forked from TeamTofuShop/segatools
swdc: add ffb and led emulation
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@ -15,10 +15,12 @@ static HRESULT init_mmf(void);
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static void swdc_set_gamebtns(uint16_t value);
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static HRESULT swdc_io4_poll(void *ctx, struct io4_state *state);
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static HRESULT swdc_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 swdc_io4_ops = {
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.poll = swdc_io4_poll,
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.poll = swdc_io4_poll,
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.write_gpio = swdc_io4_write_gpio
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};
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HRESULT swdc_io4_hook_init(const struct io4_config *cfg) {
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@ -172,3 +174,34 @@ static HRESULT swdc_io4_poll(void *ctx, struct io4_state *state) {
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return S_OK;
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}
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static HRESULT swdc_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 SWDC, 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 15070 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 ON/OFF values.
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uint8_t rgb_out[6] = {
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lights_data & SWDC_IO_LED_START ? 0xFF : 0x00,
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lights_data & SWDC_IO_LED_VIEW_CHANGE ? 0xFF : 0x00,
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lights_data & SWDC_IO_LED_UP ? 0xFF : 0x00,
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lights_data & SWDC_IO_LED_DOWN ? 0xFF : 0x00,
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lights_data & SWDC_IO_LED_RIGHT ? 0xFF : 0x00,
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lights_data & SWDC_IO_LED_LEFT ? 0xFF : 0x00,
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};
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swdc_dll.led_set_leds(rgb_out);
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return S_OK;
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}
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