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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 "NstBoardNamcot34xx.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Namcot
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
void N34x3::SubReset(const bool hard)
{
if (hard)
ctrl = 0;
for (uint i=0x8000; i < 0xA000; i += 0x2)
{
Map( i + 0x0, &N34x3::Poke_8000 );
Map( i + 0x1, &N34x3::Poke_8001 );
}
}
void N34xx::SubReset(const bool hard)
{
N34x3::SubReset( hard );
for (uint i=0x0000; i < 0x8000; i += 0x2)
Map( 0x8000 + i, &N34xx::Poke_8000 );
}
void N34x3::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'N','3','4'>::V) );
if (baseChunk == AsciiId<'N','3','4'>::V)
{
while (const dword chunk = state.Begin())
{
if (chunk == AsciiId<'R','E','G'>::V)
ctrl = state.Read8();
state.End();
}
}
}
void N34x3::SubSave(State::Saver& state) const
{
state.Begin( AsciiId<'N','3','4'>::V ).Begin( AsciiId<'R','E','G'>::V ).Write8( ctrl ).End().End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_POKE_D(N34x3,8000)
{
ctrl = data;
}
NES_POKE_D(N34x3,8001)
{
const uint mode = ctrl & 0x7;
if (mode >= 6)
{
prg.SwapBank<SIZE_8K>( (mode-6) << 13, data );
}
else
{
ppu.Update();
UpdateChr( mode, data & 0x3F );
}
}
void NST_FASTCALL N34x3::UpdateChr(uint mode,uint data) const
{
if (mode >= 2)
chr.SwapBank<SIZE_1K>( (mode+2) << 10, data | 0x40 );
else
chr.SwapBank<SIZE_2K>( mode << 11, data >> 1 );
}
void NST_FASTCALL N3446::UpdateChr(uint mode,uint data) const
{
NST_VERIFY( mode >= 2 );
if (mode >= 2)
chr.SwapBank<SIZE_2K>( (mode-2) << 11, data );
}
void NST_FASTCALL N3425::UpdateChr(uint mode,uint data) const
{
nmt.SwapBank<SIZE_1K>( mode << 9 & 0xC00, data >> 5 );
N34x3::UpdateChr( mode, data );
}
NES_POKE_AD(N34xx,8000)
{
ppu.SetMirroring( (data & 0x40) ? Ppu::NMT_1 : Ppu::NMT_0 );
N34x3::NES_DO_POKE(8000,address,data);
}
}
}
}
}
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