2 SEGA SC-3000 Emulator 'eSC-3000'
4 Author : Takeda.Toshiya
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->key_buffer();
27 joy_stat = emu->joy_buffer();
30 break_pressed = false;
32 // register event to update the key status
33 register_frame_event(this);
36 void KEYBOARD::event_frame()
38 bool new_pressed = (key_stat[0x13] != 0);
39 if(new_pressed && !break_pressed) {
40 d_cpu->write_signal(SIG_CPU_NMI, 1, 1);
42 break_pressed = new_pressed;
47 void KEYBOARD::write_signal(int id, uint32 data, uint32 mask)
49 if(column != (data & mask)) {
55 void KEYBOARD::update_keyboard()
61 for(int i = 0; i < 12; i++) {
62 if(key_stat[key_map[column][i]]) {
68 for(int i = 0; i < 12; i++) {
69 uint8 map = key_map[7][i];
70 uint8 stat = (map & 0x80) ? joy_stat[1] : joy_stat[0];
71 if(stat & (map & 0x3f)) {
76 d_pio->write_signal(SIG_I8255_PORT_A, ~data, 0xff);
78 d_pio->write_signal(SIG_I8255_PORT_B, ~data, 0x0f);
81 #define STATE_VERSION 1
83 void KEYBOARD::save_state(FILEIO* state_fio)
85 state_fio->FputUint32(STATE_VERSION);
86 state_fio->FputInt32(this_device_id);
88 state_fio->FputUint8(column);
89 state_fio->FputBool(break_pressed);
92 bool KEYBOARD::load_state(FILEIO* state_fio)
94 if(state_fio->FgetUint32() != STATE_VERSION) {
97 if(state_fio->FgetInt32() != this_device_id) {
100 column = state_fio->FgetUint8();
101 break_pressed = state_fio->FgetBool();