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author 0kmg <9137159+0kmg@users.noreply.github.com>2021-11-11 23:39:28 -0900
committer GitHub <noreply@github.com>2021-11-12 19:39:28 +1100
commitb8aa7a3d6535d1572932b4817abf16eb5d93643e (patch)
treea2b382049dd6618d813e53c20252b85510a0c5df
parentf8a2d616eb7ea779da5ad494ef635a8cd9b0959d (diff)
bus/nes_ctrl: Added support for Bandai Hyper Shot light gun. (#8794)
Software list items promoted to working (nes.xml) --------------------------------------- Space Shadow (Japan)
-rw-r--r--hash/nes.xml6
-rw-r--r--src/devices/bus/nes_ctrl/ctrl.cpp1
-rw-r--r--src/devices/bus/nes_ctrl/zapper.cpp91
-rw-r--r--src/devices/bus/nes_ctrl/zapper.h37
4 files changed, 116 insertions, 19 deletions
diff --git a/hash/nes.xml b/hash/nes.xml
index 977c2f73b58..a01205bc072 100644
--- a/hash/nes.xml
+++ b/hash/nes.xml
@@ -50091,9 +50091,8 @@ preliminary proto for the PAL version, still running on NTSC systems) or the gfx
</part>
</software>
-<!-- The Bandai Hyper Shot controller/zapper for Space Shadow is not emulated -->
- <software name="spaceshd" supported="no">
- <description>Space Shadow (Jpn)</description>
+ <software name="spaceshd">
+ <description>Space Shadow (Japan)</description>
<year>1989</year>
<publisher>Bandai</publisher>
<info name="serial" value="BA-HYPER"/>
@@ -50103,6 +50102,7 @@ preliminary proto for the PAL version, still running on NTSC systems) or the gfx
<feature name="slot" value="discrete_74x161" />
<feature name="pcb" value="BANDAI-74*161/161/32" />
<feature name="mirroring" value="pcb_controlled" />
+ <feature name="peripheral" value="bandai_hypershot" />
<dataarea name="chr" size="131072">
<rom name="space shadow (japan).chr" size="131072" crc="6690e5c1" sha1="f05cc0478786a5e6d153c2f85c00c14afa0e61b0" offset="00000" status="baddump" />
</dataarea>
diff --git a/src/devices/bus/nes_ctrl/ctrl.cpp b/src/devices/bus/nes_ctrl/ctrl.cpp
index 9c347f563fd..91c0f3376d0 100644
--- a/src/devices/bus/nes_ctrl/ctrl.cpp
+++ b/src/devices/bus/nes_ctrl/ctrl.cpp
@@ -202,6 +202,7 @@ void fc_expansion_devices(device_slot_interface &device)
device.option_add("arcstick", NES_ARCSTICK);
device.option_add("fc_keyboard", NES_FCKEYBOARD);
device.option_add("zapper", NES_ZAPPER);
+ device.option_add("bandaihs", NES_BANDAIHS);
device.option_add("vaus", NES_ARKPADDLE_FC);
device.option_add("family_trainer", NES_FTRAINER);
device.option_add("konamihs", NES_KONAMIHS);
diff --git a/src/devices/bus/nes_ctrl/zapper.cpp b/src/devices/bus/nes_ctrl/zapper.cpp
index da3df413a40..40165d1543c 100644
--- a/src/devices/bus/nes_ctrl/zapper.cpp
+++ b/src/devices/bus/nes_ctrl/zapper.cpp
@@ -3,6 +3,7 @@
/**********************************************************************
Nintendo Family Computer & Entertainment System Zapper Lightgun
+ Nintendo Family Computer Bandai Hyper Shot Lightgun
**********************************************************************/
@@ -14,7 +15,8 @@
// DEVICE DEFINITIONS
//**************************************************************************
-DEFINE_DEVICE_TYPE(NES_ZAPPER, nes_zapper_device, "nes_zapper", "Nintendo Zapper Lightgun")
+DEFINE_DEVICE_TYPE(NES_ZAPPER, nes_zapper_device, "nes_zapper", "Nintendo Zapper Lightgun")
+DEFINE_DEVICE_TYPE(NES_BANDAIHS, nes_bandaihs_device, "nes_bandaihs", "Bandai Hyper Shot Lightgun")
static INPUT_PORTS_START( nes_zapper )
@@ -27,6 +29,21 @@ static INPUT_PORTS_START( nes_zapper )
INPUT_PORTS_END
+static INPUT_PORTS_START( nes_bandaihs )
+ PORT_INCLUDE( nes_zapper )
+
+ PORT_START("JOYPAD")
+ PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_UNUSED ) // has complete joypad inputs except button A
+ PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_NAME("B")
+ PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_SELECT )
+ PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_START )
+ PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_8WAY
+ PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_8WAY
+ PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_8WAY
+ PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_8WAY
+INPUT_PORTS_END
+
+
//-------------------------------------------------
// input_ports - device-specific input ports
//-------------------------------------------------
@@ -36,6 +53,11 @@ ioport_constructor nes_zapper_device::device_input_ports() const
return INPUT_PORTS_NAME( nes_zapper );
}
+ioport_constructor nes_bandaihs_device::device_input_ports() const
+{
+ return INPUT_PORTS_NAME( nes_bandaihs );
+}
+
//**************************************************************************
@@ -43,15 +65,28 @@ ioport_constructor nes_zapper_device::device_input_ports() const
//**************************************************************************
//-------------------------------------------------
-// nes_zapper_device - constructor
+// constructor
//-------------------------------------------------
-nes_zapper_device::nes_zapper_device(const machine_config &mconfig, const char *tag, device_t *owner, uint32_t clock) :
- device_t(mconfig, NES_ZAPPER, tag, owner, clock),
- device_nes_control_port_interface(mconfig, *this),
- m_lightx(*this, "ZAPPER_X"),
- m_lighty(*this, "ZAPPER_Y"),
- m_trigger(*this, "ZAPPER_T")
+nes_zapper_device::nes_zapper_device(const machine_config &mconfig, device_type type, const char *tag, device_t *owner, u32 clock)
+ : device_t(mconfig, type, tag, owner, clock)
+ , device_nes_control_port_interface(mconfig, *this)
+ , m_lightx(*this, "ZAPPER_X")
+ , m_lighty(*this, "ZAPPER_Y")
+ , m_trigger(*this, "ZAPPER_T")
+{
+}
+
+nes_zapper_device::nes_zapper_device(const machine_config &mconfig, const char *tag, device_t *owner, u32 clock)
+ : nes_zapper_device(mconfig, NES_ZAPPER, tag, owner, clock)
+{
+}
+
+nes_bandaihs_device::nes_bandaihs_device(const machine_config &mconfig, const char *tag, device_t *owner, u32 clock)
+ : nes_zapper_device(mconfig, NES_BANDAIHS, tag, owner, clock)
+ , m_joypad(*this, "JOYPAD")
+ , m_latch(0)
+ , m_strobe(0)
{
}
@@ -64,6 +99,13 @@ void nes_zapper_device::device_start()
{
}
+void nes_bandaihs_device::device_start()
+{
+ nes_zapper_device::device_start();
+ save_item(NAME(m_latch));
+ save_item(NAME(m_strobe));
+}
+
//-------------------------------------------------
// device_reset
@@ -78,9 +120,9 @@ void nes_zapper_device::device_reset()
// read
//-------------------------------------------------
-uint8_t nes_zapper_device::read_bit34()
+u8 nes_zapper_device::read_bit34()
{
- uint8_t ret = m_trigger->read();
+ u8 ret = m_trigger->read();
int x = m_lightx->read();
int y = m_lighty->read();
@@ -107,10 +149,35 @@ uint8_t nes_zapper_device::read_bit34()
return ret;
}
-uint8_t nes_zapper_device::read_exp(offs_t offset)
+u8 nes_zapper_device::read_exp(offs_t offset)
{
- uint8_t ret = 0;
+ u8 ret = 0;
if (offset == 1) // $4017
ret |= nes_zapper_device::read_bit34();
return ret;
}
+
+u8 nes_bandaihs_device::read_bit0()
+{
+ if (m_strobe & 1)
+ m_latch = m_joypad->read();
+
+ u8 ret = m_latch & 1;
+ m_latch = (m_latch >> 1) | 0x80;
+
+ return ret;
+}
+
+// In addition to bit 0 used here the real Bandai Hyper Shot also responds to
+// bits 1 and 2, neither emulated here. Bit 1 turns on and off a motor, which
+// causes the machine gun to shake as if to simulate recoil. Bit 2 turns on and
+// off an internal speaker in the gun. Videos demostrate that the speaker plays
+// the same audio as the Famicom itself. The analog audio signal of the FC is
+// carried on expansion port pin 2, so there's likely nothing more going on.
+void nes_bandaihs_device::write(u8 data)
+{
+ if (m_strobe & 1)
+ m_latch = m_joypad->read();
+
+ m_strobe = data;
+}
diff --git a/src/devices/bus/nes_ctrl/zapper.h b/src/devices/bus/nes_ctrl/zapper.h
index 5ae68fd0a6e..42443806f33 100644
--- a/src/devices/bus/nes_ctrl/zapper.h
+++ b/src/devices/bus/nes_ctrl/zapper.h
@@ -3,6 +3,7 @@
/**********************************************************************
Nintendo Family Computer & Entertainment System Zapper Lightgun
+ Nintendo Family Computer Bandai Hyper Shot Lightgun
**********************************************************************/
@@ -25,17 +26,20 @@ class nes_zapper_device : public device_t,
{
public:
// construction/destruction
- nes_zapper_device(const machine_config &mconfig, const char *tag, device_t *owner, uint32_t clock);
+ nes_zapper_device(const machine_config &mconfig, const char *tag, device_t *owner, u32 clock);
virtual ioport_constructor device_input_ports() const override;
protected:
+ // construction/destruction
+ nes_zapper_device(const machine_config &mconfig, device_type type, const char *tag, device_t *owner, u32 clock);
+
// device-level overrides
virtual void device_start() override;
virtual void device_reset() override;
- virtual uint8_t read_bit34() override;
- virtual uint8_t read_exp(offs_t offset) override;
+ virtual u8 read_bit34() override;
+ virtual u8 read_exp(offs_t offset) override;
private:
required_ioport m_lightx;
@@ -44,7 +48,32 @@ private:
};
+// ======================> nes_bandaihs_device
+
+class nes_bandaihs_device : public nes_zapper_device
+{
+public:
+ // construction/destruction
+ nes_bandaihs_device(const machine_config &mconfig, const char *tag, device_t *owner, u32 clock);
+
+ virtual ioport_constructor device_input_ports() const override;
+
+protected:
+ // device-level overrides
+ virtual void device_start() override;
+
+ virtual u8 read_bit0() override;
+ virtual void write(u8 data) override;
+
+private:
+ required_ioport m_joypad;
+ u8 m_latch;
+ u8 m_strobe;
+};
+
+
// device type definition
-DECLARE_DEVICE_TYPE(NES_ZAPPER, nes_zapper_device)
+DECLARE_DEVICE_TYPE(NES_ZAPPER, nes_zapper_device)
+DECLARE_DEVICE_TYPE(NES_BANDAIHS, nes_bandaihs_device)
#endif // MAME_BUS_NES_CTRL_ZAPPER
'/mame/commit/src/mame/drivers/ti99_2.cpp?id=a8cbdbc89cfcec17a0a288a1d5f96118ef4f455f'>tms9995: Fixed READY check on RESET (auto-waitstate) Michael Zapf2017-12-231-6/+11 * Move static data out of devices into the device types. This is a significant... Vas Crabb2017-05-141-4/+4 * Self-registering devices prep: Vas Crabb2017-02-271-0/+1 * A round of spelling/typographical fixes to source comments (nw) Scott Stone2016-11-241-1/+1 * Improvements to rgb_t (nw) AJR2016-10-221-1/+1 * NOTICE (TYPE NAME CONSOLIDATION) Miodrag Milanovic2016-10-221-4/+4 * tms9995: Changed method names for some input lines Michael Zapf2016-03-311-1/+1 * fix a few screen color regressions Dirk Best2016-03-251-1/+1 * Add support to adjust the screen color Dirk Best2016-03-121-2/+2 * reverting: Miodrag Milanovic2016-01-201-1/+1 * tags are now strings (nw) Miodrag Milanovic2016-01-161-1/+1 * overrides in drivers (nw) Miodrag Milanovic2015-12-061-1/+1