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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 "NstBoardMmc3.hpp"
#include "NstBoardUnlMortalKombat2.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Unlicensed
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
MortalKombat2::MortalKombat2(const Context& c)
: Board(c), irq(*c.cpu,*c.ppu,false) {}
void MortalKombat2::SubReset(const bool hard)
{
irq.Reset( hard );
for (uint i=0x0000; i < 0x1000; i += 0x4)
{
Map( 0x6000 + i, CHR_SWAP_2K_0 );
Map( 0x6001 + i, CHR_SWAP_2K_1 );
Map( 0x6002 + i, CHR_SWAP_2K_2 );
Map( 0x6003 + i, CHR_SWAP_2K_3 );
Map( 0x7000 + i, PRG_SWAP_8K_0 );
Map( 0x7001 + i, PRG_SWAP_8K_1 );
Map( 0x7002 + i, &MortalKombat2::Poke_7002 );
Map( 0x7003 + i, &MortalKombat2::Poke_7003 );
}
}
void MortalKombat2::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'U','M','2'>::V) );
if (baseChunk == AsciiId<'U','M','2'>::V)
{
while (const dword chunk = state.Begin())
{
if (chunk == AsciiId<'I','R','Q'>::V)
irq.unit.LoadState( state );
state.End();
}
}
}
void MortalKombat2::SubSave(State::Saver& state) const
{
state.Begin( AsciiId<'U','M','2'>::V );
irq.unit.SaveState( state, AsciiId<'I','R','Q'>::V );
state.End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_POKE(MortalKombat2,7002)
{
irq.Update();
irq.unit.Disable( cpu );
irq.unit.SetLatch( 0 );
}
NES_POKE(MortalKombat2,7003)
{
irq.Update();
irq.unit.Enable();
irq.unit.SetLatch( 7 );
}
void MortalKombat2::Sync(Event event,Input::Controllers* controllers)
{
if (event == EVENT_END_FRAME)
irq.VSync();
Board::Sync( event, controllers );
}
}
}
}
}
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