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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_SUNSOFT_5B_H
#define NST_BOARD_SUNSOFT_5B_H
#ifdef NST_PRAGMA_ONCE
#pragma once
#endif
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Sunsoft
{
class S5b : public Fme7
{
public:
explicit S5b(const Context&);
class Sound : public Apu::Channel
{
public:
explicit Sound(Apu&,bool=true);
void WriteReg(uint);
void LoadState(State::Loader&);
void SaveState(State::Saver&,dword) const;
protected:
void Reset();
bool UpdateSettings();
Sample GetSample();
private:
enum
{
NUM_SQUARES = 3
};
class Envelope
{
public:
void Reset(uint);
void UpdateSettings(uint);
void SaveState(State::Saver&,dword) const;
void LoadState(State::Loader&,uint);
void WriteReg0(uint,uint);
void WriteReg1(uint,uint);
void WriteReg2(uint);
NST_SINGLE_CALL dword Clock(Cycle);
private:
void UpdateFrequency(uint);
byte holding;
byte hold;
byte alternate;
byte attack;
idword timer;
dword frequency;
uint count;
uint volume;
uint length;
};
class Noise
{
public:
void Reset(uint);
void UpdateSettings(uint);
void SaveState(State::Saver&,dword) const;
void LoadState(State::Loader&,uint);
void WriteReg(uint,uint);
NST_SINGLE_CALL dword Clock(Cycle);
private:
void UpdateFrequency(uint);
idword timer;
dword frequency;
dword rng;
dword dc;
uint length;
};
class Square
{
public:
void Reset(uint);
void UpdateSettings(uint);
void SaveState(State::Saver&,dword) const;
void LoadState(State::Loader&,uint);
void WriteReg0(uint,uint);
void WriteReg1(uint,uint);
void WriteReg2(uint);
void WriteReg3(uint);
NST_SINGLE_CALL dword GetSample(Cycle,uint,uint);
private:
void UpdateFrequency(uint);
idword timer;
dword frequency;
uint status;
uint ctrl;
uint volume;
dword dc;
uint length;
};
ibool active;
uint output;
Cycle rate;
uint fixed;
uint regSelect;
Envelope envelope;
Noise noise;
Square squares[NUM_SQUARES];
DcBlocker dcBlocker;
static const word levels[32];
public:
void SelectReg(uint data)
{
regSelect = data;
}
};
private:
void SubReset(bool);
void SubSave(State::Saver&) const;
void SubLoad(State::Loader&,dword);
NES_DECL_POKE( C000 );
NES_DECL_POKE( E000 );
Sound sound;
};
}
}
}
}
#endif
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