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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_MMC3_H
#define NST_BOARD_MMC3_H
#ifdef NST_PRAGMA_ONCE
#pragma once
#endif
#include "../NstTimer.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
class NST_NO_VTABLE Mmc3 : public Board
{
class BaseIrq
{
public:
enum
{
CLOCK_FILTER = 16
};
void Reset(bool);
void LoadState(State::Loader&);
void SaveState(State::Saver&,dword) const;
private:
uint count;
uint latch;
ibool reload;
ibool enabled;
const ibool persistent;
public:
explicit BaseIrq(bool p)
: persistent(p) {}
NST_FORCE_INLINE bool Clock()
{
const bool tmp = count || reload;
if (!count || reload)
{
count = latch;
}
else
{
--count;
}
reload = false;
return (tmp | persistent) && !count && enabled;
}
void SetLatch(uint data)
{
latch = data;
}
void Reload()
{
reload = true;
}
void Enable()
{
enabled = true;
}
void Disable(Cpu& cpu)
{
enabled = false;
cpu.ClearIRQ();
}
};
public:
enum Revision
{
REV_A,
REV_B,
REV_C
};
template<uint Delay=0, uint ClockFilter=BaseIrq::CLOCK_FILTER>
struct Irq : Timer::A12<BaseIrq,ClockFilter,Delay>
{
Irq(Cpu& c,Ppu& p,bool persistent)
: Timer::A12<BaseIrq,ClockFilter,Delay>(c,p,persistent) {}
};
protected:
explicit Mmc3(const Context&,Revision=REV_B);
void SubReset(bool);
void SubSave(State::Saver&) const;
void SubLoad(State::Loader&,dword);
void Sync(Event,Input::Controllers*);
void UpdatePrg();
void UpdateChr() const;
virtual void NST_FASTCALL UpdatePrg(uint,uint);
virtual void NST_FASTCALL UpdateChr(uint,uint) const;
NES_DECL_POKE( 8000 );
NES_DECL_POKE( 8001 );
NES_DECL_POKE( A001 );
NES_DECL_POKE( C000 );
NES_DECL_POKE( C001 );
NES_DECL_POKE( E000 );
NES_DECL_POKE( E001 );
enum
{
CTRL1_WRAM_READONLY = 0x40,
CTRL1_WRAM_ENABLED = 0x80,
CTRL1_WRAM = CTRL1_WRAM_ENABLED|CTRL1_WRAM_READONLY
};
struct Regs
{
uint ctrl0;
uint ctrl1;
} regs;
struct
{
byte prg[4];
byte chr[8];
} banks;
Irq<> irq;
};
}
}
}
#endif
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