mirror of
https://github.com/RetroDECK/Supermodel.git
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108 lines
4.8 KiB
C
108 lines
4.8 KiB
C
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Games.h
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*
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* Header file containing Model 3 game and ROM file information.
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*/
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#ifndef INCLUDED_GAMES_H
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#define INCLUDED_GAMES_H
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#include "ROMLoad.h" // ROMInfo structure
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/******************************************************************************
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Definitions
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******************************************************************************/
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// Input flags
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#define GAME_INPUT_COMMON 0x000000001 // game has common controls
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#define GAME_INPUT_VEHICLE 0x000000002 // game has vehicle controls
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#define GAME_INPUT_JOYSTICK1 0x000000004 // game has joystick 1
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#define GAME_INPUT_JOYSTICK2 0x000000008 // game has joystick 2
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#define GAME_INPUT_FIGHTING 0x000000010 // game has fighting game controls
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#define GAME_INPUT_VR4 0x000000020 // game has four VR view buttons
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#define GAME_INPUT_VIEWCHANGE 0x000000040 // game has single view change button
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#define GAME_INPUT_SHIFT4 0x000000080 // game has 4-speed shifter
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#define GAME_INPUT_SHIFTUPDOWN 0x000000100 // game has up/down shifter
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#define GAME_INPUT_HANDBRAKE 0x000000200 // game has handbrake
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#define GAME_INPUT_HARLEY 0x000000400 // game has Harley Davidson controls
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#define GAME_INPUT_GUN1 0x000000800 // game has light gun 1
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#define GAME_INPUT_GUN2 0x000001000 // game has light gun 2
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#define GAME_INPUT_ANALOG_JOYSTICK 0x000002000 // game has analog joystick
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#define GAME_INPUT_TWIN_JOYSTICKS 0x000004000 // game has twin joysticks
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#define GAME_INPUT_SOCCER 0x000008000 // game has soccer controls
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#define GAME_INPUT_SPIKEOUT 0x000010000 // game has Spikeout buttons
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#define GAME_INPUT_ANALOG_GUN1 0x000020000 // game has analog gun 1
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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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/******************************************************************************
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Data Structures
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******************************************************************************/
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/*
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* GameInfo:
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*
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* Describes a Model 3 game. List is terminated when title == NULL.
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*/
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struct GameInfo
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{
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// Game information
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const char id[10]; // 9-character game identifier (also serves as zip archive file name)
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const char *parent; // parent game identifier
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const char *title; // complete game title
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const char *mfgName; // name of manufacturer
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unsigned year; // year released (in decimal)
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int step; // Model 3 hardware stepping: 0x10 = 1.0, 0x15 = 1.5, 0x20 = 2.0, 0x21 = 2.1
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uint32_t cromSize; // size of fixed CROM (up to 8 MB)
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bool mirrorLow64MB; // mirror low 64 MB of banked CROM space to upper 64 MB
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uint32_t vromSize; // size of video ROMs (32 or 64 MB; if 32 MB, will have to be mirrored)
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uint32_t sampleSize; // size of sample ROMS (8 or 16 MB; if 8 MB, will have to be mirrored)
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uint32_t inputFlags; // game input types
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int mpegBoard; // MPEG music board type: 0 = none, 1 = DSB1 (Z80), 2 = DSB2 (68K).
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bool driveBoard; // drive board (supported if true)
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uint32_t encryptionKey; // security board encryption device key (or 0 if not applicable)
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// ROM files
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struct ROMInfo ROM[48];
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};
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/******************************************************************************
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Model 3 Game List
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All games supported by Supermodel. All ROMs are loaded according to their
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native endianness. That is, the PowerPC ROMs are loaded just as a real
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PowerPC would see them. The emulator may reorder the bytes on its own for
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performance reasons (but the ROMs are not specified that way here).
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******************************************************************************/
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extern const struct GameInfo g_Model3GameList[];
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#endif // INCLUDED_GAMES_H
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