bus/nes_ctrl: Added support for Bandai Hyper Shot light gun. (#8794)

Software list items promoted to working (nes.xml)
---------------------------------------
Space Shadow (Japan)
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0kmg 2021-11-11 23:39:28 -09:00 committed by GitHub
parent f8a2d616eb
commit b8aa7a3d65
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4 changed files with 116 additions and 19 deletions

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@ -50091,9 +50091,8 @@ preliminary proto for the PAL version, still running on NTSC systems) or the gfx
</part>
</software>
<!-- The Bandai Hyper Shot controller/zapper for Space Shadow is not emulated -->
<software name="spaceshd" supported="no">
<description>Space Shadow (Jpn)</description>
<software name="spaceshd">
<description>Space Shadow (Japan)</description>
<year>1989</year>
<publisher>Bandai</publisher>
<info name="serial" value="BA-HYPER"/>
@ -50103,6 +50102,7 @@ preliminary proto for the PAL version, still running on NTSC systems) or the gfx
<feature name="slot" value="discrete_74x161" />
<feature name="pcb" value="BANDAI-74*161/161/32" />
<feature name="mirroring" value="pcb_controlled" />
<feature name="peripheral" value="bandai_hypershot" />
<dataarea name="chr" size="131072">
<rom name="space shadow (japan).chr" size="131072" crc="6690e5c1" sha1="f05cc0478786a5e6d153c2f85c00c14afa0e61b0" offset="00000" status="baddump" />
</dataarea>

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@ -202,6 +202,7 @@ void fc_expansion_devices(device_slot_interface &device)
device.option_add("arcstick", NES_ARCSTICK);
device.option_add("fc_keyboard", NES_FCKEYBOARD);
device.option_add("zapper", NES_ZAPPER);
device.option_add("bandaihs", NES_BANDAIHS);
device.option_add("vaus", NES_ARKPADDLE_FC);
device.option_add("family_trainer", NES_FTRAINER);
device.option_add("konamihs", NES_KONAMIHS);

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@ -3,6 +3,7 @@
/**********************************************************************
Nintendo Family Computer & Entertainment System Zapper Lightgun
Nintendo Family Computer Bandai Hyper Shot Lightgun
**********************************************************************/
@ -14,7 +15,8 @@
// DEVICE DEFINITIONS
//**************************************************************************
DEFINE_DEVICE_TYPE(NES_ZAPPER, nes_zapper_device, "nes_zapper", "Nintendo Zapper Lightgun")
DEFINE_DEVICE_TYPE(NES_ZAPPER, nes_zapper_device, "nes_zapper", "Nintendo Zapper Lightgun")
DEFINE_DEVICE_TYPE(NES_BANDAIHS, nes_bandaihs_device, "nes_bandaihs", "Bandai Hyper Shot Lightgun")
static INPUT_PORTS_START( nes_zapper )
@ -27,6 +29,21 @@ static INPUT_PORTS_START( nes_zapper )
INPUT_PORTS_END
static INPUT_PORTS_START( nes_bandaihs )
PORT_INCLUDE( nes_zapper )
PORT_START("JOYPAD")
PORT_BIT( 0x01, IP_ACTIVE_HIGH, IPT_UNUSED ) // has complete joypad inputs except button A
PORT_BIT( 0x02, IP_ACTIVE_HIGH, IPT_BUTTON2 ) PORT_NAME("B")
PORT_BIT( 0x04, IP_ACTIVE_HIGH, IPT_SELECT )
PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_START )
PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_8WAY
PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_8WAY
PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_8WAY
PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_8WAY
INPUT_PORTS_END
//-------------------------------------------------
// input_ports - device-specific input ports
//-------------------------------------------------
@ -36,6 +53,11 @@ ioport_constructor nes_zapper_device::device_input_ports() const
return INPUT_PORTS_NAME( nes_zapper );
}
ioport_constructor nes_bandaihs_device::device_input_ports() const
{
return INPUT_PORTS_NAME( nes_bandaihs );
}
//**************************************************************************
@ -43,15 +65,28 @@ ioport_constructor nes_zapper_device::device_input_ports() const
//**************************************************************************
//-------------------------------------------------
// nes_zapper_device - constructor
// constructor
//-------------------------------------------------
nes_zapper_device::nes_zapper_device(const machine_config &mconfig, const char *tag, device_t *owner, uint32_t clock) :
device_t(mconfig, NES_ZAPPER, tag, owner, clock),
device_nes_control_port_interface(mconfig, *this),
m_lightx(*this, "ZAPPER_X"),
m_lighty(*this, "ZAPPER_Y"),
m_trigger(*this, "ZAPPER_T")
nes_zapper_device::nes_zapper_device(const machine_config &mconfig, device_type type, const char *tag, device_t *owner, u32 clock)
: device_t(mconfig, type, tag, owner, clock)
, device_nes_control_port_interface(mconfig, *this)
, m_lightx(*this, "ZAPPER_X")
, m_lighty(*this, "ZAPPER_Y")
, m_trigger(*this, "ZAPPER_T")
{
}
nes_zapper_device::nes_zapper_device(const machine_config &mconfig, const char *tag, device_t *owner, u32 clock)
: nes_zapper_device(mconfig, NES_ZAPPER, tag, owner, clock)
{
}
nes_bandaihs_device::nes_bandaihs_device(const machine_config &mconfig, const char *tag, device_t *owner, u32 clock)
: nes_zapper_device(mconfig, NES_BANDAIHS, tag, owner, clock)
, m_joypad(*this, "JOYPAD")
, m_latch(0)
, m_strobe(0)
{
}
@ -64,6 +99,13 @@ void nes_zapper_device::device_start()
{
}
void nes_bandaihs_device::device_start()
{
nes_zapper_device::device_start();
save_item(NAME(m_latch));
save_item(NAME(m_strobe));
}
//-------------------------------------------------
// device_reset
@ -78,9 +120,9 @@ void nes_zapper_device::device_reset()
// read
//-------------------------------------------------
uint8_t nes_zapper_device::read_bit34()
u8 nes_zapper_device::read_bit34()
{
uint8_t ret = m_trigger->read();
u8 ret = m_trigger->read();
int x = m_lightx->read();
int y = m_lighty->read();
@ -107,10 +149,35 @@ uint8_t nes_zapper_device::read_bit34()
return ret;
}
uint8_t nes_zapper_device::read_exp(offs_t offset)
u8 nes_zapper_device::read_exp(offs_t offset)
{
uint8_t ret = 0;
u8 ret = 0;
if (offset == 1) // $4017
ret |= nes_zapper_device::read_bit34();
return ret;
}
u8 nes_bandaihs_device::read_bit0()
{
if (m_strobe & 1)
m_latch = m_joypad->read();
u8 ret = m_latch & 1;
m_latch = (m_latch >> 1) | 0x80;
return ret;
}
// In addition to bit 0 used here the real Bandai Hyper Shot also responds to
// bits 1 and 2, neither emulated here. Bit 1 turns on and off a motor, which
// causes the machine gun to shake as if to simulate recoil. Bit 2 turns on and
// off an internal speaker in the gun. Videos demostrate that the speaker plays
// the same audio as the Famicom itself. The analog audio signal of the FC is
// carried on expansion port pin 2, so there's likely nothing more going on.
void nes_bandaihs_device::write(u8 data)
{
if (m_strobe & 1)
m_latch = m_joypad->read();
m_strobe = data;
}

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@ -3,6 +3,7 @@
/**********************************************************************
Nintendo Family Computer & Entertainment System Zapper Lightgun
Nintendo Family Computer Bandai Hyper Shot Lightgun
**********************************************************************/
@ -25,17 +26,20 @@ class nes_zapper_device : public device_t,
{
public:
// construction/destruction
nes_zapper_device(const machine_config &mconfig, const char *tag, device_t *owner, uint32_t clock);
nes_zapper_device(const machine_config &mconfig, const char *tag, device_t *owner, u32 clock);
virtual ioport_constructor device_input_ports() const override;
protected:
// construction/destruction
nes_zapper_device(const machine_config &mconfig, device_type type, const char *tag, device_t *owner, u32 clock);
// device-level overrides
virtual void device_start() override;
virtual void device_reset() override;
virtual uint8_t read_bit34() override;
virtual uint8_t read_exp(offs_t offset) override;
virtual u8 read_bit34() override;
virtual u8 read_exp(offs_t offset) override;
private:
required_ioport m_lightx;
@ -44,7 +48,32 @@ private:
};
// ======================> nes_bandaihs_device
class nes_bandaihs_device : public nes_zapper_device
{
public:
// construction/destruction
nes_bandaihs_device(const machine_config &mconfig, const char *tag, device_t *owner, u32 clock);
virtual ioport_constructor device_input_ports() const override;
protected:
// device-level overrides
virtual void device_start() override;
virtual u8 read_bit0() override;
virtual void write(u8 data) override;
private:
required_ioport m_joypad;
u8 m_latch;
u8 m_strobe;
};
// device type definition
DECLARE_DEVICE_TYPE(NES_ZAPPER, nes_zapper_device)
DECLARE_DEVICE_TYPE(NES_ZAPPER, nes_zapper_device)
DECLARE_DEVICE_TYPE(NES_BANDAIHS, nes_bandaihs_device)
#endif // MAME_BUS_NES_CTRL_ZAPPER