forked from Dniel97/segatools
173 lines
4.6 KiB
C
173 lines
4.6 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 "mu3hook/mu3-dll.h"
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#include "util/dprintf.h"
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static HRESULT mu3_io4_poll(void *ctx, struct io4_state *state);
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static HRESULT mu3_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 mu3_io4_ops = {
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.poll = mu3_io4_poll,
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.write_gpio = mu3_io4_write_gpio,
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};
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HRESULT mu3_io4_hook_init(const struct io4_config *cfg)
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{
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HRESULT hr;
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assert(mu3_dll.init != NULL);
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hr = io4_hook_init(cfg, &mu3_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 mu3_dll.init();
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}
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static HRESULT mu3_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 left;
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uint8_t right;
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int16_t lever;
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HRESULT hr;
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assert(mu3_dll.poll != NULL);
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assert(mu3_dll.get_opbtns != NULL);
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assert(mu3_dll.get_gamebtns != NULL);
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assert(mu3_dll.get_lever != NULL);
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memset(state, 0, sizeof(*state));
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hr = mu3_dll.poll();
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if (FAILED(hr)) {
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return hr;
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}
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opbtn = 0;
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left = 0;
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right = 0;
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lever = 0;
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mu3_dll.get_opbtns(&opbtn);
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mu3_dll.get_gamebtns(&left, &right);
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mu3_dll.get_lever(&lever);
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if (opbtn & MU3_IO_OPBTN_TEST) {
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state->buttons[0] |= IO4_BUTTON_TEST;
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}
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if (opbtn & MU3_IO_OPBTN_SERVICE) {
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state->buttons[0] |= IO4_BUTTON_SERVICE;
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}
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if (opbtn & MU3_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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if (left & MU3_IO_GAMEBTN_1) {
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state->buttons[0] |= 1 << 0;
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}
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if (left & MU3_IO_GAMEBTN_2) {
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state->buttons[0] |= 1 << 5;
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}
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if (left & MU3_IO_GAMEBTN_3) {
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state->buttons[0] |= 1 << 4;
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}
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if (right & MU3_IO_GAMEBTN_1) {
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state->buttons[0] |= 1 << 1;
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}
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if (right & MU3_IO_GAMEBTN_2) {
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state->buttons[1] |= 1 << 0;
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}
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if (right & MU3_IO_GAMEBTN_3) {
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state->buttons[0] |= 1 << 15;
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}
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if (left & MU3_IO_GAMEBTN_MENU) {
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state->buttons[1] |= 1 << 14;
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}
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if (right & MU3_IO_GAMEBTN_MENU) {
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state->buttons[0] |= 1 << 13;
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}
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if (!(left & MU3_IO_GAMEBTN_SIDE)) {
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state->buttons[1] |= 1 << 15; /* L-Side, active-low */
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}
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if (!(right & MU3_IO_GAMEBTN_SIDE)) {
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state->buttons[0] |= 1 << 14; /* R-Side, active-low */
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}
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/* Lever increases right-to-left, not left-to-right.
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Use 0x7FFF as the center point instead of 0x8000; the latter would
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overflow when the lever pos is INT16_MIN. */
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state->adcs[0] = 0x7FFF - lever;
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return S_OK;
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}
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static HRESULT mu3_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 Ongeki, but it only contains button lights,
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// and only in the first 3 bytes of the payload; everything else is padding to
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// make the payload 62 bytes. The rest of the cabinet lights and the side button
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// lights are handled separately, 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[6 * 3] = {
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lights_data & MU3_IO_LED_L1_R ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_L1_G ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_L1_B ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_L2_R ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_L2_G ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_L2_B ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_L3_R ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_L3_G ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_L3_B ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_R1_R ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_R1_G ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_R1_B ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_R2_R ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_R2_G ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_R2_B ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_R3_R ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_R3_G ? 0xFF : 0x00,
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lights_data & MU3_IO_LED_R3_B ? 0xFF : 0x00,
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};
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mu3_dll.led_set_leds(1, rgb_out);
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return S_OK;
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}
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