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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
//
////////////////////////////////////////////////////////////////////////////////////////
#ifndef NST_INPUT_ROB_H
#define NST_INPUT_ROB_H
#ifdef NST_PRAGMA_ONCE
#pragma once
#endif
namespace Nes
{
namespace Core
{
class Ppu;
namespace Input
{
class Rob : public Device
{
public:
Rob(const Cpu&,const Ppu&);
private:
enum
{
SIGNAL_COLOR = 0x29,
SIGNAL_RANGE = 3
};
enum
{
CODE_OPEN_ARM = 0x0EE8,
CODE_CLOSE_ARM = 0x0FA8,
CODE_TEST = 0x1AE8,
CODE_UNUSED = 0x0AAA,
CODE_RAISE_ARM = 0x1BA8,
CODE_LOWER_ARM = 0x1BE8,
CODE_TURN_LEFT = 0x0BA8,
CODE_TURN_RIGHT = 0x0AE8
};
void BeginFrame(Controllers*);
void Reset();
void Poke(uint);
uint Peek(uint);
void LoadState(State::Loader&,dword);
void SaveState(State::Saver&,byte) const;
uint strobe;
uint stream;
uint state;
uint shifter;
uint code;
const byte (&palette)[32];
};
}
}
}
#endif
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