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////////////////////////////////////////////////////////////////////////////////////////
//
// Nestopia - NES/Famicom emulator written in C++
//
// Copyright (C) 2003-2008 Martin Freij
//
// This file is part of Nestopia.
//
// Nestopia is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Nestopia is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Nestopia; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
////////////////////////////////////////////////////////////////////////////////////////
#include "NstInpDevice.hpp"
#include "NstInpRob.hpp"
#include "../NstPpu.hpp"
namespace Nes
{
namespace Core
{
namespace Input
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
Rob::Rob(const Cpu& c,const Ppu& ppu)
: Device(c,Api::Input::ROB), palette(ppu.GetPalette().ram)
{
Rob::Reset();
}
void Rob::Reset()
{
strobe = 0;
stream = 0xFF;
state = 0;
shifter = 1;
code = 0;
}
void Rob::SaveState(State::Saver& saver,const byte id) const
{
byte data[6] =
{
strobe,
stream ^ 0xFF,
state,
0,
code & 0xFF,
code >> 8
};
while (!(shifter & 1U << data[3]))
++data[3];
saver.Begin( AsciiId<'R','O'>::R(0,0,id) ).Write( data ).End();
}
void Rob::LoadState(State::Loader& loader,const dword id)
{
if (id == AsciiId<'R','O'>::V)
{
State::Loader::Data<6> data( loader );
strobe = data[0] & 0x1;
stream = data[1] ^ 0xFF;
state = data[2];
shifter = 1U << NST_MIN(data[3],13);
code = data[4] | (data[5] << 8 & 0x100);
}
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
void Rob::BeginFrame(Controllers*)
{
for (uint i=1; i < 16; ++i)
{
if (palette[0] != palette[i])
{
shifter = 1;
code = 0;
return;
}
}
if (palette[0] - uint(SIGNAL_COLOR) < uint(SIGNAL_RANGE))
code |= shifter;
if (shifter != 0x1000)
{
shifter <<= 1;
if (shifter == 0x40 && code == 0)
shifter = 1;
}
else
{
uint tmp = code;
code = 0;
shifter = 1;
switch (tmp)
{
case CODE_OPEN_ARM: state ^= 0x01; break;
case CODE_CLOSE_ARM: state ^= 0x02; break;
case CODE_TEST: state ^= 0x04; break;
case CODE_UNUSED: state ^= 0x08; break;
case CODE_RAISE_ARM: state ^= 0x10; break;
case CODE_LOWER_ARM: state ^= 0x20; break;
case CODE_TURN_LEFT: state ^= 0x40; break;
case CODE_TURN_RIGHT: state ^= 0x80; break;
}
}
}
uint Rob::Peek(uint)
{
if (strobe == 0)
{
const uint data = stream;
stream >>= 1;
return ~data & 0x1;
}
else
{
return state & 0x1;
}
}
void Rob::Poke(uint data)
{
const uint prev = strobe;
strobe = data & 0x1;
if (prev > strobe)
stream = state ^ 0xFF;
}
}
}
}
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