Add coin support for SDVX BI2X (#518)

## Description of change
Add coin handling to SDVX BI2X. I also tried to populate the structs as
best I could.

## Testing
Tested via running spice2x on EG final, using F1 to insert coins.
This commit is contained in:
Isaac Drew
2026-01-14 01:59:49 +08:00
committed by GitHub
parent c00cff2afd
commit 66094de38a
+44 -19
View File
@@ -60,9 +60,32 @@ namespace games::sdvx {
// confirmed in EG final in aioIob2Bi2xUFC_Create
static_assert(sizeof(AIO_IOB2_BI2X_UFC) == 0x39D8);
struct AIO_IOB2_BI2X_UFC__INPUT {
uint8_t DevIoCounter;
uint8_t bExIoAErr;
uint8_t bExIoBErr;
uint8_t bPcPowerOn;
uint8_t bPcPowerCheck;
uint8_t CoinCount;
uint8_t bTest;
uint8_t bService;
uint8_t bCoinSw;
uint8_t bCoinJam;
uint8_t bHPDetect;
};
struct AIO_IOB2_BI2X_UFC__DEVSTATUS {
// of course you could work with variables here
uint8_t buffer[0x19E];
uint8_t InputCounter;
uint8_t OutputCounter;
uint8_t IoResetCounter;
uint8_t TapeLedCounter;
uint8_t TapeLedRate[8];
AIO_IOB2_BI2X_UFC__INPUT Input;
uint8_t unk_1[289];
uint16_t AnalogLeft;
uint16_t AnalogRight;
uint8_t Buttons;
uint8_t unk_2[97];
};
/*
@@ -156,8 +179,8 @@ namespace games::sdvx {
AIO_IOB2_BI2X_UFC__GetDeviceStatus_orig(This, status);
}
status->buffer[0] = count;
status->buffer[12] = count;
status->InputCounter = count;
status->Input.DevIoCounter = count;
count++;
// get buttons
@@ -165,27 +188,29 @@ namespace games::sdvx {
// control buttons
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::Test]))
status->buffer[18] = 0x01;
status->Input.bTest = 0x01;
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::Service]))
status->buffer[19] = 0x01;
status->Input.bService = 0x01;
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::CoinMech]))
status->buffer[20] = 0x01;
status->Input.bCoinSw = 0x01;
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::Start]))
status->buffer[316] |= 0x01;
status->Buttons |= 0x01;
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::BT_A]))
status->buffer[316] |= 0x02;
status->Buttons |= 0x02;
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::BT_B]))
status->buffer[316] |= 0x04;
status->Buttons |= 0x04;
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::BT_C]))
status->buffer[316] |= 0x08;
status->Buttons |= 0x08;
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::BT_D]))
status->buffer[316] |= 0x10;
status->Buttons |= 0x10;
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::FX_L]))
status->buffer[316] |= 0x20;
status->Buttons |= 0x20;
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::FX_R]))
status->buffer[316] |= 0x40;
status->Buttons |= 0x40;
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::Headphone]))
status->buffer[22] = 0x01;
status->Input.bHPDetect = 0x01;
status->Input.CoinCount += eamuse_coin_get_stock();
const auto now = get_performance_milliseconds();
@@ -220,14 +245,14 @@ namespace games::sdvx {
vol_right += (uint16_t) (GameAPI::Analogs::getState(RI_MGR, analogs[Analogs::VOL_R]) * 65535);
}
*((uint16_t*) &status->buffer[312]) = vol_left;
*((uint16_t*) &status->buffer[314]) = vol_right;
status->AnalogLeft = vol_left;
status->AnalogRight = vol_right;
log_debug(
"bi2x_hook",
"knobs = {} {}",
*((uint16_t*) &status->buffer[312]),
*((uint16_t*) &status->buffer[314]));
status->AnalogLeft,
status->AnalogRight);
}
static void __fastcall AIO_IOB2_BI2X_UFC__IoReset(AIO_IOB2_BI2X_UFC *This,