Add support for Konami Hyper Shot
This is just a quick hook-up of the konami hyper shot controller. -The Konami Hyper Shot is used (and required for gameplay) in the following games: * Hyper Olympic (J) Konami (1985) * Hyper Sports (J) Konami (1985) Fix #439
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@@ -49,6 +49,7 @@
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#define RETRO_DEVICE_FC_OEKAKIDS RETRO_DEVICE_SUBCLASS(RETRO_DEVICE_MOUSE, 3)
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#define RETRO_DEVICE_FC_SHADOW RETRO_DEVICE_SUBCLASS(RETRO_DEVICE_MOUSE, 4)
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#define RETRO_DEVICE_FC_4PLAYERS RETRO_DEVICE_SUBCLASS(RETRO_DEVICE_JOYPAD, 2)
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#define RETRO_DEVICE_FC_HYPERSHOT RETRO_DEVICE_SUBCLASS(RETRO_DEVICE_JOYPAD, 3)
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#define RETRO_DEVICE_FC_AUTO RETRO_DEVICE_JOYPAD
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#define NES_WIDTH 256
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@@ -765,6 +766,10 @@ static void update_nes_controllers(unsigned port, unsigned device)
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FCEUI_SetInputFC(SIFC_4PLAYER, &nes_input.JSReturn, 0);
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FCEU_printf(" Famicom Expansion: Famicom 4-Player Adapter\n");
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break;
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case RETRO_DEVICE_FC_HYPERSHOT:
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FCEUI_SetInputFC(SIFC_HYPERSHOT, nes_input.FamicomData, 0);
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FCEU_printf(" Famicom Expansion: Konami Hyper Shot\n");
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break;
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case RETRO_DEVICE_NONE:
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default:
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FCEUI_SetInputFC(SIFC_NONE, &Dummy, 0);
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@@ -807,6 +812,8 @@ static unsigned fc_to_libretro(int d)
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return RETRO_DEVICE_FC_OEKAKIDS;
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case SIFC_4PLAYER:
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return RETRO_DEVICE_FC_4PLAYERS;
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case SIFC_HYPERSHOT:
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return RETRO_DEVICE_FC_HYPERSHOT;
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}
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return (RETRO_DEVICE_NONE);
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@@ -918,6 +925,7 @@ void retro_set_environment(retro_environment_t cb)
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{ "Auto", RETRO_DEVICE_FC_AUTO },
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{ "Arkanoid", RETRO_DEVICE_FC_ARKANOID },
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{ "(Bandai) Hyper Shot", RETRO_DEVICE_FC_SHADOW },
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{ "(Konami) Hyper Shot", RETRO_DEVICE_FC_HYPERSHOT },
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{ "Oeka Kids Tablet", RETRO_DEVICE_FC_OEKAKIDS },
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{ "4-Player Adapter", RETRO_DEVICE_FC_4PLAYERS },
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{ 0, 0 },
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@@ -1719,6 +1727,37 @@ static void FCEUD_UpdateInput(void)
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case RETRO_DEVICE_FC_SHADOW:
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get_mouse_input(0, nes_input.FamicomData);
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break;
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case RETRO_DEVICE_FC_HYPERSHOT:
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{
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static int toggle;
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int i;
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nes_input.FamicomData[0] = 0;
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toggle ^= 1;
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for (i = 0; i < 2; i++)
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{
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if (input_cb(i, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_B))
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nes_input.FamicomData[0] |= 0x02 << (i * 2);
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else if (input_cb(i, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_Y))
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{
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if (toggle)
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nes_input.FamicomData[0] |= 0x02 << (i * 2);
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else
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nes_input.FamicomData[0] &= ~(0x02 << (i * 2));
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}
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if (input_cb(i, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_A))
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nes_input.FamicomData[0] |= 0x04 << (i * 2);
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else if (input_cb(i, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_X))
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{
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if (toggle)
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nes_input.FamicomData[0] |= 0x04 << (i * 2);
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else
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nes_input.FamicomData[0] &= ~(0x04 << (i * 2));
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}
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}
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break;
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}
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}
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if (input_cb(0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R2))
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