Added control pad to Kempston interface
This commit is contained in:
@@ -6,7 +6,8 @@ namespace Core.Io
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{
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public class IO_Bus
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{
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public byte BorderColorIndex { get; set; } = 7;
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public byte BorderColourIndex { get; set; } = 7;
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public byte KempstonState { get; set; } = 0x00;
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public bool BeeperState { get; private set; } = false;
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public byte[] KeyboardRows = new byte[8] { 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF };
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TapManager _tapManager = new TapManager();
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@@ -18,14 +19,13 @@ namespace Core.Io
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public byte ReadPort(ushort portAddress)
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{
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// The Spectrum ULA responds to any even port address (where the lowest bit is 0)
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//ULA responds to any even port address (where the lowest bit is 0)
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if ((portAddress & 0x01) == 0) //Port 0xFE)
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{
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byte highByte = (byte)(portAddress >> 8); // The B register!
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byte highByte = (byte)(portAddress >> 8); // The B register
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byte result = 0xFF; // Start assuming no keys are pressed
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// The ROM pulls a specific bit low (0) in the high byte to request a row.
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// Sometimes it pulls multiple bits low to scan multiple rows at once, so we AND the results.
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if ((highByte & 0x01) == 0) result &= KeyboardRows[0]; // 0xFE: CAPS, Z, X, C, V
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if ((highByte & 0x02) == 0) result &= KeyboardRows[1]; // 0xFD: A, S, D, F, G
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if ((highByte & 0x04) == 0) result &= KeyboardRows[2]; // 0xFB: Q, W, E, R, T
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@@ -36,20 +36,18 @@ namespace Core.Io
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if ((highByte & 0x80) == 0) result &= KeyboardRows[7]; // 0x7F: SPACE, SYM, M, N, B
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if (_tapManager.EarBit) result |= 0x40; // Set Bit 6 high
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else result &= 0xBF; // Set Bit 6 low
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//return result;
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// The top 3 bits (5, 6, 7) are unused by the keyboard and usually return 1 on a real Spectrum
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//The top 3 bits (5, 6, 7) are unused by the keyboard and usually return 1 on a real Spectrum
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return (byte)(result | 0xA0);
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}
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// Kempston Joystick Port
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//Kempston Joystick Port
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if ((portAddress & 0xFF) == 0x1F)
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{
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return 0x00; // 0x00 means no joystick connected/no buttons pressed
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return KempstonState;
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}
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// Return 0xFF for unhandled ports
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//Return 0xFF for unhandled ports
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return 0x00;
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}
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@@ -59,7 +57,7 @@ namespace Core.Io
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if ((portAddress & 0x01) == 0)
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{
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// The bottom 3 bits (0-2) define the border color
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BorderColorIndex = (byte)(portValue & 0x07);
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BorderColourIndex = (byte)(portValue & 0x07);
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// Bit 4 controls the speaker
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BeeperState = (portValue & 0x10) != 0;
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@@ -17,7 +17,7 @@ namespace Core.Io
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private int _ulaFrameCount = 0;
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// The hardware color palette belongs to the ULA, not the Windows Form!
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private readonly int[] SpectrumColors = new int[]
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private readonly int[] SpectrumColours = new int[]
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{
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unchecked((int)0xFF000000), unchecked((int)0xFF0000D7),
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unchecked((int)0xFFD70000), unchecked((int)0xFFD700D7),
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@@ -59,7 +59,7 @@ namespace Core.Io
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// 2. Calculate our visual Y coordinate (0 to 255) for the bitmap array
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int renderY = scanline - 32;
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int currentBorderColor = SpectrumColors[_simpleIoBus.BorderColorIndex];
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int currentBorderColor = SpectrumColours[_simpleIoBus.BorderColourIndex];
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// --- Are we in the Top or Bottom Border? ---
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if (scanline < 64 || scanline > 255)
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@@ -102,8 +102,8 @@ namespace Core.Io
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int brightOffset = (attr & 0x40) != 0 ? 8 : 0;
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bool isFlashSet = (attr & 0x80) != 0;
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int inkColor = SpectrumColors[ink + brightOffset];
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int paperColor = SpectrumColors[paper + brightOffset];
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int inkColor = SpectrumColours[ink + brightOffset];
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int paperColor = SpectrumColours[paper + brightOffset];
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if (isFlashSet && invertFlashPhase)
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{
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@@ -292,7 +292,7 @@ namespace Core
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// Cpu.InterruptMode = snaData[25];
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// THE BUG FIX: Restore the ULA Border Color!
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IoBus.BorderColorIndex = snaData[26];
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IoBus.BorderColourIndex = snaData[26];
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// 2. Load the 48K RAM Dump
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for (int i = 0; i < 49152; i++)
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@@ -340,7 +340,7 @@ namespace Core
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bw.Write(Cpu.AF.Low); bw.Write(Cpu.AF.High);
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bw.Write((byte)(Cpu.SP & 0xFF)); bw.Write((byte)(Cpu.SP >> 8));
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bw.Write((byte)Cpu.InterruptMode);
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bw.Write(IoBus.BorderColorIndex);
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bw.Write(IoBus.BorderColourIndex);
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for (int i = 0x4000; i <= 0xFFFF; i++)
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{
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@@ -56,6 +56,7 @@
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<ItemGroup>
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<PackageReference Include="NAudio" Version="2.3.0" />
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<PackageReference Include="Vortice.XInput" Version="3.8.3" />
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</ItemGroup>
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<ItemGroup>
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@@ -1,7 +1,7 @@
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using Core; // <-- This gives us access to SpectrumMachine
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using Core;
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using Core.Io;
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using System.Diagnostics;
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using System.Drawing.Imaging;
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using Vortice.XInput;
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using System.Reflection;
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using System.Runtime.InteropServices;
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@@ -17,12 +17,6 @@ namespace Desktop
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private Bitmap _screenBitmap = null!;
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private string _baseTitle = "";
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// ====================================================================
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// DEBUGGER PASS-THROUGHS
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// ====================================================================
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// The DebuggerForm still looks at Form1 for data. These properties act
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// as a bridge, instantly passing the request down to the actual engine!
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public ushort? Breakpoint
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{
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get => _machine?.Breakpoint;
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@@ -84,11 +78,12 @@ namespace Desktop
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private void Machine_OnFrameReady(int[] pixels)
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{
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// We must use BeginInvoke because the Machine is running on a background thread!
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PollGamepad();
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this.BeginInvoke((System.Windows.Forms.MethodInvoker)delegate
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{
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UpdateScreenBitmap(pixels);
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this.Invalidate(); // Triggers OnPaint
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this.Invalidate();
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});
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}
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@@ -384,6 +379,35 @@ namespace Desktop
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_machine.Resume();
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}
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//Control pad method
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private void PollGamepad()
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{
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// Only check Player 1 (Index 0)
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if (XInput.GetState(0, out State state))
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{
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byte kempston = 0x00;
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Gamepad gamepad = state.Gamepad;
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// Map D-Pad to Kempston Bits
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if ((gamepad.Buttons & GamepadButtons.DPadRight) != 0) kempston |= 0x01; // Bit 0
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if ((gamepad.Buttons & GamepadButtons.DPadLeft) != 0) kempston |= 0x02; // Bit 1
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if ((gamepad.Buttons & GamepadButtons.DPadDown) != 0) kempston |= 0x04; // Bit 2
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if ((gamepad.Buttons & GamepadButtons.DPadUp) != 0) kempston |= 0x08; // Bit 3
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// Map A Button (or whichever you prefer) to Fire
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if ((gamepad.Buttons & GamepadButtons.A) != 0) kempston |= 0x10; // Bit 4
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// Send the final byte down to the emulator core!
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_machine.IoBus.KempstonState = kempston;
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}
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else
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{
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// Controller disconnected, zero it out
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_machine.IoBus.KempstonState = 0x00;
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}
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}
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}
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}
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