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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
//
////////////////////////////////////////////////////////////////////////////////////////
#ifndef NST_BOARD_KONAMI_VRC4_H
#define NST_BOARD_KONAMI_VRC4_H
#ifdef NST_PRAGMA_ONCE
#pragma once
#endif
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Konami
{
class Vrc4 : public Board
{
public:
explicit Vrc4(const Context&);
protected:
void SubReset(bool);
private:
struct BaseIrq
{
void Reset(bool);
bool Clock();
enum
{
ENABLE_0 = 0x2,
ENABLE_1 = 0x1,
NO_PPU_SYNC = 0x4,
CTRL = 0x1U|0x2U|0x4U
};
uint ctrl;
uint count[2];
uint latch;
};
public:
struct Irq : Timer::M2<BaseIrq>
{
void WriteLatch0(uint);
void WriteLatch1(uint);
void Toggle(uint);
void Toggle();
void LoadState(State::Loader&);
void SaveState(State::Saver&,dword) const;
explicit Irq(Cpu& c)
: Timer::M2<BaseIrq>(c) {}
};
private:
static uint GetPrgLineShift(const Context&,uint,uint);
void SubSave(State::Saver&) const;
void SubLoad(State::Loader&,dword);
void Sync(Event,Input::Controllers*);
template<uint OFFSET>
void SwapChr(uint,uint) const;
NES_DECL_PEEK( 6000 );
NES_DECL_POKE( 6000 );
NES_DECL_POKE( 8000 );
NES_DECL_POKE( 9000 );
NES_DECL_POKE( B000 );
NES_DECL_POKE( B001 );
NES_DECL_POKE( B002 );
NES_DECL_POKE( B003 );
NES_DECL_POKE( C000 );
NES_DECL_POKE( C001 );
NES_DECL_POKE( C002 );
NES_DECL_POKE( C003 );
NES_DECL_POKE( D000 );
NES_DECL_POKE( D001 );
NES_DECL_POKE( D002 );
NES_DECL_POKE( D003 );
NES_DECL_POKE( E000 );
NES_DECL_POKE( E001 );
NES_DECL_POKE( E002 );
NES_DECL_POKE( E003 );
NES_DECL_POKE( F000 );
NES_DECL_POKE( F001 );
NES_DECL_POKE( F002 );
NES_DECL_POKE( F003 );
Irq irq;
const uint prgLineA;
const uint prgLineB;
protected:
uint prgSwap;
};
}
}
}
}
#endif
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