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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 "NstBoardMmc3.hpp"
#include "NstBoardHosenkan.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Hosenkan
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
Standard::Standard(const Context& c)
:
Board (c),
irq (*c.cpu,*c.ppu,false)
{}
void Standard::SubReset(const bool hard)
{
if (hard)
command = 0;
irq.Reset( hard );
for (uint i=0x0000; i < 0x1000; i += 0x4)
{
Map( 0x8001 + i, NMT_SWAP_HV );
Map( 0xA000 + i, &Standard::Poke_A000 );
Map( 0xC000 + i, &Standard::Poke_C000 );
Map( 0xE003 + i, &Standard::Poke_E003 );
}
}
void Standard::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'H','S','N'>::V) );
if (baseChunk == AsciiId<'H','S','N'>::V)
{
while (const dword chunk = state.Begin())
{
switch (chunk)
{
case AsciiId<'R','E','G'>::V:
command = state.Read8();
break;
case AsciiId<'I','R','Q'>::V:
irq.unit.LoadState( state );
break;
}
state.End();
}
}
}
void Standard::SubSave(State::Saver& state) const
{
state.Begin( AsciiId<'H','S','N'>::V );
state.Begin( AsciiId<'R','E','G'>::V ).Write8( command ).End();
irq.unit.SaveState( state, AsciiId<'I','R','Q'>::V );
state.End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_POKE_D(Standard,A000)
{
command = data;
}
NES_POKE_D(Standard,C000)
{
ppu.Update();
switch (command & 0x7)
{
case 0x0: chr.SwapBank<SIZE_2K,0x0000>(data >> 1); break;
case 0x1: chr.SwapBank<SIZE_1K,0x1400>(data); break;
case 0x2: chr.SwapBank<SIZE_2K,0x0800>(data >> 1); break;
case 0x3: chr.SwapBank<SIZE_1K,0x1C00>(data); break;
case 0x4: prg.SwapBank<SIZE_8K,0x0000>(data); break;
case 0x5: prg.SwapBank<SIZE_8K,0x2000>(data); break;
case 0x6: chr.SwapBank<SIZE_1K,0x1000>(data); break;
case 0x7: chr.SwapBank<SIZE_1K,0x1800>(data); break;
}
}
NES_POKE_D(Standard,E003)
{
irq.Update();
if (data)
{
irq.ClearIRQ();
irq.unit.Enable();
irq.unit.SetLatch( data );
irq.unit.Reload();
}
else
{
irq.unit.Disable( cpu );
}
}
void Standard::Sync(Event event,Input::Controllers* controllers)
{
if (event == EVENT_END_FRAME)
irq.VSync();
Board::Sync( event, controllers );
}
}
}
}
}
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