forked from Hay1tsme/segatools
164 lines
4.4 KiB
C
164 lines
4.4 KiB
C
#include <windows.h>
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#include <assert.h>
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#include <stdlib.h>
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#include <string.h>
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#include "board/io4.h"
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#include "tokyohook/tokyo-dll.h"
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#include "util/dprintf.h"
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static HRESULT tokyo_io4_poll(void *ctx, struct io4_state *state);
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static HRESULT tokyo_io4_write_gpio(uint8_t* payload, size_t len);
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static uint16_t coins;
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static const struct io4_ops tokyo_io4_ops = {
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.poll = tokyo_io4_poll,
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.write_gpio = tokyo_io4_write_gpio,
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};
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HRESULT tokyo_io4_hook_init(const struct io4_config *cfg)
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{
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HRESULT hr;
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assert(tokyo_dll.init != NULL);
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hr = io4_hook_init(cfg, &tokyo_io4_ops, NULL);
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if (FAILED(hr)) {
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return hr;
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}
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return tokyo_dll.init();
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}
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static HRESULT tokyo_io4_poll(void *ctx, struct io4_state *state)
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{
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uint8_t opbtn;
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uint8_t gamebtn;
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uint8_t sense;
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HRESULT hr;
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assert(tokyo_dll.get_opbtns != NULL);
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assert(tokyo_dll.get_gamebtns != NULL);
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assert(tokyo_dll.get_sensors != NULL);
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memset(state, 0, sizeof(*state));
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opbtn = 0;
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gamebtn = 0;
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sense = 0;
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tokyo_dll.get_opbtns(&opbtn);
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tokyo_dll.get_gamebtns(&gamebtn);
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tokyo_dll.get_sensors(&sense);
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if (opbtn & TOKYO_IO_OPBTN_TEST) {
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state->buttons[0] |= IO4_BUTTON_TEST;
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}
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if (opbtn & TOKYO_IO_OPBTN_SERVICE) {
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state->buttons[0] |= IO4_BUTTON_SERVICE;
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}
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if (opbtn & TOKYO_IO_OPBTN_COIN) {
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coins++;
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}
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state->chutes[0] = coins << 8;
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/* Update gamebtns */
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if (gamebtn & TOKYO_IO_GAMEBTN_BLUE) {
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state->buttons[0] |= 1 << 1;
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}
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if (gamebtn & TOKYO_IO_GAMEBTN_YELLOW) {
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state->buttons[0] |= 1 << 0;
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}
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if (gamebtn & TOKYO_IO_GAMEBTN_RED) {
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state->buttons[0] |= 1 << 15;
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}
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/* Update sensors */
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// Invert the logic so that it's active high
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if (!(sense & TOKYO_IO_SENSE_FOOT_LEFT)) {
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state->buttons[0] |= 1 << 13;
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}
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if (!(sense & TOKYO_IO_SENSE_FOOT_RIGHT)) {
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state->buttons[1] |= 1 << 13;
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}
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if (sense & TOKYO_IO_SENSE_JUMP_1) {
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state->buttons[0] |= 1 << 12;
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}
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if (sense & TOKYO_IO_SENSE_JUMP_2) {
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state->buttons[1] |= 1 << 12;
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}
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if (sense & TOKYO_IO_SENSE_JUMP_3) {
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state->buttons[0] |= 1 << 11;
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}
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if (sense & TOKYO_IO_SENSE_JUMP_4) {
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state->buttons[1] |= 1 << 11;
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}
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if (sense & TOKYO_IO_SENSE_JUMP_5) {
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state->buttons[0] |= 1 << 10;
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}
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if (sense & TOKYO_IO_SENSE_JUMP_6) {
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state->buttons[1] |= 1 << 10;
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}
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return S_OK;
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}
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static HRESULT tokyo_io4_write_gpio(uint8_t* payload, size_t len)
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{
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// Just fast fail if there aren't enough bytes in the payload
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if (len < 3)
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return S_OK;
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// This command is used for lights in Mario & Sonic at the Tokyo 2020 Olympics
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// Arcade, but it only contains button lights, and only in the first 3 bytes of
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// the payload; everything else is padding to make the payload 62 bytes. The
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// rest of the cabinet lights and the side button lights are handled separately,
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// by the 15093 lights controller.
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uint32_t lights_data = (uint32_t) ((uint8_t)(payload[0]) << 24 |
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(uint8_t)(payload[1]) << 16 |
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(uint8_t)(payload[2]) << 8);
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// Since Sega uses an odd ordering for the first part of the bitfield,
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// let's normalize the data and just send over bytes for the receiver
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// to interpret as RGB values.
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uint8_t rgb_out[5 * 3] = {
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lights_data & TOKYO_IO_LED_LEFT_BLUE ? 0xFF : 0x00,
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lights_data & TOKYO_IO_LED_CENTER_YELLOW ? 0xFF : 0x00,
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lights_data & TOKYO_IO_LED_RIGHT_RED ? 0xFF : 0x00,
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lights_data & TOKYO_IO_LED_CONTROL_LEFT_R ? 0xFF : 0x00,
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lights_data & TOKYO_IO_LED_CONTROL_LEFT_G ? 0xFF : 0x00,
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lights_data & TOKYO_IO_LED_CONTROL_LEFT_B ? 0xFF : 0x00,
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lights_data & TOKYO_IO_LED_CONTROL_RIGHT_R ? 0xFF : 0x00,
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lights_data & TOKYO_IO_LED_CONTROL_RIGHT_G ? 0xFF : 0x00,
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lights_data & TOKYO_IO_LED_CONTROL_RIGHT_B ? 0xFF : 0x00,
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lights_data & TOKYO_IO_LED_FLOOR_LEFT_R ? 0xFF : 0x00,
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lights_data & TOKYO_IO_LED_FLOOR_LEFT_G ? 0xFF : 0x00,
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lights_data & TOKYO_IO_LED_FLOOR_LEFT_B ? 0xFF : 0x00,
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lights_data & TOKYO_IO_LED_FLOOR_RIGHT_R ? 0xFF : 0x00,
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lights_data & TOKYO_IO_LED_FLOOR_RIGHT_G ? 0xFF : 0x00,
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lights_data & TOKYO_IO_LED_FLOOR_RIGHT_B ? 0xFF : 0x00,
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};
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tokyo_dll.led_set_leds(1, rgb_out);
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return S_OK;
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}
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