// license:BSD-3-Clause // copyright-holders:David Graves, Bryan McPhail, Brad Oliver, Andrew Prime, Brian Troha, Nicola Salmoria,Stephane Humbert /******************************************************************************* Input port macros used by many games in multiple Taito drivers *******************************************************************************/ /**************************** Machine Dip Switches ****************************/ /* with location */ #define TAITO_DSWA_BITS_2_TO_3_LOC(DIPBANK) \ PORT_SERVICE_DIPLOC( 0x04, IP_ACTIVE_LOW, #DIPBANK":3" ) \ PORT_DIPNAME( 0x08, 0x08, DEF_STR( Demo_Sounds ) ) PORT_DIPLOCATION(#DIPBANK":4") \ PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) \ PORT_DIPSETTING( 0x08, DEF_STR( On ) ) #define TAITO_DSWA_BITS_1_TO_3_LOC(DIPBANK) \ PORT_DIPNAME( 0x02, 0x02, DEF_STR( Flip_Screen ) ) PORT_DIPLOCATION(#DIPBANK":2") \ PORT_DIPSETTING( 0x02, DEF_STR( Off ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( On ) ) \ TAITO_DSWA_BITS_2_TO_3_LOC(DIPBANK) #define TAITO_MACHINE_COCKTAIL_LOC(DIPBANK) \ PORT_DIPNAME( 0x01, 0x00, DEF_STR( Cabinet ) ) PORT_DIPLOCATION(#DIPBANK":1") \ PORT_DIPSETTING( 0x00, DEF_STR( Upright ) ) \ PORT_DIPSETTING( 0x01, DEF_STR( Cocktail ) ) \ TAITO_DSWA_BITS_1_TO_3_LOC(DIPBANK) #define TAITO_MACHINE_NO_COCKTAIL_LOC(DIPBANK) \ PORT_DIPUNUSED_DIPLOC( 0x01, IP_ACTIVE_LOW, #DIPBANK":1" ) \ TAITO_DSWA_BITS_1_TO_3_LOC(DIPBANK) /* without location */ #define TAITO_DSWA_BITS_2_TO_3 \ PORT_SERVICE( 0x04, IP_ACTIVE_LOW ) \ PORT_DIPNAME( 0x08, 0x08, DEF_STR( Demo_Sounds ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( Off ) ) \ PORT_DIPSETTING( 0x08, DEF_STR( On ) ) #define TAITO_DSWA_BITS_1_TO_3 \ PORT_DIPNAME( 0x02, 0x02, DEF_STR( Flip_Screen ) ) \ PORT_DIPSETTING( 0x02, DEF_STR( Off ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( On ) ) \ TAITO_DSWA_BITS_2_TO_3 #define TAITO_MACHINE_COCKTAIL \ PORT_DIPNAME( 0x01, 0x00, DEF_STR( Cabinet ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( Upright ) ) \ PORT_DIPSETTING( 0x01, DEF_STR( Cocktail ) ) \ TAITO_DSWA_BITS_1_TO_3 #define TAITO_MACHINE_NO_COCKTAIL \ PORT_DIPUNUSED( 0x01, IP_ACTIVE_LOW ) \ TAITO_DSWA_BITS_1_TO_3 /**************************** Coinage Dip Switches ****************************/ /* with location */ #define TAITO_COINAGE_JAPAN_OLD_COIN_A_LOC(DIPBANK) \ PORT_DIPNAME( 0x30, 0x30, DEF_STR( Coin_A ) ) PORT_DIPLOCATION(#DIPBANK":5,6") \ PORT_DIPSETTING( 0x10, DEF_STR( 2C_1C ) ) \ PORT_DIPSETTING( 0x30, DEF_STR( 1C_1C ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( 2C_3C ) ) \ PORT_DIPSETTING( 0x20, DEF_STR( 1C_2C ) ) #define TAITO_COINAGE_JAPAN_OLD_COIN_B_LOC(DIPBANK) \ PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Coin_B ) ) PORT_DIPLOCATION(#DIPBANK":7,8") \ PORT_DIPSETTING( 0x40, DEF_STR( 2C_1C ) ) \ PORT_DIPSETTING( 0xc0, DEF_STR( 1C_1C ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( 2C_3C ) ) \ PORT_DIPSETTING( 0x80, DEF_STR( 1C_2C ) ) #define TAITO_COINAGE_JAPAN_NEW_COIN_A_LOC(DIPBANK) \ PORT_DIPNAME( 0x30, 0x30, DEF_STR( Coin_A ) ) PORT_DIPLOCATION(#DIPBANK":5,6") \ PORT_DIPSETTING( 0x00, DEF_STR( 3C_1C ) ) \ PORT_DIPSETTING( 0x10, DEF_STR( 2C_1C ) ) \ PORT_DIPSETTING( 0x30, DEF_STR( 1C_1C ) ) \ PORT_DIPSETTING( 0x20, DEF_STR( 1C_2C ) ) #define TAITO_COINAGE_JAPAN_NEW_COIN_B_LOC(DIPBANK) \ PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Coin_B ) ) PORT_DIPLOCATION(#DIPBANK":7,8") \ PORT_DIPSETTING( 0x00, DEF_STR( 3C_1C ) ) \ PORT_DIPSETTING( 0x40, DEF_STR( 2C_1C ) ) \ PORT_DIPSETTING( 0xc0, DEF_STR( 1C_1C ) ) \ PORT_DIPSETTING( 0x80, DEF_STR( 1C_2C ) ) #define TAITO_COINAGE_WORLD_COIN_A_LOC(DIPBANK) \ PORT_DIPNAME( 0x30, 0x30, DEF_STR( Coin_A ) ) PORT_DIPLOCATION(#DIPBANK":5,6") \ PORT_DIPSETTING( 0x00, DEF_STR( 4C_1C ) ) \ PORT_DIPSETTING( 0x10, DEF_STR( 3C_1C ) ) \ PORT_DIPSETTING( 0x20, DEF_STR( 2C_1C ) ) \ PORT_DIPSETTING( 0x30, DEF_STR( 1C_1C ) ) #define TAITO_COINAGE_WORLD_COIN_B_LOC(DIPBANK) \ PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Coin_B ) ) PORT_DIPLOCATION(#DIPBANK":7,8") \ PORT_DIPSETTING( 0xc0, DEF_STR( 1C_2C ) ) \ PORT_DIPSETTING( 0x80, DEF_STR( 1C_3C ) ) \ PORT_DIPSETTING( 0x40, DEF_STR( 1C_4C ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( 1C_6C ) ) #define TAITO_COINAGE_US_COIN_START_LOC(DIPBANK) \ PORT_DIPNAME( 0x30, 0x30, DEF_STR( Coinage ) ) PORT_DIPLOCATION(#DIPBANK":5,6") \ PORT_DIPSETTING( 0x00, DEF_STR( 4C_1C ) ) \ PORT_DIPSETTING( 0x10, DEF_STR( 3C_1C ) ) \ PORT_DIPSETTING( 0x20, DEF_STR( 2C_1C ) ) \ PORT_DIPSETTING( 0x30, DEF_STR( 1C_1C ) ) #define TAITO_COINAGE_US_COIN_CONT_LOC(DIPBANK) \ PORT_DIPNAME( 0xc0, 0xc0, "Price to Continue" ) PORT_DIPLOCATION(#DIPBANK":7,8") \ PORT_DIPSETTING( 0x00, DEF_STR( 3C_1C ) ) \ PORT_DIPSETTING( 0x40, DEF_STR( 2C_1C ) ) \ PORT_DIPSETTING( 0x80, DEF_STR( 1C_1C ) ) \ PORT_DIPSETTING( 0xc0, "Same as Start" ) #define TAITO_COINAGE_JAPAN_OLD_LOC(DIPBANK) \ TAITO_COINAGE_JAPAN_OLD_COIN_A_LOC(DIPBANK) \ TAITO_COINAGE_JAPAN_OLD_COIN_B_LOC(DIPBANK) #define TAITO_COINAGE_JAPAN_NEW_LOC(DIPBANK) \ TAITO_COINAGE_JAPAN_NEW_COIN_A_LOC(DIPBANK) \ TAITO_COINAGE_JAPAN_NEW_COIN_B_LOC(DIPBANK) #define TAITO_COINAGE_WORLD_LOC(DIPBANK) \ TAITO_COINAGE_WORLD_COIN_A_LOC(DIPBANK) \ TAITO_COINAGE_WORLD_COIN_B_LOC(DIPBANK) #define TAITO_COINAGE_US_LOC(DIPBANK) \ TAITO_COINAGE_US_COIN_START_LOC(DIPBANK) \ TAITO_COINAGE_US_COIN_CONT_LOC(DIPBANK) /* without location */ #define TAITO_COINAGE_JAPAN_OLD_COIN_A \ PORT_DIPNAME( 0x30, 0x30, DEF_STR( Coin_A ) ) \ PORT_DIPSETTING( 0x10, DEF_STR( 2C_1C ) ) \ PORT_DIPSETTING( 0x30, DEF_STR( 1C_1C ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( 2C_3C ) ) \ PORT_DIPSETTING( 0x20, DEF_STR( 1C_2C ) ) #define TAITO_COINAGE_JAPAN_OLD_COIN_B \ PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Coin_B ) ) \ PORT_DIPSETTING( 0x40, DEF_STR( 2C_1C ) ) \ PORT_DIPSETTING( 0xc0, DEF_STR( 1C_1C ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( 2C_3C ) ) \ PORT_DIPSETTING( 0x80, DEF_STR( 1C_2C ) ) #define TAITO_COINAGE_JAPAN_NEW_COIN_A \ PORT_DIPNAME( 0x30, 0x30, DEF_STR( Coin_A ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( 3C_1C ) ) \ PORT_DIPSETTING( 0x10, DEF_STR( 2C_1C ) ) \ PORT_DIPSETTING( 0x30, DEF_STR( 1C_1C ) ) \ PORT_DIPSETTING( 0x20, DEF_STR( 1C_2C ) ) #define TAITO_COINAGE_JAPAN_NEW_COIN_B \ PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Coin_B ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( 3C_1C ) ) \ PORT_DIPSETTING( 0x40, DEF_STR( 2C_1C ) ) \ PORT_DIPSETTING( 0xc0, DEF_STR( 1C_1C ) ) \ PORT_DIPSETTING( 0x80, DEF_STR( 1C_2C ) ) #define TAITO_COINAGE_WORLD_COIN_A \ PORT_DIPNAME( 0x30, 0x30, DEF_STR( Coin_A ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( 4C_1C ) ) \ PORT_DIPSETTING( 0x10, DEF_STR( 3C_1C ) ) \ PORT_DIPSETTING( 0x20, DEF_STR( 2C_1C ) ) \ PORT_DIPSETTING( 0x30, DEF_STR( 1C_1C ) ) #define TAITO_COINAGE_WORLD_COIN_B \ PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Coin_B ) ) \ PORT_DIPSETTING( 0xc0, DEF_STR( 1C_2C ) ) \ PORT_DIPSETTING( 0x80, DEF_STR( 1C_3C ) ) \ PORT_DIPSETTING( 0x40, DEF_STR( 1C_4C ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( 1C_6C ) ) #define TAITO_COINAGE_US_COIN_START \ PORT_DIPNAME( 0x30, 0x30, DEF_STR( Coinage ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( 4C_1C ) ) \ PORT_DIPSETTING( 0x10, DEF_STR( 3C_1C ) ) \ PORT_DIPSETTING( 0x20, DEF_STR( 2C_1C ) ) \ PORT_DIPSETTING( 0x30, DEF_STR( 1C_1C ) ) #define TAITO_COINAGE_US_COIN_CONT \ PORT_DIPNAME( 0xc0, 0xc0, DEF_STR( Continue_Price ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( 3C_1C ) ) \ PORT_DIPSETTING( 0x40, DEF_STR( 2C_1C ) ) \ PORT_DIPSETTING( 0x80, DEF_STR( 1C_1C ) ) \ PORT_DIPSETTING( 0xc0, "Same as Start" ) #define TAITO_COINAGE_JAPAN_OLD \ TAITO_COINAGE_JAPAN_OLD_COIN_A \ TAITO_COINAGE_JAPAN_OLD_COIN_B #define TAITO_COINAGE_JAPAN_NEW \ TAITO_COINAGE_JAPAN_NEW_COIN_A \ TAITO_COINAGE_JAPAN_NEW_COIN_B #define TAITO_COINAGE_WORLD \ TAITO_COINAGE_WORLD_COIN_A \ TAITO_COINAGE_WORLD_COIN_B #define TAITO_COINAGE_US \ TAITO_COINAGE_US_COIN_START \ TAITO_COINAGE_US_COIN_CONT /************************** Difficulty Dip Switches ***************************/ /* with location */ #define TAITO_DIFFICULTY_LOC(DIPBANK) \ PORT_DIPNAME( 0x03, 0x03, DEF_STR( Difficulty ) ) PORT_DIPLOCATION(#DIPBANK":1,2") \ PORT_DIPSETTING( 0x02, DEF_STR( Easy ) ) \ PORT_DIPSETTING( 0x03, DEF_STR( Medium ) ) \ PORT_DIPSETTING( 0x01, DEF_STR( Hard ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( Hardest ) ) /* without location */ #define TAITO_DIFFICULTY \ PORT_DIPNAME( 0x03, 0x03, DEF_STR( Difficulty ) ) \ PORT_DIPSETTING( 0x02, DEF_STR( Easy ) ) \ PORT_DIPSETTING( 0x03, DEF_STR( Medium ) ) \ PORT_DIPSETTING( 0x01, DEF_STR( Hard ) ) \ PORT_DIPSETTING( 0x00, DEF_STR( Hardest ) ) /************************** Joysticks and buttons *****************************/ /* generic (might be moved elsewhere) */ #define INPUT_GENERIC_JOY_LOW_NIBBLE(PL, STATE, WAY, B01, B02, B04, B08) \ PORT_BIT( 0x01, STATE, IPT_JOYSTICK_##B01 ) WAY PORT_PLAYER(PL) \ PORT_BIT( 0x02, STATE, IPT_JOYSTICK_##B02 ) WAY PORT_PLAYER(PL) \ PORT_BIT( 0x04, STATE, IPT_JOYSTICK_##B04 ) WAY PORT_PLAYER(PL) \ PORT_BIT( 0x08, STATE, IPT_JOYSTICK_##B08 ) WAY PORT_PLAYER(PL) #define INPUT_GENERIC_JOY_HIGH_NIBBLE(PL, STATE, WAY, B10, B20, B40, B80) \ PORT_BIT( 0x10, STATE, IPT_JOYSTICK_##B10 ) WAY PORT_PLAYER(PL) \ PORT_BIT( 0x20, STATE, IPT_JOYSTICK_##B20 ) WAY PORT_PLAYER(PL) \ PORT_BIT( 0x40, STATE, IPT_JOYSTICK_##B40 ) WAY PORT_PLAYER(PL) \ PORT_BIT( 0x80, STATE, IPT_JOYSTICK_##B80 ) WAY PORT_PLAYER(PL) /* Taito generic (more might be needed) */ #define TAITO_GENERIC_JOY_MONO_UDLR(PL) \ INPUT_GENERIC_JOY_LOW_NIBBLE(PL, IP_ACTIVE_LOW, PORT_8WAY, UP, DOWN, LEFT, RIGHT) #define TAITO_GENERIC_JOY_MONO_UDRL(PL) \ INPUT_GENERIC_JOY_LOW_NIBBLE(PL, IP_ACTIVE_LOW, PORT_8WAY, UP, DOWN, RIGHT, LEFT) #define TAITO_GENERIC_JOY_MONO_LRUD(PL) \ INPUT_GENERIC_JOY_LOW_NIBBLE(PL, IP_ACTIVE_LOW, PORT_8WAY, LEFT, RIGHT, UP, DOWN) #define TAITO_GENERIC_JOY_DUAL_UDLR(PL_L, PL_H) \ INPUT_GENERIC_JOY_LOW_NIBBLE(PL_L, IP_ACTIVE_LOW, PORT_8WAY, UP, DOWN, LEFT, RIGHT) \ INPUT_GENERIC_JOY_HIGH_NIBBLE(PL_H, IP_ACTIVE_LOW, PORT_8WAY, UP, DOWN, LEFT, RIGHT) #define TAITO_GENERIC_JOY_DUAL_UDRL(PL_L, PL_H) \ INPUT_GENERIC_JOY_LOW_NIBBLE(PL_L, IP_ACTIVE_LOW, PORT_8WAY, UP, DOWN, RIGHT, LEFT) \ INPUT_GENERIC_JOY_HIGH_NIBBLE(PL_H, IP_ACTIVE_LOW, PORT_8WAY, UP, DOWN, RIGHT, LEFT) #define TAITO_GENERIC_BUTTONS_LOW_NIBBLE(PL, STATE, BUTTON_A, BUTTON_B, BUTTON_C) \ PORT_BIT( 0x01, STATE, IPT_##BUTTON_A ) PORT_PLAYER(PL) \ PORT_BIT( 0x02, STATE, IPT_##BUTTON_B ) PORT_PLAYER(PL) \ PORT_BIT( 0x04, STATE, IPT_##BUTTON_C ) PORT_PLAYER(PL) /* DO NOT fill bit 3 as it may be defined as START button ! */ #define TAITO_GENERIC_BUTTONS_HIGH_NIBBLE(PL, STATE, BUTTON_A, BUTTON_B, BUTTON_C) \ PORT_BIT( 0x10, STATE, IPT_##BUTTON_A ) PORT_PLAYER(PL) \ PORT_BIT( 0x20, STATE, IPT_##BUTTON_B ) PORT_PLAYER(PL) \ PORT_BIT( 0x40, STATE, IPT_##BUTTON_C ) PORT_PLAYER(PL) /* DO NOT fill bit 7 as it may be defined as START button ! */ #define TAITO_GENERIC_1_BUTTON(PL) \ TAITO_GENERIC_BUTTONS_HIGH_NIBBLE(PL, IP_ACTIVE_LOW, BUTTON1, UNKNOWN, UNKNOWN) \ PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN ) #define TAITO_GENERIC_2_BUTTONS(PL) \ TAITO_GENERIC_BUTTONS_HIGH_NIBBLE(PL, IP_ACTIVE_LOW, BUTTON1, BUTTON2, UNKNOWN) \ PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN ) #define TAITO_GENERIC_3_BUTTONS(PL) \ TAITO_GENERIC_BUTTONS_HIGH_NIBBLE(PL, IP_ACTIVE_LOW, BUTTON1, BUTTON2, BUTTON3) \ PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN ) #define TAITO_GENERIC_1_BUTTON_START(PL) \ TAITO_GENERIC_BUTTONS_HIGH_NIBBLE(PL, IP_ACTIVE_LOW, BUTTON1, UNKNOWN, UNKNOWN) \ PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START##PL ) #define TAITO_GENERIC_2_BUTTONS_START(PL) \ TAITO_GENERIC_BUTTONS_HIGH_NIBBLE(PL, IP_ACTIVE_LOW, BUTTON1, BUTTON2, UNKNOWN) \ PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START##PL ) #define TAITO_GENERIC_3_BUTTONS_START(PL) \ TAITO_GENERIC_BUTTONS_HIGH_NIBBLE(PL, IP_ACTIVE_LOW, BUTTON1, BUTTON2, BUTTON3) \ PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_START##PL ) /* Taito games (more might be needed) */ #define TAITO_JOY_UDLR_1_BUTTON(PL) \ TAITO_GENERIC_JOY_MONO_UDLR(PL) \ TAITO_GENERIC_1_BUTTON(PL) #define TAITO_JOY_UDLR_2_BUTTONS(PL) \ TAITO_GENERIC_JOY_MONO_UDLR(PL) \ TAITO_GENERIC_2_BUTTONS(PL) #define TAITO_JOY_UDLR_3_BUTTONS(PL) \ TAITO_GENERIC_JOY_MONO_UDLR(PL) \ TAITO_GENERIC_3_BUTTONS(PL) #define TAITO_JOY_UDRL_1_BUTTON(PL) \ TAITO_GENERIC_JOY_MONO_UDRL(PL) \ TAITO_GENERIC_1_BUTTON(PL) #define TAITO_JOY_UDRL_2_BUTTONS(PL) \ TAITO_GENERIC_JOY_MONO_UDRL(PL) \ TAITO_GENERIC_2_BUTTONS(PL) #define TAITO_JOY_UDRL_3_BUTTONS(PL) \ TAITO_GENERIC_JOY_MONO_UDRL(PL) \ TAITO_GENERIC_3_BUTTONS(PL) #define TAITO_JOY_LRUD_1_BUTTON(PL) \ TAITO_GENERIC_JOY_MONO_LRUD(PL) \ TAITO_GENERIC_1_BUTTON(PL) #define TAITO_JOY_LRUD_2_BUTTONS(PL) \ TAITO_GENERIC_JOY_MONO_LRUD(PL) \ TAITO_GENERIC_2_BUTTONS(PL) #define TAITO_JOY_LRUD_3_BUTTONS(PL) \ TAITO_GENERIC_JOY_MONO_LRUD(PL) \ TAITO_GENERIC_3_BUTTONS(PL) #define TAITO_JOY_UDLR_1_BUTTON_START(PL) \ TAITO_GENERIC_JOY_MONO_UDLR(PL) \ TAITO_GENERIC_1_BUTTON_START(PL) #define TAITO_JOY_UDLR_2_BUTTONS_START(PL) \ TAITO_GENERIC_JOY_MONO_UDLR(PL) \ TAITO_GENERIC_2_BUTTONS_START(PL) #define TAITO_JOY_UDLR_3_BUTTONS_START(PL) \ TAITO_GENERIC_JOY_MONO_UDLR(PL) \ TAITO_GENERIC_3_BUTTONS_START(PL) #define TAITO_JOY_UDRL_1_BUTTON_START(PL) \ TAITO_GENERIC_JOY_MONO_UDRL(PL) \ TAITO_GENERIC_1_BUTTONS_START(PL) #define TAITO_JOY_UDRL_2_BUTTONS_START(PL) \ TAITO_GENERIC_JOY_MONO_UDRL(PL) \ TAITO_GENERIC_2_BUTTONS_START(PL) #define TAITO_JOY_UDRL_3_BUTTONS_START(PL) \ TAITO_GENERIC_JOY_MONO_UDRL(PL) \ TAITO_GENERIC_3_BUTTONS_START(PL) #define TAITO_JOY_LRUD_1_BUTTON_START(PL) \ TAITO_GENERIC_JOY_MONO_LRUD(PL) \ TAITO_GENERIC_1_BUTTON_START(PL) #define TAITO_JOY_LRUD_2_BUTTONS_START(PL) \ TAITO_GENERIC_JOY_MONO_LRUD(PL) \ TAITO_GENERIC_2_BUTTONS_START(PL) #define TAITO_JOY_LRUD_3_BUTTONS_START(PL) \ TAITO_GENERIC_JOY_MONO_LRUD(PL) \ TAITO_GENERIC_3_BUTTONS_START(PL) #define TAITO_JOY_DUAL_UDLR(PL_L, PL_H) \ TAITO_GENERIC_JOY_DUAL_UDLR(PL_L, PL_H) #define TAITO_JOY_DUAL_UDRL(PL_L, PL_H) \ TAITO_GENERIC_JOY_DUAL_UDRL(PL_L, PL_H)