1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74
|
////////////////////////////////////////////////////////////////////////////////////////
//
// Nestopia - NES/Famicom emulator written in C++
//
// Copyright (C) 2003-2008 Martin Freij
//
// This file is part of Nestopia.
//
// Nestopia is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Nestopia is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Nestopia; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
////////////////////////////////////////////////////////////////////////////////////////
#include "NstBoard.hpp"
#include "../NstSoundPlayer.hpp"
#include "NstBoardBandaiAerobicsStudio.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Bandai
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
AerobicsStudio::AerobicsStudio(const Context& c)
:
CnRom (c),
sound (Sound::Player::Create(*c.apu,c.chips,NULL,Sound::Player::GAME_AEROBICS_STUDIO,8))
{}
AerobicsStudio::~AerobicsStudio()
{
Sound::Player::Destroy( sound );
}
void AerobicsStudio::SubReset(const bool hard)
{
CnRom::SubReset( hard );
if (sound)
Map( 0x6000U, &AerobicsStudio::Poke_6000 );
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_POKE_D(AerobicsStudio,6000)
{
NST_ASSERT( sound );
if ((data & 0x40) == 0x00)
sound->Play( data & 0x07 );
}
}
}
}
}
|