File: NstBoardKonamiVrc4.hpp

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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