diff options
Diffstat (limited to 'src/devices/bus/nes_ctrl/zapper.cpp')
-rw-r--r-- | src/devices/bus/nes_ctrl/zapper.cpp | 91 |
1 files changed, 79 insertions, 12 deletions
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; +} |