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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 "NstBoardFujiya.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Fujiya
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
void Standard::SubReset(bool)
{
reg = 0x00;
Map( 0x6502U, &Standard::Poke_7000 );
Map( 0x7000U, &Standard::Poke_7000 );
Map( 0x7001U, &Standard::Peek_7001 );
Map( 0x7777U, &Standard::Peek_7001 );
}
void Standard::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'F','U','A'>::V) );
if (baseChunk == AsciiId<'F','U','A'>::V)
{
while (const dword chunk = state.Begin())
{
if (chunk == AsciiId<'R','E','G'>::V)
reg = state.Read8() & 0x80;
state.End();
}
}
}
void Standard::SubSave(State::Saver& state) const
{
state.Begin( AsciiId<'F','U','A'>::V ).Begin( AsciiId<'R','E','G'>::V ).Write8( reg ).End().End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_POKE_D(Standard,7000)
{
reg = data << 1 & 0x80;
}
NES_PEEK_A(Standard,7001)
{
return reg | (address >> 8 & 0x7F);
}
}
}
}
}
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