2 SEGA GAME GEAR Emulator 'yaGAME GEAR'
13 static const uint8 key_map[8][12] = {
14 { 0x31, 0x51, 0x41, 0x5a, 0x15, 0xbc, 0x4b, 0x49, 0x38, 0x00, 0x00, 0x00 },
15 { 0x32, 0x57, 0x53, 0x58, 0x20, 0xbe, 0x4c, 0x4f, 0x39, 0x00, 0x00, 0x00 },
16 { 0x33, 0x45, 0x44, 0x43, 0x24, 0xbf, 0xbb, 0x50, 0x30, 0x00, 0x00, 0x00 },
17 { 0x34, 0x52, 0x46, 0x56, 0x2e, 0xe2, 0xba, 0xc0, 0xbd, 0x00, 0x00, 0x00 },
18 { 0x35, 0x54, 0x47, 0x42, 0x00, 0x28, 0xdd, 0xdb, 0xde, 0x00, 0x00, 0x00 },
19 { 0x36, 0x59, 0x48, 0x4e, 0x00, 0x25, 0x0d, 0x00, 0xdc, 0x00, 0x00, 0x29 },
20 { 0x37, 0x55, 0x4a, 0x4d, 0x00, 0x27, 0x26, 0x00, 0x13, 0x12, 0x11, 0x10 },
21 { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x81, 0x82, 0x84, 0x88, 0x90, 0xa0 }
24 void KEYBOARD::initialize()
26 key_stat = emu->get_key_buffer();
27 joy_stat = emu->get_joy_buffer();
30 break_pressed = false;
31 start_pressed = false;
32 // register event to update the key status
33 register_frame_event(this);
36 void KEYBOARD::reset()
41 void KEYBOARD::event_frame()
43 bool new_pressed = (key_stat[VK_F9] != 0);
44 if(new_pressed && !break_pressed) {
45 d_cpu->write_signal(SIG_CPU_NMI, 1, 1);
47 break_pressed = new_pressed;
52 void KEYBOARD::write_signal(int id, uint32 data, uint32 mask)
54 if(column != (data & mask)) {
60 void KEYBOARD::update_keyboard()
64 if( sk1100 && column < 7) {
66 for (int i = 0; i < 12; i++) {
67 if (key_stat[key_map[column][i]]) {
71 if (key_stat[key_map[column][i]] >0x87) key_stat[key_map[column][i]]++;
72 if (key_stat[key_map[column][i]] >0x8f) {
73 key_stat[key_map[column][i]]=0;
79 for(int i = 0; i < 12; i++) {
80 uint8 map = key_map[7][i];
81 uint8 stat = (map & 0x80) ? joy_stat[1] : joy_stat[0];
82 if(stat & (map & 0x3f)) {
86 // if (joy_stat[0] & 0x40) {
87 if (joy_stat[0] == 0x40) {
93 d_pio->write_signal(SIG_I8255_PORT_A, ~data, 0xff);
95 d_pio->write_signal(SIG_I8255_PORT_B, ~data, 0x0f);
98 bool KEYBOARD::is_start()
100 return start_pressed;