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////////////////////////////////////////////////////////////////////////////////////////
//
// 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 "../NstTimer.hpp"
#include "NstBoardBtlShuiGuanPipe.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Btl
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
ShuiGuanPipe::ShuiGuanPipe(const Context& c)
: Board(c), irq(*c.cpu) {}
void ShuiGuanPipe::Irq::Reset(const bool hard)
{
if (hard)
{
enabled = false;
count[0] = 0;
count[1] = 0;
}
}
void ShuiGuanPipe::SubReset(const bool hard)
{
irq.Reset( hard, true );
Map( 0x6000U, 0x7FFFU, &ShuiGuanPipe::Peek_6000 );
for (uint i=0x0000; i < 0x0800; i += 0x10)
{
Map( 0x8800 + i, 0x8803 + i, PRG_SWAP_8K_0 );
Map( 0x9800 + i, 0x9803 + i, NMT_SWAP_VH01 );
Map( 0xA000 + i, 0xA003 + i, PRG_SWAP_8K_2 );
Map( 0xA800 + i, 0xA803 + i, PRG_SWAP_8K_1 );
}
for (uint i=0x000; i < 0x1000; i += 0x10)
{
Map( 0xB000 + i, 0xE00F + i, &ShuiGuanPipe::Poke_B000 );
Map( 0xF000 + i, 0xF003 + i, &ShuiGuanPipe::Poke_F000 );
Map( 0xF004 + i, 0xF007 + i, &ShuiGuanPipe::Poke_F004 );
Map( 0xF008 + i, 0xF00B + i, &ShuiGuanPipe::Poke_F008 );
}
}
void ShuiGuanPipe::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'B','S','P'>::V) );
if (baseChunk == AsciiId<'B','S','P'>::V)
{
while (const dword chunk = state.Begin())
{
if (chunk == AsciiId<'I','R','Q'>::V)
{
State::Loader::Data<2> data( state );
irq.unit.enabled = data[0] & 0x1;
irq.unit.count[1] = data[1];
}
state.End();
}
}
}
void ShuiGuanPipe::SubSave(State::Saver& state) const
{
state.Begin( AsciiId<'B','S','P'>::V ).Begin( AsciiId<'I','R','Q'>::V ).Write16( (irq.unit.enabled != false) | (irq.unit.count[1] & 0xFF) << 8 ).End().End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
bool ShuiGuanPipe::Irq::Clock()
{
if (++count[0] < 114)
return false;
count[0] = 0;
return enabled && (++count[1] & 0xFF) == 0;
}
NES_PEEK_A(ShuiGuanPipe,6000)
{
return wrk[0][address - 0x6000];
}
NES_POKE_AD(ShuiGuanPipe,B000)
{
ppu.Update();
const uint part = address & 0x4;
address = ((address - 0x3000) >> 1 | (address << 7)) & 0x1C00;
chr.SwapBank<SIZE_1K>( address, (chr.GetBank<SIZE_1K>(address) & 0xF0 >> part) | (data & 0x0F) << part );
}
NES_POKE_D(ShuiGuanPipe,F000)
{
irq.Update();
irq.unit.count[1] = (irq.unit.count[1] & 0xF0) | (data << 0 & 0x0F);
}
NES_POKE_D(ShuiGuanPipe,F004)
{
irq.Update();
irq.unit.count[1] = (irq.unit.count[1] & 0x0F) | (data << 4 & 0xF0);
}
NES_POKE_D(ShuiGuanPipe,F008)
{
irq.Update();
irq.unit.enabled = data;
if (!data)
irq.ClearIRQ();
}
void ShuiGuanPipe::Sync(Event event,Input::Controllers* controllers)
{
if (event == EVENT_END_FRAME)
{
irq.VSync();
irq.unit.count[0] = 0;
}
Board::Sync( event, controllers );
}
}
}
}
}
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