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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 "NstBoardSubor.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Subor
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
void Type0::SubReset(bool)
{
Map( 0x8000U, 0xFFFFU, &Type0::Poke_8000 );
for (uint i=0; i < 4; ++i)
regs[i] = 0;
NES_DO_POKE(8000,0x8000,0x00);
}
void StudyNGame::SubReset(const bool hard)
{
Map( 0x8000U, 0xFFFFU, PRG_SWAP_32K );
if (hard)
prg.SwapBank<SIZE_32K,0x0000>(0);
}
void Type0::SubSave(State::Saver& state) const
{
state.Begin( AsciiId<'S','B','R'>::V ).Begin( AsciiId<'R','E','G'>::V ).Write( regs ).End().End();
}
void Type0::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'S','B','R'>::V) );
if (baseChunk == AsciiId<'S','B','R'>::V)
{
while (const dword chunk = state.Begin())
{
if (chunk == AsciiId<'R','E','G'>::V)
state.Read( regs );
state.End();
}
}
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
uint Type0::GetMode() const
{
return 0;
}
uint Type1::GetMode() const
{
return 1;
}
NES_POKE_AD(Type0,8000)
{
regs[address >> 13 & 0x3] = data;
uint banks[2] =
{
(uint(regs[0]) ^ regs[1]) << 1 & 0x20,
(uint(regs[2]) ^ regs[3]) << 0 & 0x1F
};
const uint mode = GetMode();
if (regs[1] & 0x8U)
{
banks[0] += banks[1] & 0xFE;
banks[1] = banks[0];
banks[0] += mode ^ 1;
banks[1] += mode ^ 0;
}
else if (regs[1] & 0x4U)
{
banks[1] = banks[0] + banks[1];
banks[0] = 0x1F;
}
else
{
banks[0] = banks[0] + banks[1];
banks[1] = mode ? 0x07 : 0x20;
}
prg.SwapBanks<SIZE_16K,0x0000>( banks[0], banks[1] );
}
}
}
}
}
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