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RobotronFpga: use the right hat on gamepads
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@@ -107,8 +107,8 @@ always @(*) begin
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begin
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BTN = { m_one_player, m_two_players, m_coin1 | m_coin2, reset };
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// Fire Up/Down/Left/Right maps to joystick 1/2/3/4 and keyboard R/F/D/G (MAME style)
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JA = ~{ m_fireD|m_right2, m_fireC|m_left2, m_fireB|m_down2, m_fireA|m_up2, m_right, m_left, m_down, m_up };
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JB = ~{ m_fireD|m_right2, m_fireC|m_left2, m_fireB|m_down2, m_fireA|m_up2, m_right, m_left, m_down, m_up };
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JA = ~{ m_fireD|m_right2|m_rightB, m_fireC|m_left2|m_leftB, m_fireB|m_down2|m_downB, m_fireA|m_up2|m_upB, m_right, m_left, m_down, m_up };
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JB = ~{ m_fireD|m_right2|m_rightB, m_fireC|m_left2|m_leftB, m_fireB|m_down2|m_downB, m_fireA|m_up2|m_upB, m_right, m_left, m_down, m_up };
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end
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7'h1: // JOUST
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begin
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@@ -121,8 +121,8 @@ always @(*) begin
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blitter_sc2 = 1;
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BTN = { m_one_player, m_two_players, m_coin1 | m_coin2, reset };
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// Fire Up/Down/Left/Right maps to joystick 1/2/3/4 and keyboard R/F/D/G (MAME style)
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JA = ~{ m_fireD|m_right2, m_fireC|m_left2, m_fireB|m_down2, m_fireA|m_up2, m_right, m_left, m_down, m_up };
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JB = ~{ m_fireD|m_right2, m_fireC|m_left2, m_fireB|m_down2, m_fireA|m_up2, m_right, m_left, m_down, m_up };
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JA = ~{ m_fireD|m_right2|m_rightB, m_fireC|m_left2|m_leftB, m_fireB|m_down2|m_downB, m_fireA|m_up2|m_upB, m_right, m_left, m_down, m_up };
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JB = ~{ m_fireD|m_right2|m_rightB, m_fireC|m_left2|m_leftB, m_fireB|m_down2|m_downB, m_fireA|m_up2|m_upB, m_right, m_left, m_down, m_up };
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end
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7'h3: // BUBBLES
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begin
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@@ -225,8 +225,8 @@ pll_aud pll_aud (
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wire [31:0] status;
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wire [1:0] buttons;
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wire [1:0] switches;
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wire [7:0] joystick_0;
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wire [7:0] joystick_1;
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wire [19:0] joystick_0;
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wire [19:0] joystick_1;
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wire scandoublerD;
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wire no_csync;
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wire ypbpr;
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@@ -487,11 +487,11 @@ always @(posedge clk_sys) begin
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else if (m_down | m_down2) sin_y <= 1;
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end
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// General controls
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wire m_up, m_down, m_left, m_right, m_fireA, m_fireB, m_fireC, m_fireD, m_fireE, m_fireF;
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wire m_up2, m_down2, m_left2, m_right2, m_fire2A, m_fire2B, m_fire2C, m_fire2D, m_fire2E, m_fire2F;
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wire m_up3, m_down3, m_left3, m_right3, m_fire3A, m_fire3B, m_fire3C, m_fire3D, m_fire3E, m_fire3F;
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wire m_up4, m_down4, m_left4, m_right4, m_fire4A, m_fire4B, m_fire4C, m_fire4D, m_fire4E, m_fire4F;
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// Common inputs
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wire m_up, m_down, m_left, m_right, m_fireA, m_fireB, m_fireC, m_fireD, m_fireE, m_fireF, m_upB, m_downB, m_leftB, m_rightB;
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wire m_up2, m_down2, m_left2, m_right2, m_fire2A, m_fire2B, m_fire2C, m_fire2D, m_fire2E, m_fire2F, m_up2B, m_down2B, m_left2B, m_right2B;
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wire m_up3, m_down3, m_left3, m_right3, m_fire3A, m_fire3B, m_fire3C, m_fire3D, m_fire3E, m_fire3F, m_up3B, m_down3B, m_left3B, m_right3B;
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wire m_up4, m_down4, m_left4, m_right4, m_fire4A, m_fire4B, m_fire4C, m_fire4D, m_fire4E, m_fire4F, m_up4B, m_down4B, m_left4B, m_right4B;
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wire m_tilt, m_coin1, m_coin2, m_coin3, m_coin4, m_one_player, m_two_players, m_three_players, m_four_players;
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arcade_inputs inputs (
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@@ -506,10 +506,10 @@ arcade_inputs inputs (
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.joyswap ( joyswap ),
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.oneplayer ( 1'b0 ),
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.controls ( {m_tilt, m_coin4, m_coin3, m_coin2, m_coin1, m_four_players, m_three_players, m_two_players, m_one_player} ),
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.player1 ( {m_fireF, m_fireE, m_fireD, m_fireC, m_fireB, m_fireA, m_up, m_down, m_left, m_right} ),
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.player2 ( {m_fire2F, m_fire2E, m_fire2D, m_fire2C, m_fire2B, m_fire2A, m_up2, m_down2, m_left2, m_right2} ),
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.player3 ( {m_fire3F, m_fire3E, m_fire3D, m_fire3C, m_fire3B, m_fire3A, m_up3, m_down3, m_left3, m_right3} ),
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.player4 ( {m_fire4F, m_fire4E, m_fire4D, m_fire4C, m_fire4B, m_fire4A, m_up4, m_down4, m_left4, m_right4} )
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.player1 ( {m_upB, m_downB, m_leftB, m_rightB, 6'd0, m_fireF, m_fireE, m_fireD, m_fireC, m_fireB, m_fireA, m_up, m_down, m_left, m_right} ),
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.player2 ( {m_up2B, m_down2B, m_left2B, m_right2B, 6'd0, m_fire2F, m_fire2E, m_fire2D, m_fire2C, m_fire2B, m_fire2A, m_up2, m_down2, m_left2, m_right2} ),
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.player3 ( {m_up3B, m_down3B, m_left3B, m_right3B, 6'd0, m_fire3F, m_fire3E, m_fire3D, m_fire3C, m_fire3B, m_fire3A, m_up3, m_down3, m_left3, m_right3} ),
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.player4 ( {m_up4B, m_down4B, m_left4B, m_right4B, 6'd0, m_fire4F, m_fire4E, m_fire4D, m_fire4C, m_fire4B, m_fire4A, m_up4, m_down4, m_left4, m_right4} )
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);
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endmodule
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