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https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 05:45:38 +00:00
Hooked up Sega Bass Fishing / Get Bass controls
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@ -212,3 +212,22 @@ InputMagicalLever1 = "JOY1_YAXIS"
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InputMagicalLever2 = "JOY2_YAXIS"
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InputMagicalPedal1 = "KEY_A,JOY1_BUTTON1"
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InputMagicalPedal2 = "KEY_S,JOY2_BUTTON1"
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; Sega Bass Fishing / Get Bass controls
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InputFishingRodLeft = "KEY_LEFT"
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InputFishingRodRight = "KEY_RIGHT"
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InputFishingRodUp = "KEY_UP"
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InputFishingRodDown = "KEY_DOWN"
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InputFishingReelFaster = "KEY_Q"
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InputFishingReelSlower = "KEY_E"
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InputFishingStickLeft = "KEY_A"
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InputFishingStickRight = "KEY_D"
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InputFishingStickUp = "KEY_W"
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InputFishingStickDown = "KEY_S"
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InputFishingRodX = "JOY1_XAXIS"
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InputFishingRodY = "JOY1_YAXIS"
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InputFishingStickX = "JOY1_RXAXIS"
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InputFishingStickY = "JOY1_RYAXIS"
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InputFishingReel = "JOY1_ZAXIS"
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InputFishingCast = "KEY_Z,JOY1_BUTTON1"
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InputFishingSelect = "KEY_X,JOY1_BUTTON2"
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@ -47,7 +47,7 @@ const struct GameInfo g_Model3GameList[] =
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true, // 48 MB of banked CROM (Mirror)
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0x2000000, // 32 MB of VROM
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0x800000, // 8 MB of sample ROMs
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GAME_INPUT_COMMON|GAME_INPUT_JOYSTICK1,
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GAME_INPUT_COMMON|GAME_INPUT_FISHING,
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0, // no MPEG board
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false, // no drive board,
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0, // no security board
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@ -633,7 +633,7 @@ const struct GameInfo g_Model3GameList[] =
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true, // 48 MB of banked CROM (Mirror)
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0x2000000, // 32 MB of VROM
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0x800000, // 8 MB of sample ROMs
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GAME_INPUT_COMMON|GAME_INPUT_JOYSTICK1,
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GAME_INPUT_COMMON|GAME_INPUT_FISHING,
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0, // no MPEG board
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false, // no drive board
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0, // no security board
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@ -58,7 +58,8 @@
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#define GAME_INPUT_ANALOG_GUN2 0x000040000 // game has analog gun 2
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#define GAME_INPUT_SKI 0x000080000 // game has ski controls
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#define GAME_INPUT_MAGTRUCK 0x000100000 // game has magical truck controls
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#define GAME_INPUT_ALL 0x0001FFFFF
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#define GAME_INPUT_FISHING 0x000200000 // game has fishing controls
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#define GAME_INPUT_ALL 0x0003FFFFF
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/******************************************************************************
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@ -105,6 +105,7 @@ const char* CInput::GetInputGroup()
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case GAME_INPUT_ANALOG_GUN2: return "Analog Guns";
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case GAME_INPUT_SKI: return "Ski Controls";
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case GAME_INPUT_MAGTRUCK: return "Magical Truck Controls";
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case GAME_INPUT_FISHING: return "Fishing Controls";
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default: return "Misc";
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}
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}
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@ -244,10 +244,30 @@ CInputs::CInputs(CInputSystem *system) : m_system(system)
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CAnalogInput *magicalLeverUp2 = AddAnalogInput("MagicalLeverUp2", "P2 Magical Lever Up", GAME_INPUT_MAGTRUCK, "NONE");
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CAnalogInput *magicalLeverDown2 = AddAnalogInput("MagicalLeverDown2", "P2 Magical Lever Down", GAME_INPUT_MAGTRUCK, "NONE");
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magicalLever1 = AddAxisInput( "MagicalLever1", "P1 Magical Lever Full Analog", GAME_INPUT_MAGTRUCK, "NONE", magicalLeverUp1, magicalLeverDown1, 0xFF, 0x80, 0);
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magicalLever2 = AddAxisInput( "MagicalLever2", "P2 Magical Lever Full Analog", GAME_INPUT_MAGTRUCK, "NONE", magicalLeverUp2, magicalLeverDown2, 0xFF, 0x80, 0);
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magicalPedal1 = AddSwitchInput( "MagicalPedal1", "P1 Magical Pedal", GAME_INPUT_MAGTRUCK, "NONE");
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magicalPedal2 = AddSwitchInput( "MagicalPedal2", "P2 Magical Pedal", GAME_INPUT_MAGTRUCK, "NONE");
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magicalLever1 = AddAxisInput( "MagicalLever1", "P1 Magical Lever", GAME_INPUT_MAGTRUCK, "NONE", magicalLeverUp1, magicalLeverDown1, 0xFF, 0x80, 0);
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magicalLever2 = AddAxisInput( "MagicalLever2", "P2 Magical Lever", GAME_INPUT_MAGTRUCK, "NONE", magicalLeverUp2, magicalLeverDown2, 0xFF, 0x80, 0);
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magicalPedal1 = AddSwitchInput( "MagicalPedal1", "P1 Magical Pedal", GAME_INPUT_MAGTRUCK, "NONE");
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magicalPedal2 = AddSwitchInput( "MagicalPedal2", "P2 Magical Pedal", GAME_INPUT_MAGTRUCK, "NONE");
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// Sega Bass Fishing controls
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CAnalogInput *fishingRodLeft = AddAnalogInput("FishingRodLeft", "Rod Left", GAME_INPUT_FISHING, "NONE");
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CAnalogInput *fishingRodRight = AddAnalogInput("FishingRodRight", "Rod Right", GAME_INPUT_FISHING, "NONE");
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CAnalogInput *fishingRodUp = AddAnalogInput("FishingRodUp", "Rod Up", GAME_INPUT_FISHING, "NONE");
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CAnalogInput *fishingRodDown = AddAnalogInput("FishingRodDown", "Rod Down", GAME_INPUT_FISHING, "NONE");
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CAnalogInput *fishingReelFaster = AddAnalogInput("FishingReelFaster", "Reel Faster", GAME_INPUT_FISHING, "NONE");
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CAnalogInput *fishingReelSlower = AddAnalogInput("FishingReelSlower", "Reel Slower", GAME_INPUT_FISHING, "NONE");
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CAnalogInput *fishingStickLeft = AddAnalogInput("FishingStickLeft", "Stick Left", GAME_INPUT_FISHING, "NONE");
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CAnalogInput *fishingStickRight = AddAnalogInput("FishingStickRight", "Stick Right", GAME_INPUT_FISHING, "NONE");
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CAnalogInput *fishingStickUp = AddAnalogInput("FishingStickUp", "Stick Up", GAME_INPUT_FISHING, "NONE");
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CAnalogInput *fishingStickDown = AddAnalogInput("FishingStickDown", "Stick Down", GAME_INPUT_FISHING, "NONE");
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fishingRodX = AddAxisInput( "FishingRodX", "Rod X-Axis", GAME_INPUT_FISHING, "NONE", fishingRodLeft, fishingRodRight, 0, 0x80, 0xFF);
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fishingRodY = AddAxisInput( "FishingRodY", "Rod Y-Axis", GAME_INPUT_FISHING, "NONE", fishingRodUp, fishingRodDown, 0xFF, 0x80, 0);
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fishingReel = AddAxisInput( "FishingReel", "Reel Speed", GAME_INPUT_FISHING, "NONE", fishingReelSlower, fishingReelFaster, 0, 0x80, 0xFF);
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fishingStickX = AddAxisInput( "FishingStickX", "Stick X-Axis", GAME_INPUT_FISHING, "NONE", fishingStickLeft, fishingStickRight, 0, 0x80, 0xFF);
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fishingStickY = AddAxisInput( "FishingStickY", "Stick Y-Axis", GAME_INPUT_FISHING, "NONE", fishingStickUp, fishingStickDown, 0xFF, 0x80, 0);
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fishingCast = AddSwitchInput( "FishingCast", "Cast", GAME_INPUT_FISHING, "NONE");
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fishingSelect = AddSwitchInput( "FishingSelect", "Select", GAME_INPUT_FISHING, "NONE");
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}
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CInputs::~CInputs()
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@ -220,6 +220,15 @@ public:
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CAxisInput *magicalLever2;
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CSwitchInput *magicalPedal1;
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CSwitchInput *magicalPedal2;
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// Sega Bass Fishing controls
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CAxisInput *fishingRodX;
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CAxisInput *fishingRodY;
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CAxisInput *fishingReel;
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CAxisInput *fishingStickX;
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CAxisInput *fishingStickY;
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CSwitchInput *fishingCast;
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CSwitchInput *fishingSelect;
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/*
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* Creates a set of inputs with the given input system.
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@ -427,6 +427,11 @@ UINT8 CModel3::ReadInputs(unsigned reg)
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if ((Game->inputFlags & GAME_INPUT_MAGTRUCK))
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data &= ~(Inputs->magicalPedal1->value << 0);
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if ((Game->inputFlags & GAME_INPUT_FISHING))
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{
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data &= ~(Inputs->fishingCast->value << 0);
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data &= ~(Inputs->fishingSelect->value << 1);
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}
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return data;
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case 0x0C: // game-specific inputs
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@ -500,7 +505,7 @@ UINT8 CModel3::ReadInputs(unsigned reg)
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if ((Game->inputFlags & GAME_INPUT_MAGTRUCK))
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data &= ~(Inputs->magicalPedal2->value << 0);
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return data;
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case 0x2C: // Serial FIFO 1
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@ -551,6 +556,15 @@ UINT8 CModel3::ReadInputs(unsigned reg)
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adc[1] = uint8_t(Inputs->magicalLever2->value);
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}
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if ((Game->inputFlags & GAME_INPUT_FISHING))
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{
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adc[0] = uint8_t(Inputs->fishingRodY->value);
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adc[1] = uint8_t(Inputs->fishingRodX->value);
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adc[3] = uint8_t(Inputs->fishingReel->value);
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adc[5] = uint8_t(Inputs->fishingStickX->value);
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adc[4] = uint8_t(Inputs->fishingStickY->value);
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}
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// Read out appropriate channel
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data = adc[adcChannel&7];
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++adcChannel;
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@ -1382,6 +1396,11 @@ void CModel3::Write32(UINT32 addr, UINT32 data)
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GPU.WritePolygonRAM(addr&0x3FFFFF,FLIPENDIAN32(data));
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break;
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// Real3D configuration registers
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case 0x9C: // 9Cxxxxxx
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//printf("%08X=%08X\n", addr, data); //TODO: flip endian?
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break;
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// Real3D DMA
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case 0xC2: // C2000000-C2000100
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GPU.WriteDMARegister32(addr&0xFF,FLIPENDIAN32(data));
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@ -1515,6 +1534,7 @@ void CModel3::Write32(UINT32 addr, UINT32 data)
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// Unknown
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default:
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Unknown32:
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//printf("PC=%08X\twrite32: %08X=%08X\n", ppc_get_pc(), addr, data);
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DebugLog("PC=%08X\twrite32: %08X=%08X\n", ppc_get_pc(), addr, data);
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break;
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}
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@ -2874,6 +2894,8 @@ void CModel3::Patch(void)
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*(UINT32 *) &crom[0x50E8D4] = 0x60000000;
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*(UINT32 *) &crom[0x50E8F4] = 0x60000000;
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*(UINT32 *) &crom[0x50FB84] = 0x60000000;
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*(UINT32 *) &crom[0x4F736C] = 0x60000000; //
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*(UINT32 *) &crom[0x4F738C] = 0x60000000;
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}
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else if (!strcmp(Game->id, "harleyb"))
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{
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@ -3229,8 +3251,8 @@ CModel3::CModel3(void)
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DebugLog("Built Model 3\n");
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}
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/*
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// Dumps a memory region to a file for debugging purposes
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/*
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static void Dump(const char *file, uint8_t *buf, size_t size, bool reverse32, bool reverse16)
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{
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FILE *fp = fopen(file, "wb");
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