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Diffstat (limited to 'src/devices/bus/nes_ctrl/bandaihs.cpp')
-rw-r--r-- | src/devices/bus/nes_ctrl/bandaihs.cpp | 132 |
1 files changed, 132 insertions, 0 deletions
diff --git a/src/devices/bus/nes_ctrl/bandaihs.cpp b/src/devices/bus/nes_ctrl/bandaihs.cpp new file mode 100644 index 00000000000..e77cf7002ab --- /dev/null +++ b/src/devices/bus/nes_ctrl/bandaihs.cpp @@ -0,0 +1,132 @@ +// license:BSD-3-Clause +// copyright-holders:Fabio Priuli +/********************************************************************** + + Nintendo Family Computer Bandai Hyper Shot Lightgun + +**********************************************************************/ + +#include "emu.h" +#include "bandaihs.h" + +//************************************************************************** +// DEVICE DEFINITIONS +//************************************************************************** + +DEFINE_DEVICE_TYPE(NES_BANDAIHS, nes_bandaihs_device, "nes_bandaihs", "Bandai Hyper Shot Lightgun") + + +//------------------------------------------------- +// input_ports - device-specific input ports +//------------------------------------------------- + +static INPUT_PORTS_START( nes_bandaihs ) + 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("%p 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 + + PORT_START("GUN_X") + PORT_BIT( 0xff, 0x80, IPT_LIGHTGUN_X ) PORT_CROSSHAIR(X, 1.0, 0.0, 0) PORT_SENSITIVITY(70) PORT_KEYDELTA(30) PORT_MINMAX(0, 255) + PORT_START("GUN_Y") + PORT_BIT( 0xff, 0x80, IPT_LIGHTGUN_Y ) PORT_CROSSHAIR(Y, 1.0, 0.0, 0) PORT_SENSITIVITY(50) PORT_KEYDELTA(30) PORT_MINMAX(0, 239) + PORT_START("GUN_T") + PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_NAME("Lightgun Trigger") +INPUT_PORTS_END + +ioport_constructor nes_bandaihs_device::device_input_ports() const +{ + return INPUT_PORTS_NAME( nes_bandaihs ); +} + + +//------------------------------------------------- +// device_add_mconfig - add device configuration +//------------------------------------------------- + +void nes_bandaihs_device::device_add_mconfig(machine_config &config) +{ + NES_ZAPPER_SENSOR(config, m_sensor, 0); + if (m_port != nullptr) + m_sensor->set_screen_tag(m_port->m_screen); +} + + +//************************************************************************** +// LIVE DEVICE +//************************************************************************** + +//------------------------------------------------- +// constructor +//------------------------------------------------- + +nes_bandaihs_device::nes_bandaihs_device(const machine_config &mconfig, const char *tag, device_t *owner, u32 clock) + : device_t(mconfig, NES_BANDAIHS, tag, owner, clock) + , device_nes_control_port_interface(mconfig, *this) + , m_sensor(*this, "sensor") + , m_lightx(*this, "GUN_X") + , m_lighty(*this, "GUN_Y") + , m_trigger(*this, "GUN_T") + , m_joypad(*this, "JOYPAD") + , m_latch(0) +{ +} + + +//------------------------------------------------- +// device_start +//------------------------------------------------- + +void nes_bandaihs_device::device_start() +{ + save_item(NAME(m_latch)); + save_item(NAME(m_strobe)); +} + + +//------------------------------------------------- +// read +//------------------------------------------------- + +u8 nes_bandaihs_device::read_exp(offs_t offset) +{ + u8 ret = 0; + + if (offset == 0) // $4016 + { + if (m_strobe) + m_latch = m_joypad->read(); + ret = (m_latch & 1) << 1; + m_latch = (m_latch >> 1) | 0x80; + } + else // $4017 + { + ret = m_trigger->read(); + if (!m_sensor->detect_light(m_lightx->read(), m_lighty->read())) + ret |= 0x08; + } + + return ret; +} + + +//------------------------------------------------- +// write +//------------------------------------------------- + +// 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 (write_strobe(data)) + m_latch = m_joypad->read(); +} |