/** ** 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 . **/ /* * Games.h * * Header file containing Model 3 game and ROM file information. */ #ifndef INCLUDED_GAMES_H #define INCLUDED_GAMES_H #include "ROMLoad.h" // ROMInfo structure /****************************************************************************** Definitions ******************************************************************************/ // Input flags #define GAME_INPUT_COMMON 0x000000001 // game has common controls #define GAME_INPUT_VEHICLE 0x000000002 // game has vehicle controls #define GAME_INPUT_JOYSTICK1 0x000000004 // game has joystick 1 #define GAME_INPUT_JOYSTICK2 0x000000008 // game has joystick 2 #define GAME_INPUT_FIGHTING 0x000000010 // game has fighting game controls #define GAME_INPUT_VR4 0x000000020 // game has four VR view buttons #define GAME_INPUT_VIEWCHANGE 0x000000040 // game has single view change button #define GAME_INPUT_SHIFT4 0x000000080 // game has 4-speed shifter #define GAME_INPUT_SHIFTUPDOWN 0x000000100 // game has up/down shifter #define GAME_INPUT_HANDBRAKE 0x000000200 // game has handbrake #define GAME_INPUT_HARLEY 0x000000400 // game has Harley Davidson controls #define GAME_INPUT_GUN1 0x000000800 // game has light gun 1 #define GAME_INPUT_GUN2 0x000001000 // game has light gun 2 #define GAME_INPUT_ANALOG_JOYSTICK 0x000002000 // game has analog joystick #define GAME_INPUT_TWIN_JOYSTICKS 0x000004000 // game has twin joysticks #define GAME_INPUT_SOCCER 0x000008000 // game has soccer controls #define GAME_INPUT_SPIKEOUT 0x000010000 // game has Spikeout buttons #define GAME_INPUT_ANALOG_GUN1 0x000020000 // game has analog gun 1 #define GAME_INPUT_ANALOG_GUN2 0x000040000 // game has analog gun 2 #define GAME_INPUT_SKI 0x000080000 // game has ski controls #define GAME_INPUT_MAGTRUCK 0x000100000 // game has magical truck controls #define GAME_INPUT_FISHING 0x000200000 // game has fishing controls #define GAME_INPUT_ALL 0x0003FFFFF /****************************************************************************** Data Structures ******************************************************************************/ /* * GameInfo: * * Describes a Model 3 game. List is terminated when title == NULL. */ struct GameInfo { // Game information const char id[10]; // 9-character game identifier (also serves as zip archive file name) const char *parent; // parent game identifier const char *title; // complete game title const char *mfgName; // name of manufacturer unsigned year; // year released (in decimal) int step; // Model 3 hardware stepping: 0x10 = 1.0, 0x15 = 1.5, 0x20 = 2.0, 0x21 = 2.1 uint32_t cromSize; // size of fixed CROM (up to 8 MB) bool mirrorLow64MB; // mirror low 64 MB of banked CROM space to upper 64 MB uint32_t vromSize; // size of video ROMs (32 or 64 MB; if 32 MB, will have to be mirrored) uint32_t sampleSize; // size of sample ROMS (8 or 16 MB; if 8 MB, will have to be mirrored) uint32_t inputFlags; // game input types int mpegBoard; // MPEG music board type: 0 = none, 1 = DSB1 (Z80), 2 = DSB2 (68K). bool driveBoard; // drive board (supported if true) uint32_t encryptionKey; // security board encryption device key (or 0 if not applicable) // ROM files struct ROMInfo ROM[48]; }; /****************************************************************************** Model 3 Game List All games supported by Supermodel. All ROMs are loaded according to their native endianness. That is, the PowerPC ROMs are loaded just as a real PowerPC would see them. The emulator may reorder the bytes on its own for performance reasons (but the ROMs are not specified that way here). ******************************************************************************/ extern const struct GameInfo g_Model3GameList[]; #endif // INCLUDED_GAMES_H