diff options
author | 2021-11-11 23:39:28 -0900 | |
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committer | 2021-11-12 19:39:28 +1100 | |
commit | b8aa7a3d6535d1572932b4817abf16eb5d93643e (patch) | |
tree | a2b382049dd6618d813e53c20252b85510a0c5df | |
parent | f8a2d616eb7ea779da5ad494ef635a8cd9b0959d (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.xml | 6 | ||||
-rw-r--r-- | src/devices/bus/nes_ctrl/ctrl.cpp | 1 | ||||
-rw-r--r-- | src/devices/bus/nes_ctrl/zapper.cpp | 91 | ||||
-rw-r--r-- | src/devices/bus/nes_ctrl/zapper.h | 37 |
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 |