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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 "NstBoardWaixing.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Waixing
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
Sgz::Sgz(const Context& c)
: Board(c), irq(*c.cpu) {}
void Sgz::SubReset(const bool hard)
{
irq.Reset( hard, hard ? false : irq.Connected() );
Map( 0x8000U, 0x8FFFU, PRG_SWAP_8K_0 );
Map( 0xA000U, 0xAFFFU, PRG_SWAP_8K_1 );
Map( 0xB000U, 0xEFFFU, &Sgz::Poke_B000 );
for (uint i=0x0000; i < 0x1000; i += 0x10)
{
Map( 0xF000 + i, 0xF003 + i, &Sgz::Poke_F000 );
Map( 0xF004 + i, 0xF007 + i, &Sgz::Poke_F004 );
Map( 0xF008 + i, 0xF00B + i, &Sgz::Poke_F008 );
Map( 0xF00C + i, 0xF00F + i, &Sgz::Poke_F00C );
}
// hack
chr.Source().WriteEnable( true );
}
void Sgz::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'W','S','Z'>::V) );
if (baseChunk == AsciiId<'W','S','Z'>::V)
{
while (const dword chunk = state.Begin())
{
if (chunk == AsciiId<'I','R','Q'>::V)
irq.LoadState( state );
state.End();
}
}
}
void Sgz::SubSave(State::Saver& state) const
{
state.Begin( AsciiId<'W','S','Z'>::V );
irq.SaveState( state, AsciiId<'I','R','Q'>::V );
state.End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_POKE_AD(Sgz,B000)
{
ppu.Update();
const uint part = address & 0x4;
address = ((address - 0xB000) >> 1 & 0x1800) | (address << 7 & 0x0400);
chr.SwapBank<SIZE_1K>( address, (chr.GetBank<SIZE_1K>(address) & 0xF0U >> part) | (data & 0xF) << part );
}
NES_POKE_D(Sgz,F000)
{
irq.Update();
irq.unit.latch = (irq.unit.latch & 0xF0) | (data & 0x0F);
}
NES_POKE_D(Sgz,F004)
{
irq.Update();
irq.unit.latch = (irq.unit.latch & 0x0F) | (data & 0x0F) << 4;
}
NES_POKE_D(Sgz,F008)
{
irq.Toggle( data );
}
NES_POKE(Sgz,F00C)
{
irq.Toggle();
}
void Sgz::Sync(Event event,Input::Controllers* controllers)
{
if (event == EVENT_END_FRAME)
irq.VSync();
Board::Sync( event, controllers );
}
}
}
}
}
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