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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 "../NstTimer.hpp"
#include "NstBoard.hpp"
#include "NstBoardKonamiVrc4.hpp"
#include "NstBoardUnlWorldHero.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Unlicensed
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
WorldHero::WorldHero(const Context& c)
: Board(c), irq(*c.cpu) {}
void WorldHero::SubReset(const bool hard)
{
if (hard)
prgSwap = 0;
irq.Reset( hard, hard ? false : irq.Connected() );
for (dword i=0x8000; i <= 0xFFFF; ++i)
{
switch (i & 0xF0C3)
{
case 0x8000: Map( i, &WorldHero::Poke_8000 ); break;
case 0x9000: Map( i, NMT_SWAP_VH01 ); break;
case 0x9002:
case 0x9080: Map( i, &WorldHero::Poke_9000 ); break;
case 0xA000: Map( i, PRG_SWAP_8K_1 ); break;
case 0xB000:
case 0xB001:
case 0xB002:
case 0xB003:
case 0xC000:
case 0xC001:
case 0xC002:
case 0xC003:
case 0xD000:
case 0xD001:
case 0xD002:
case 0xD003:
case 0xE000:
case 0xE001:
case 0xE002:
case 0xE003: Map( i, &WorldHero::Poke_B000 ); break;
case 0xF000: Map( i, &WorldHero::Poke_F000 ); break;
case 0xF001: Map( i, &WorldHero::Poke_F001 ); break;
case 0xF002: Map( i, &WorldHero::Poke_F002 ); break;
case 0xF003: Map( i, &WorldHero::Poke_F003 ); break;
}
}
}
void WorldHero::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'U','W','H'>::V) );
if (baseChunk == AsciiId<'U','W','H'>::V)
{
while (const dword chunk = state.Begin())
{
switch (chunk)
{
case AsciiId<'R','E','G'>::V:
prgSwap = state.Read8() & 0x2;
break;
case AsciiId<'I','R','Q'>::V:
irq.LoadState( state );
break;
}
state.End();
}
}
}
void WorldHero::SubSave(State::Saver& state) const
{
state.Begin( AsciiId<'U','W','H'>::V );
state.Begin( AsciiId<'R','E','G'>::V ).Write8( prgSwap ).End();
irq.SaveState( state, AsciiId<'I','R','Q'>::V );
state.End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_POKE_D(WorldHero,8000)
{
prg.SwapBank<SIZE_8K>( prgSwap << 13, data );
}
NES_POKE_D(WorldHero,9000)
{
data &= 0x2;
if (prgSwap != data)
{
prgSwap = data;
prg.SwapBanks<SIZE_8K,0x0000>
(
prg.GetBank<SIZE_8K,0x4000>(),
prg.GetBank<SIZE_8K,0x0000>()
);
}
}
NES_POKE_AD(WorldHero,B000)
{
ppu.Update();
const bool part = address & 0x1;
address = ((address - 0xB000) >> 1 & 0x1800) | (address << 9 & 0x0400);
chr.SwapBank<SIZE_1K>( address, (chr.GetBank<SIZE_1K>(address) & (part ? 0x00F : 0xFF0)) | (part ? data << 4 : data & 0xF) );
}
NES_POKE_D(WorldHero,F000)
{
irq.WriteLatch0( data );
}
NES_POKE_D(WorldHero,F001)
{
irq.WriteLatch1( data );
}
NES_POKE_D(WorldHero,F002)
{
irq.Toggle( data );
}
NES_POKE(WorldHero,F003)
{
irq.Toggle();
}
void WorldHero::Sync(Event event,Input::Controllers* controllers)
{
if (event == EVENT_END_FRAME)
irq.VSync();
Board::Sync( event, controllers );
}
}
}
}
}
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