down
data &= ~0x60;
}
}
if ((Game->inputFlags&GAME_INPUT_HANDBRAKE))
data &= ~(Inputs->handBrake->value<<1); // Hand brake
if ((Game->inputFlags&GAME_INPUT_HARLEY))
data &= ~(Inputs->musicSelect->value<<0); // Music select
if ((Game->inputFlags&GAME_INPUT_GUN1))
data &= ~(Inputs->trigger[0]->value<<0); // P1 Trigger
if ((Game->inputFlags&GAME_INPUT_ANALOG_JOYSTICK))
{
data &= ~(Inputs->analogJoyTrigger->value<<5); // Trigger
data &= ~(Inputs->analogJoyEvent->value<<0); // Event Button
data &= ~(Inputs->analogJoyTrigger1->value<<5); // Trigger 1
data &= ~(Inputs->analogJoyTrigger2->value<<4); // Trigger 2
data &= ~(Inputs->analogJoyEvent1->value<<0); // Event Button 1
data &= ~(Inputs->analogJoyEvent2->value<<1); // Event Button 2
}
if ((Game->inputFlags&GAME_INPUT_TWIN_JOYSTICKS)) // First twin joystick
@ -356,6 +403,12 @@ UINT8 CModel3::ReadInputs(unsigned reg)
data &= ~0x40;
}
if ((Game->inputFlags&GAME_INPUT_ANALOG_GUN1))
{
data &= ~(Inputs->analogTriggerLeft[0]->value<<0);
data &= ~(Inputs->analogTriggerRight[0]->value<<1);
}
return data;
case 0x0C: // game-specific inputs
@ -421,6 +474,12 @@ UINT8 CModel3::ReadInputs(unsigned reg)
if ((Game->inputFlags&GAME_INPUT_GUN2))
data &= ~(Inputs->trigger[1]->value<<0); // P2 Trigger
if ((Game->inputFlags&GAME_INPUT_ANALOG_GUN2))
{
data &= ~(Inputs->analogTriggerLeft[1]->value<<0);
data &= ~(Inputs->analogTriggerRight[1]->value<<1);
}
return data;
case 0x2C: // Serial FIFO 1
@ -441,12 +500,29 @@ UINT8 CModel3::ReadInputs(unsigned reg)
adc[0] = (UINT8)Inputs->steering->value;
adc[1] = (UINT8)Inputs->accelerator->value;
adc[2] = (UINT8)Inputs->brake->value;
if ((Game->inputFlags&GAME_INPUT_HARLEY))
adc[3] = (UINT8)Inputs->rearBrake->value;
}
if ((Game->inputFlags&GAME_INPUT_ANALOG_JOYSTICK))
{
adc[0] = (UINT8)Inputs->analogJoyY->value;
adc[1] = (UINT8)Inputs->analogJoyX->value;
}
if ((Game->inputFlags&GAME_INPUT_ANALOG_GUN1)||(Game->inputFlags&GAME_INPUT_ANALOG_GUN2))
{
adc[0] = (UINT8)Inputs->analogGunX[0]->value;
adc[2] = (UINT8)Inputs->analogGunY[0]->value;
adc[1] = (UINT8)Inputs->analogGunX[1]->value;
adc[3] = (UINT8)Inputs->analogGunY[1]->value;
}
if ((Game->inputFlags&GAME_INPUT_SKI))
{
adc[0] = (UINT8)Inputs->skiY->value;
adc[1] = (UINT8)Inputs->skiX->value;
}
// Read out appropriate channel
data = adc[adcChannel&7];
@ -1984,7 +2060,7 @@ void CModel3::RunFrame(void)
RunDriveBoardFrame();
}
frameTicks = CThread::GetTicks() - start;
timings.frameTicks = CThread::GetTicks() - start;
return;
@ -2023,7 +2099,7 @@ void CModel3::RunMainBoardFrame(void)
statusCycles = (unsigned)((float)frameCycles * 9.12f/100.0f);
}
else if (Game->step == 0x15)
statusCycles = (unsigned)((float)frameCycles * 4.8f/100.0f);
statusCycles = (unsigned)((float)frameCycles * 5.5f/100.0f);
else
statusCycles = (unsigned)((float)frameCycles * 48.0f/100.0f);
@ -2082,17 +2158,17 @@ void CModel3::RunMainBoardFrame(void)
ppc_execute(dispCycles);
//printf("PC=%08X LR=%08X\n", ppc_get_pc(), ppc_get_lr());
ppcTicks = CThread::GetTicks() - start;
timings.ppcTicks = CThread::GetTicks() - start;
}
void CModel3::SyncGPUs(void)
{
UINT32 start = CThread::GetTicks();
syncSize = GPU.SyncSnapshots() + TileGen.SyncSnapshots();
timings.syncSize = GPU.SyncSnapshots() + TileGen.SyncSnapshots();
gpusReady = true;
syncTicks = CThread::GetTicks() - start;
timings.syncTicks = CThread::GetTicks() - start;
}
void CModel3::RenderFrame(void)
@ -2112,7 +2188,7 @@ void CModel3::RenderFrame(void)
EndFrameVideo();
renderTicks = CThread::GetTicks() - start;
timings.renderTicks = CThread::GetTicks() - start;
}
bool CModel3::RunSoundBoardFrame(void)
@ -2121,7 +2197,7 @@ bool CModel3::RunSoundBoardFrame(void)
bool bufferFull = SoundBoard.RunFrame();
sndTicks = CThread::GetTicks() - start;
timings.sndTicks = CThread::GetTicks() - start;
return bufferFull;
}
@ -2132,7 +2208,7 @@ void CModel3::RunDriveBoardFrame(void)
DriveBoard.RunFrame();
drvTicks = CThread::GetTicks() - start;
timings.drvTicks = CThread::GetTicks() - start;
}
bool CModel3::StartThreads(void)
@ -2386,12 +2462,18 @@ void CModel3::DeleteThreadObjects(void)
void CModel3::DumpTimings(void)
{
printf("PPC:%3ums%c render:%3ums%c sync:%4uK%c%3ums%c snd:%3ums%c drv:%3ums%c frame:%3ums%c\n",
ppcTicks, (ppcTicks > renderTicks ? '!' : ','),
renderTicks, (renderTicks > ppcTicks ? '!' : ','),
syncSize / 1024, (syncSize / 1024 > 128 ? '!' : ','), syncTicks, (syncTicks > 1 ? '!' : ','),
sndTicks, (sndTicks > 10 ? '!' : ','),
drvTicks, (drvTicks > 10 ? '!' : ','),
frameTicks, (frameTicks > 16 ? '!' : ' '));
timings.ppcTicks, (timings.ppcTicks > timings.renderTicks ? '!' : ','),
timings.renderTicks, (timings.renderTicks > timings.ppcTicks ? '!' : ','),
timings.syncSize / 1024, (timings.syncSize / 1024 > 128 ? '!' : ','),
timings.syncTicks, (timings.syncTicks > 1 ? '!' : ','),
timings.sndTicks, (timings.sndTicks > 10 ? '!' : ','),
timings.drvTicks, (timings.drvTicks > 10 ? '!' : ','),
timings.frameTicks, (timings.frameTicks > 16 ? '!' : ' '));
}
FrameTimings CModel3::GetTimings(void)
{
return timings;
}
int CModel3::StartMainBoardThread(void *data)
@ -2755,13 +2837,14 @@ void CModel3::Reset(void)
DriveBoard.Reset();
gpusReady = false;
ppcTicks = 0;
syncSize = 0;
syncTicks = 0;
renderTicks = 0;
sndTicks = 0;
drvTicks = 0;
frameTicks = 0;
timings.ppcTicks = 0;
timings.syncSize = 0;
timings.syncTicks = 0;
timings.renderTicks = 0;
timings.sndTicks = 0;
timings.drvTicks = 0;
timings.frameTicks = 0;
DebugLog("Model 3 reset\n");
}
@ -2782,7 +2865,6 @@ void CModel3::Patch(void)
*(UINT32 *) &crom[0x73EB5C] = 0x60000000;
*(UINT32 *) &crom[0x73EDD0] = 0x60000000;
*(UINT32 *) &crom[0x73EDC4] = 0x60000000;
}
else if (!strcmp(Game->id, "lostwsga"))
{
@ -2852,7 +2934,6 @@ void CModel3::Patch(void)
}
else if (!strcmp(Game->id, "eca") || !strcmp(Game->id, "ecax"))
{
*(UINT32 *) &crom[0x535580] = 0x60000000;
*(UINT32 *) &crom[0x5023B4] = 0x60000000;
*(UINT32 *) &crom[0x5023D4] = 0x60000000;

View file

@ -22,13 +22,29 @@
/*
* Model3.h
*
* Header file defining the CModel3, CModel3Config, and CModel3Inputs classes.
* Header file defining the CModel3 and CModel3Config classes.
*/
#ifndef INCLUDED_MODEL3_H
#define INCLUDED_MODEL3_H
/*
* FrameTimings
*
* Timings within a frame, for debugging purposes
*/
struct FrameTimings
{
UINT32 ppcTicks;
UINT32 syncSize;
UINT32 syncTicks;
UINT32 renderTicks;
UINT32 sndTicks;
UINT32 drvTicks;
UINT32 frameTicks;
};
/*
* CModel3Config:
*
@ -327,6 +343,13 @@ public:
*/
void DumpTimings(void);
/*
* GetTimings(void):
*
* Returns timings for the most recent frame, for debugging purposes.
*/
FrameTimings GetTimings(void);
/*
* CModel3(void):
* ~CModel3(void):
@ -444,6 +467,9 @@ private:
CMutex *notifyLock;
CCondVar *notifySync;
// Frame timings
FrameTimings timings;
// Other devices
CIRQ IRQ; // Model 3 IRQ controller
CMPC10x PCIBridge; // MPC10x PCI/bridge/memory controller
@ -456,15 +482,6 @@ private:
CSoundBoard SoundBoard; // Sound board
CDSB *DSB; // Digital Sound Board (type determined dynamically at load time)
CDriveBoard DriveBoard; // Drive board
// Frame timings
UINT32 ppcTicks;
UINT32 syncSize;
UINT32 syncTicks;
UINT32 renderTicks;
UINT32 sndTicks;
UINT32 drvTicks;
UINT32 frameTicks;
};

View file

@ -348,11 +348,6 @@ bool CSDLInputSystem::ProcessForceFeedbackCmd(int joyNum, int axisNum, ForceFeed
return false;
}
void CSDLInputSystem::Wait(int ms)
{
SDL_Delay(ms);
}
int CSDLInputSystem::GetNumKeyboards()
{
// Return ANY_KEYBOARD as SDL 1.2 cannot handle multiple keyboards

View file

@ -110,8 +110,6 @@ protected:
bool ProcessForceFeedbackCmd(int joyNum, int axisNum, ForceFeedbackCmd ffCmd);
void Wait(int ms);
public:
/*
* Constructs an SDL input system.

View file

@ -1961,11 +1961,6 @@ bool CDirectInputSystem::ProcessForceFeedbackCmd(int joyNum, int axisNum, ForceF
}
}
void CDirectInputSystem::Wait(int ms)
{
Sleep(ms);
}
bool CDirectInputSystem::ConfigMouseCentered()
{
// When checking if mouse centered, use system cursor rather than raw values (otherwise user's mouse movements won't match up

View file

@ -213,8 +213,6 @@ protected:
bool ProcessForceFeedbackCmd(int joyNum, int axisNum, ForceFeedbackCmd ffCmd);
void Wait(int ms);
bool ConfigMouseCentered();
CInputSource *CreateAnyMouseSource(EMousePart msePart);