diff --git a/Core/Io/IO_Bus.cs b/Core/Io/IO_Bus.cs
index 58d2e99..3223645 100644
--- a/Core/Io/IO_Bus.cs
+++ b/Core/Io/IO_Bus.cs
@@ -6,7 +6,8 @@ namespace Core.Io
{
public class IO_Bus
{
- public byte BorderColorIndex { get; set; } = 7;
+ public byte BorderColourIndex { get; set; } = 7;
+ public byte KempstonState { get; set; } = 0x00;
public bool BeeperState { get; private set; } = false;
public byte[] KeyboardRows = new byte[8] { 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF };
TapManager _tapManager = new TapManager();
@@ -18,14 +19,13 @@ namespace Core.Io
public byte ReadPort(ushort portAddress)
{
- // The Spectrum ULA responds to any even port address (where the lowest bit is 0)
+ //ULA responds to any even port address (where the lowest bit is 0)
if ((portAddress & 0x01) == 0) //Port 0xFE)
{
- byte highByte = (byte)(portAddress >> 8); // The B register!
+ byte highByte = (byte)(portAddress >> 8); // The B register
byte result = 0xFF; // Start assuming no keys are pressed
- // The ROM pulls a specific bit low (0) in the high byte to request a row.
- // Sometimes it pulls multiple bits low to scan multiple rows at once, so we AND the results.
+
if ((highByte & 0x01) == 0) result &= KeyboardRows[0]; // 0xFE: CAPS, Z, X, C, V
if ((highByte & 0x02) == 0) result &= KeyboardRows[1]; // 0xFD: A, S, D, F, G
if ((highByte & 0x04) == 0) result &= KeyboardRows[2]; // 0xFB: Q, W, E, R, T
@@ -36,20 +36,18 @@ namespace Core.Io
if ((highByte & 0x80) == 0) result &= KeyboardRows[7]; // 0x7F: SPACE, SYM, M, N, B
if (_tapManager.EarBit) result |= 0x40; // Set Bit 6 high
else result &= 0xBF; // Set Bit 6 low
-
-
- //return result;
- // The top 3 bits (5, 6, 7) are unused by the keyboard and usually return 1 on a real Spectrum
+
+ //The top 3 bits (5, 6, 7) are unused by the keyboard and usually return 1 on a real Spectrum
return (byte)(result | 0xA0);
}
- // Kempston Joystick Port
+ //Kempston Joystick Port
if ((portAddress & 0xFF) == 0x1F)
{
- return 0x00; // 0x00 means no joystick connected/no buttons pressed
+ return KempstonState;
}
- // Return 0xFF for unhandled ports
+ //Return 0xFF for unhandled ports
return 0x00;
}
@@ -59,7 +57,7 @@ namespace Core.Io
if ((portAddress & 0x01) == 0)
{
// The bottom 3 bits (0-2) define the border color
- BorderColorIndex = (byte)(portValue & 0x07);
+ BorderColourIndex = (byte)(portValue & 0x07);
// Bit 4 controls the speaker
BeeperState = (portValue & 0x10) != 0;
diff --git a/Core/Io/ULA.cs b/Core/Io/ULA.cs
index aeb41e9..cee64b9 100644
--- a/Core/Io/ULA.cs
+++ b/Core/Io/ULA.cs
@@ -17,7 +17,7 @@ namespace Core.Io
private int _ulaFrameCount = 0;
// The hardware color palette belongs to the ULA, not the Windows Form!
- private readonly int[] SpectrumColors = new int[]
+ private readonly int[] SpectrumColours = new int[]
{
unchecked((int)0xFF000000), unchecked((int)0xFF0000D7),
unchecked((int)0xFFD70000), unchecked((int)0xFFD700D7),
@@ -59,7 +59,7 @@ namespace Core.Io
// 2. Calculate our visual Y coordinate (0 to 255) for the bitmap array
int renderY = scanline - 32;
- int currentBorderColor = SpectrumColors[_simpleIoBus.BorderColorIndex];
+ int currentBorderColor = SpectrumColours[_simpleIoBus.BorderColourIndex];
// --- Are we in the Top or Bottom Border? ---
if (scanline < 64 || scanline > 255)
@@ -102,8 +102,8 @@ namespace Core.Io
int brightOffset = (attr & 0x40) != 0 ? 8 : 0;
bool isFlashSet = (attr & 0x80) != 0;
- int inkColor = SpectrumColors[ink + brightOffset];
- int paperColor = SpectrumColors[paper + brightOffset];
+ int inkColor = SpectrumColours[ink + brightOffset];
+ int paperColor = SpectrumColours[paper + brightOffset];
if (isFlashSet && invertFlashPhase)
{
diff --git a/Core/SpectrumMachine.cs b/Core/SpectrumMachine.cs
index 8f8264a..728b5e1 100644
--- a/Core/SpectrumMachine.cs
+++ b/Core/SpectrumMachine.cs
@@ -292,7 +292,7 @@ namespace Core
// Cpu.InterruptMode = snaData[25];
// THE BUG FIX: Restore the ULA Border Color!
- IoBus.BorderColorIndex = snaData[26];
+ IoBus.BorderColourIndex = snaData[26];
// 2. Load the 48K RAM Dump
for (int i = 0; i < 49152; i++)
@@ -340,7 +340,7 @@ namespace Core
bw.Write(Cpu.AF.Low); bw.Write(Cpu.AF.High);
bw.Write((byte)(Cpu.SP & 0xFF)); bw.Write((byte)(Cpu.SP >> 8));
bw.Write((byte)Cpu.InterruptMode);
- bw.Write(IoBus.BorderColorIndex);
+ bw.Write(IoBus.BorderColourIndex);
for (int i = 0x4000; i <= 0xFFFF; i++)
{
diff --git a/Desktop/Desktop.csproj b/Desktop/Desktop.csproj
index d4a39af..caa733e 100644
--- a/Desktop/Desktop.csproj
+++ b/Desktop/Desktop.csproj
@@ -56,6 +56,7 @@
+
diff --git a/Desktop/Form1.cs b/Desktop/Form1.cs
index 44522f4..94eb401 100644
--- a/Desktop/Form1.cs
+++ b/Desktop/Form1.cs
@@ -1,7 +1,7 @@
-using Core; // <-- This gives us access to SpectrumMachine
+using Core;
using Core.Io;
-using System.Diagnostics;
using System.Drawing.Imaging;
+using Vortice.XInput;
using System.Reflection;
using System.Runtime.InteropServices;
@@ -17,12 +17,6 @@ namespace Desktop
private Bitmap _screenBitmap = null!;
private string _baseTitle = "";
- // ====================================================================
- // DEBUGGER PASS-THROUGHS
- // ====================================================================
- // The DebuggerForm still looks at Form1 for data. These properties act
- // as a bridge, instantly passing the request down to the actual engine!
-
public ushort? Breakpoint
{
get => _machine?.Breakpoint;
@@ -84,11 +78,12 @@ namespace Desktop
private void Machine_OnFrameReady(int[] pixels)
{
- // We must use BeginInvoke because the Machine is running on a background thread!
+ PollGamepad();
+
this.BeginInvoke((System.Windows.Forms.MethodInvoker)delegate
{
UpdateScreenBitmap(pixels);
- this.Invalidate(); // Triggers OnPaint
+ this.Invalidate();
});
}
@@ -384,6 +379,35 @@ namespace Desktop
_machine.Resume();
}
-
+ //Control pad method
+
+ private void PollGamepad()
+ {
+ // Only check Player 1 (Index 0)
+ if (XInput.GetState(0, out State state))
+ {
+ byte kempston = 0x00;
+ Gamepad gamepad = state.Gamepad;
+
+ // Map D-Pad to Kempston Bits
+ if ((gamepad.Buttons & GamepadButtons.DPadRight) != 0) kempston |= 0x01; // Bit 0
+ if ((gamepad.Buttons & GamepadButtons.DPadLeft) != 0) kempston |= 0x02; // Bit 1
+ if ((gamepad.Buttons & GamepadButtons.DPadDown) != 0) kempston |= 0x04; // Bit 2
+ if ((gamepad.Buttons & GamepadButtons.DPadUp) != 0) kempston |= 0x08; // Bit 3
+
+ // Map A Button (or whichever you prefer) to Fire
+ if ((gamepad.Buttons & GamepadButtons.A) != 0) kempston |= 0x10; // Bit 4
+
+ // Send the final byte down to the emulator core!
+ _machine.IoBus.KempstonState = kempston;
+ }
+ else
+ {
+ // Controller disconnected, zero it out
+ _machine.IoBus.KempstonState = 0x00;
+ }
+ }
+
+
}
}
\ No newline at end of file