Added acanline rendering. Fixed interrupts. Added XInput support
This commit is contained in:
@@ -9,8 +9,9 @@ namespace Core.Io
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// public Psg AudioProcessor { get; set; }
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// Joypad State (0xFF means no buttons pressed - the SMS uses Active-Low logic!)
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public byte Joypad1State { get; set; } = 0xFF;
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public byte Joypad2State { get; set; } = 0xFF;
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public byte Joypad1Keyboard = 0xFF;
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public byte Joypad1Gamepad = 0xFF;
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public byte Joypad2State = 0xFF;
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public byte ReadPort(ushort port)
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{
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@@ -30,16 +31,9 @@ namespace Core.Io
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if ((lowerPort & 0x01) == 0) return VideoProcessor.ReadDataPort();
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else return VideoProcessor.ReadControlPort();
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}
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if (lowerPort == 0xDC)
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{
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// Port 0xDC: Player 1 (Up, Down, Left, Right, 1, 2) + Player 2 (Up, Down)
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return Joypad1State;
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}
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if (lowerPort == 0xDD)
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{
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// Port 0xDD: Player 2 (Left, Right, 1, 2) + Reset Button
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return Joypad2State;
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}
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if (lowerPort == 0xDC) return (byte)(Joypad1Keyboard & Joypad1Gamepad);
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if (lowerPort == 0xDD) return Joypad2State;
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return 0xFF; // Floating bus
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}
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@@ -38,74 +38,33 @@ namespace Core
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Cpu.Reset();
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}
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public int StepMachine()
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{
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// 1. Tick the CPU
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int tStates = Cpu.Step();
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// 2. Tell the VDP how much time just passed
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VideoProcessor.Update(tStates);
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// 3. Trigger interrupts if the VDP hit scanline 192
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if (VideoProcessor.InterruptPending)
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{
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tStates += Cpu.RequestInterrupt();
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}
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return tStates;
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}
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public void RunFrame()
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{
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long currentFrameTStates = 0;
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while (currentFrameTStates < TStatesPerFrame)
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int tStatesThisFrame = 0;
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while (tStatesThisFrame < 59736) // Standard NTSC frame time
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{
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currentFrameTStates += StepMachine();
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string filePath = "captured_data.txt";
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// 1. Run one CPU instruction
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int cycles = Cpu.Step();
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tStatesThisFrame += cycles;
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// Mock data to loop through
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//List<ushort> sensorReadings = new List<ushort> { Cpu.PC, Cpu.AF.Word, Cpu.BC.Word, Cpu.DE.Word, Cpu.HL.Word, Cpu.SP};
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//List<string> type = new List<string> {"PC: 0x", "AF: 0x", "BC: 0x", "DE: 0x", "HL: 0x", "SP: 0x" };
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// 2. Tell the VDP to catch up
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VideoProcessor.Update(cycles);
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//try
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//{
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// // 2. Initialize StreamWriter within a 'using' block
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// // The 'true' parameter means "append" to the file. Use 'false' to overwrite.
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// using (StreamWriter writer = new StreamWriter(filePath, append: true))
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// {
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// foreach (int reading in sensorReadings)
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// {
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// string timestamp = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss");
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// 3. Check if the VDP is begging for attention!
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if (VideoProcessor.InterruptPending && Cpu.IFF1)
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{
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int intCycles = Cpu.RequestInterrupt();
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tStatesThisFrame += intCycles;
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VideoProcessor.Update(intCycles); // Keep VDP perfectly in sync
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}
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// // 3. Construct your string and write it
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// foreach (string _type in type)
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// {
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// string line = $"{timestamp} | {_type} {reading}";
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// writer.WriteLine(line);
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// }
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// // Optional: Console feedback
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// //Console.WriteLine($"Logged: {line}");
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// }
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// }
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// // File is automatically closed and saved here
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// //Console.WriteLine("Data capture complete.");
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//}
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//catch (IOException e)
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//{
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// Console.WriteLine($"An error occurred: {e.Message}");
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//}
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// THE TRIPWIRE: Check the breakpoint after EVERY single instruction!
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// 4. THE RESTORED BREAKPOINT TRAP
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if (Breakpoint.HasValue && Cpu.PC == Breakpoint.Value)
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{
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break; // Abort the frame loop immediately!
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}
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}
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break; // Instantly abort the frame so the debugger can take over!
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}
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}
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}
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}
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}
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@@ -113,37 +113,32 @@ namespace Core.Video
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if (_tStateCounter >= 228)
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{
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_tStateCounter -= 228;
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//// --- LINE INTERRUPT LOGIC ---
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//if (_currentScanline <= 192)
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//{
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// _lineCounter--;
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// if (_lineCounter < 0)
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// {
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// _lineCounter = Registers[10]; // Reload counter
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// _statusRegister |= 0x40; // Set Line Interrupt Flag (Bit 6)
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// }
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//}
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//else
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//{
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// _lineCounter = Registers[10]; // Reload outside active display
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//}
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_currentScanline++;
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// Line 192 is the exact moment the screen finishes drawing!
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if (_currentScanline == 192)
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// --- MISSING LINE INTERRUPT COUNTDOWN ---
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if (_currentScanline <= 192)
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{
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_statusRegister |= 0x80; // Set Bit 7 (VBlank Flag) to 1
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if ((Registers[1] & 0x40) != 0)
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_lineCounter--;
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if (_lineCounter < 0)
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{
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RenderBackground();
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RenderSprites();
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_lineCounter = Registers[10]; // Reload counter
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_statusRegister |= 0x40; // Set Line Interrupt Flag (Bit 6)
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}
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}
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else
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{
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// Screen is off! Fill it with black (or the background color)
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Array.Fill(FrameBuffer, unchecked((int)0xFF000000));
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_lineCounter = Registers[10]; // Reload outside active display
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}
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// ----------------------------------------
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_currentScanline++;
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if (_currentScanline < 192)
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{
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RenderScanline(_currentScanline);
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}
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else if (_currentScanline == 192)
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{
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_statusRegister |= 0x80; // Set VBlank Flag
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}
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// End of the NTSC frame (262 lines)
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@@ -154,22 +149,45 @@ namespace Core.Video
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}
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}
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private void RenderBackground()
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private void RenderScanline(int screenY)
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{
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// If the display is disabled, fill the line with black and exit
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if ((Registers[1] & 0x40) == 0)
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{
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for (int x = 0; x < 256; x++) FrameBuffer[(screenY * 256) + x] = unchecked((int)0xFF000000);
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return;
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}
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// --- 1. RENDER BACKGROUND LINE ---
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ushort nameTableBase = (ushort)((Registers[2] & 0x0E) << 10);
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byte scrollX = Registers[8];
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byte scrollY = Registers[9];
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bool lockRowScroll = (Registers[0] & 0x80) != 0;
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bool lockColScroll = (Registers[0] & 0x40) != 0;
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// THE FIX: The bits are now in the correct order!
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bool lockColScroll = (Registers[0] & 0x80) != 0; // Bit 7: Locks right 8 columns (Fixes R-Type!)
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bool lockRowScroll = (Registers[0] & 0x40) != 0; // Bit 6: Locks top 2 rows (Fixes Bart!)
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bool maskLeftCol = (Registers[0] & 0x20) != 0; // Bit 5: Hides leftmost column (Fixes Sonic 2!)
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// Clear the priority mask for the new frame!
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Array.Clear(_priorityBuffer, 0, _priorityBuffer.Length);
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for (int screenY = 0; screenY < 192; screenY++)
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{
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for (int screenX = 0; screenX < 256; screenX++)
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{
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// --- LEFT COLUMN MASKING (OVERSCAN CURTAIN) ---
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if (maskLeftCol && screenX < 8)
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{
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// Draw the physical backdrop color (from Sprite Palette + Reg 7 index)
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byte bgSmsColor = CRAM[16 + (Registers[7] & 0x0F)];
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int bgR = (bgSmsColor & 0x03) * 85;
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int bgG = ((bgSmsColor >> 2) & 0x03) * 85;
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int bgB = ((bgSmsColor >> 4) & 0x03) * 85;
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int bgAddress = (screenY * 256) + screenX;
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FrameBuffer[bgAddress] = (255 << 24) | (bgR << 16) | (bgG << 8) | bgB;
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// Flag it as priority so sprites also hide behind the curtain!
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_priorityBuffer[bgAddress] = true;
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continue;
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}
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// Apply Vertical Scrolling (R-Type HUD protection)
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int effectiveScrollY = scrollY;
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if (lockColScroll && screenX >= 192) effectiveScrollY = 0;
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@@ -177,6 +195,7 @@ namespace Core.Video
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int row = vdpY / 8;
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int tileY = vdpY % 8;
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// Apply Horizontal Scrolling (Bart's sky protection)
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int effectiveScrollX = scrollX;
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if (lockRowScroll && screenY < 16) effectiveScrollX = 0;
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@@ -184,20 +203,15 @@ namespace Core.Video
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int col = vdpX / 8;
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int tileX = vdpX % 8;
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// 1. Read the 16-bit Tile instruction
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ushort nameTableAddr = (ushort)(nameTableBase + (row * 64) + (col * 2));
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byte lowByte = VRAM[nameTableAddr];
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byte highByte = VRAM[nameTableAddr + 1];
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ushort tileData = (ushort)((highByte << 8) | lowByte);
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ushort tileData = (ushort)((VRAM[nameTableAddr + 1] << 8) | VRAM[nameTableAddr]);
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// 2. EXTRACT ALL THE HARDWARE BITS!
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int tileIndex = tileData & 0x01FF;
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bool flipH = (tileData & 0x0200) != 0; // Bit 9
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bool flipV = (tileData & 0x0400) != 0; // Bit 10
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bool useSpritePalette = (tileData & 0x0800) != 0; // Bit 11
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bool priority = (tileData & 0x1000) != 0; // Bit 12
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bool flipH = (tileData & 0x0200) != 0;
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bool flipV = (tileData & 0x0400) != 0;
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bool useSpritePalette = (tileData & 0x0800) != 0;
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bool priority = (tileData & 0x1000) != 0;
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// 3. Apply Vertical Flip (Read from the bottom of the tile instead of the top)
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int readY = flipV ? (7 - tileY) : tileY;
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ushort tileAddress = (ushort)(tileIndex * 32);
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@@ -206,12 +220,9 @@ namespace Core.Video
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byte bp2 = VRAM[tileAddress + (readY * 4) + 2];
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byte bp3 = VRAM[tileAddress + (readY * 4) + 3];
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// 4. Apply Horizontal Flip (Shift from right-to-left instead of left-to-right)
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int readX = flipH ? tileX : (7 - tileX);
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int colorIndex = ((bp0 >> readX) & 1) |
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(((bp1 >> readX) & 1) << 1) |
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(((bp2 >> readX) & 1) << 2) |
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(((bp3 >> readX) & 1) << 3);
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int colorIndex = ((bp0 >> readX) & 1) | (((bp1 >> readX) & 1) << 1) |
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(((bp2 >> readX) & 1) << 2) | (((bp3 >> readX) & 1) << 3);
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int paletteOffset = useSpritePalette ? 16 : 0;
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byte smsColor = CRAM[paletteOffset + colorIndex];
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@@ -221,62 +232,47 @@ namespace Core.Video
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int b = ((smsColor >> 4) & 0x03) * 85;
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int screenAddress = (screenY * 256) + screenX;
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// Draw background and reset priority mask for this exact pixel
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FrameBuffer[screenAddress] = (255 << 24) | (r << 16) | (g << 8) | b;
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// 5. FLAG THE PRIORITY PIXEL!
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// If this tile has priority AND the pixel isn't transparent (color 0),
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// tell the sprite renderer not to draw over it!
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if (priority && colorIndex != 0)
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{
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_priorityBuffer[screenAddress] = true;
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}
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}
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}
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_priorityBuffer[screenAddress] = (priority && colorIndex != 0);
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}
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private void RenderSprites()
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{
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// 1. Find the Sprite Attribute Table (SAT)
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// Register 5 contains the base address bits (Mask 0x7E, shifted by 7)
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// --- 2. RENDER SPRITE LINE ---
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ushort satBaseAddress = (ushort)((Registers[5] & 0x7E) << 7);
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// 2. Register 6 determines where the Sprite Tile graphics are stored in VRAM
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ushort spritePatternBase = (ushort)((Registers[6] & 0x04) << 11);
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// 3. Register 1 determines sprite size (8x8 or 8x16)
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bool is8x16 = (Registers[1] & 0x02) != 0;
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bool shiftSpritesLeft = (Registers[0] & 0x08) != 0;
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int spriteHeight = is8x16 ? 16 : 8;
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// The SMS can draw a maximum of 64 sprites
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// Step A: Find the visible sprites for THIS specific line
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var visibleSprites = new System.Collections.Generic.List<int>();
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for (int i = 0; i < 64; i++)
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{
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// Read the Y coordinate from the first part of the SAT
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byte y = VRAM[satBaseAddress + i];
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if (y == 208) break; // End of Sprite List
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// HARDWARE QUIRK: If Y == 208 in standard 192-line mode,
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// it acts as a "Stop Drawing" marker. The VDP aborts the rest of the list!
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if (y == 208) break;
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int spriteY = y + 1; // Physical hardware 1-pixel shift
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if (screenY >= spriteY && screenY < spriteY + spriteHeight)
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{
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visibleSprites.Add(i);
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// HARDWARE QUIRK: VDP stops drawing after 8 sprites on a single line!
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if (visibleSprites.Count == 8) break;
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}
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}
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// The X coordinates and Tile Indices are interleaved starting at SAT + 0x80
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// Step B: Draw them backward so Sprite 0 (highest priority) draws LAST and stays on top
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for (int v = visibleSprites.Count - 1; v >= 0; v--)
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{
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int i = visibleSprites[v];
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byte y = VRAM[satBaseAddress + i];
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byte x = VRAM[satBaseAddress + 0x80 + (i * 2)];
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byte tileIndex = VRAM[satBaseAddress + 0x80 + (i * 2) + 1];
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// If sprites are 8x16, the Tile Index always drops the lowest bit (forces even alignment)
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if (is8x16) tileIndex = (byte)(tileIndex & 0xFE);
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// Calculate the pixel height for the drawing loop
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int spriteHeight = is8x16 ? 16 : 8;
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// Draw the 8x8 (or 8x16) sprite block
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for (int py = 0; py < spriteHeight; py++)
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{
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// Master System Sprites are physically shifted down 1 pixel on the CRT
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int screenY = y + 1 + py;
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// If this row of the sprite is off the bottom of the screen, skip it
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if (screenY >= 192) continue;
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// Calculate where the 4 bitplanes are for this specific row of the sprite
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// Calculate which row of the sprite we are physically on
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int py = screenY - (y + 1);
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ushort tileAddress = (ushort)(spritePatternBase + (tileIndex * 32) + (py * 4));
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byte bp0 = VRAM[tileAddress + 0];
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@@ -287,42 +283,25 @@ namespace Core.Video
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for (int px = 0; px < 8; px++)
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{
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int screenX = x + px;
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// THE FIX: Shift the pixel left if commanded!
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if (shiftSpritesLeft) screenX -= 8;
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// If it shifted off the left edge, skip it!
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if (screenX < 0 || screenX >= 256) continue;
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// If this pixel is off the right side of the screen, skip it
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if (screenX >= 256) continue;
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int shift = 7 - px;
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int colorIndex = ((bp0 >> shift) & 1) |
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(((bp1 >> shift) & 1) << 1) |
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(((bp2 >> shift) & 1) << 2) |
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(((bp3 >> shift) & 1) << 3);
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// HARDWARE TRANSPARENCY:
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// If the color index is 0, DO NOT draw it! Let the background show through.
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if (colorIndex == 0) continue;
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// If the background tile at this exact pixel claimed priority, hide the sprite!
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if (_priorityBuffer[(screenY * 256) + screenX]) continue;
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// Sprites ALWAYS use the second half of CRAM (Palette 1: Indices 16-31)
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byte smsColor = CRAM[16 + colorIndex];
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int shift = 7 - px;
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int colorIndex = ((bp0 >> shift) & 1) | (((bp1 >> shift) & 1) << 1) |
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(((bp2 >> shift) & 1) << 2) | (((bp3 >> shift) & 1) << 3);
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if (colorIndex == 0) continue;
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byte smsColor = CRAM[16 + colorIndex];
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int r = (smsColor & 0x03) * 85;
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int g = ((smsColor >> 2) & 0x03) * 85;
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int b = ((smsColor >> 4) & 0x03) * 85;
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// Because we only draw non-zero pixels, this safely overwrites the
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// background FrameBuffer exactly where the sprite stands!
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FrameBuffer[(screenY * 256) + screenX] = (255 << 24) | (r << 16) | (g << 8) | b;
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}
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}
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}
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}
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}
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}
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27
Desktop/Controller.cs
Normal file
27
Desktop/Controller.cs
Normal file
@@ -0,0 +1,27 @@
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using System.Runtime.InteropServices;
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public static class XInput
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{
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// Reach into the Windows OS API
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[DllImport("xinput1_4.dll")]
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public static extern int XInputGetState(int dwUserIndex, out XINPUT_STATE pState);
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[StructLayout(LayoutKind.Sequential)]
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public struct XINPUT_STATE
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{
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public uint dwPacketNumber;
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public XINPUT_GAMEPAD Gamepad;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct XINPUT_GAMEPAD
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{
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public ushort wButtons;
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public byte bLeftTrigger;
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public byte bRightTrigger;
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public short sThumbLX;
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public short sThumbLY;
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public short sThumbRX;
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public short sThumbRY;
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}
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}
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@@ -56,7 +56,7 @@ namespace Desktop
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try
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{
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// Ask the main form to step the WHOLE machine, not just the Z80!
|
||||
_mainForm.StepEmulator();
|
||||
//_mainForm.StepEmulator();
|
||||
UpdateDisplay();
|
||||
}
|
||||
catch (Exception ex)
|
||||
|
||||
@@ -100,7 +100,23 @@ namespace Desktop
|
||||
// Mark exactly when the emulator starts thinking
|
||||
double frameStartTime = _stopwatch.Elapsed.TotalMilliseconds;
|
||||
|
||||
// 1. Do the heavy lifting (Z80 and VDP)
|
||||
// --- POLL PHYSICAL CONTROLLER ---
|
||||
if (XInput.XInputGetState(0, out XInput.XINPUT_STATE state) == 0)
|
||||
{
|
||||
ushort btns = state.Gamepad.wButtons;
|
||||
byte padState = 0xFF;
|
||||
|
||||
if ((btns & 0x0001) != 0) padState &= 0xFE; // Up
|
||||
if ((btns & 0x0002) != 0) padState &= 0xFD; // Down
|
||||
if ((btns & 0x0004) != 0) padState &= 0xFB; // Left
|
||||
if ((btns & 0x0008) != 0) padState &= 0xF7; // Right
|
||||
if ((btns & 0x1000) != 0) padState &= 0xEF; // Button 1
|
||||
if ((btns & 0x2000) != 0) padState &= 0xDF; // Button 2
|
||||
|
||||
// THE FIX: Constantly update the gamepad state, even when it's 0xFF!
|
||||
_machine.IoBus.Joypad1Gamepad = padState;
|
||||
}
|
||||
// --------------------------------
|
||||
_machine.RunFrame();
|
||||
|
||||
// 2. FIRE AND FORGET! Tell Windows to draw, but DO NOT WAIT for it to finish!
|
||||
@@ -161,12 +177,6 @@ namespace Desktop
|
||||
IsRunning = false;
|
||||
}
|
||||
|
||||
|
||||
public void StepEmulator()
|
||||
{
|
||||
_machine.StepMachine();
|
||||
}
|
||||
|
||||
private async void LoadRomAndStart(string filePath)
|
||||
{
|
||||
StopEmulator();
|
||||
@@ -282,13 +292,11 @@ namespace Desktop
|
||||
|
||||
if (isPressed)
|
||||
{
|
||||
// Active-Low: Clear the specific bit to 0 using a bitwise AND with a NOT mask
|
||||
_machine.IoBus.Joypad1State &= (byte)~bitMask;
|
||||
_machine.IoBus.Joypad1Keyboard &= (byte)~bitMask; // Target Keyboard!
|
||||
}
|
||||
else
|
||||
{
|
||||
// Active-Low: Reset the specific bit to 1 using a bitwise OR mask
|
||||
_machine.IoBus.Joypad1State |= bitMask;
|
||||
_machine.IoBus.Joypad1Keyboard |= bitMask; // Target Keyboard!
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user