// license:BSD-3-Clause // copyright-holders:Fabio Priuli /********************************************************************** Nintendo Family Computer & Entertainment System Zapper Lightgun Nintendo Family Computer Bandai Hyper Shot Lightgun **********************************************************************/ #include "emu.h" #include "zapper.h" //************************************************************************** // DEVICE DEFINITIONS //************************************************************************** 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 ) PORT_START("ZAPPER_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("ZAPPER_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("ZAPPER_T") PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_NAME("Lightgun Trigger") 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("%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 INPUT_PORTS_END //------------------------------------------------- // input_ports - device-specific input ports //------------------------------------------------- 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 ); } //------------------------------------------------- // device_add_mconfig - add device configuration //------------------------------------------------- void nes_zapper_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_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_sensor(*this, "sensor") , 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) { } //------------------------------------------------- // device_start //------------------------------------------------- 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)); } //------------------------------------------------- // read //------------------------------------------------- u8 nes_zapper_device::read_bit34() { u8 ret = m_trigger->read(); if (!m_sensor->detect_light(m_lightx->read(), m_lighty->read())) ret |= 0x08; return ret; } u8 nes_zapper_device::read_exp(offs_t offset) { u8 ret = 0; if (offset == 1) // $4017 ret = nes_zapper_device::read_bit34(); return ret; } 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 = nes_zapper_device::read_exp(offset); 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 (write_strobe(data)) m_latch = m_joypad->read(); }