1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113
|
////////////////////////////////////////////////////////////////////////////////////////
//
// 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_JALECO_SS88006_H
#define NST_BOARD_JALECO_SS88006_H
#ifdef NST_PRAGMA_ONCE
#pragma once
#endif
namespace Nes
{
namespace Core
{
namespace Sound
{
class Player;
}
namespace Boards
{
namespace Jaleco
{
class Ss88006 : public Board
{
public:
explicit Ss88006(const Context&);
private:
~Ss88006();
void SubReset(bool);
void SubSave(State::Saver&) const;
void SubLoad(State::Loader&,dword);
void Sync(Event,Input::Controllers*);
template<uint MASK,uint SHIFT> void SwapPrg(uint,uint);
template<uint MASK,uint SHIFT> void SwapChr(uint,uint) const;
NES_DECL_POKE( 8000 );
NES_DECL_POKE( 8001 );
NES_DECL_POKE( 8002 );
NES_DECL_POKE( 8003 );
NES_DECL_POKE( 9000 );
NES_DECL_POKE( 9001 );
NES_DECL_POKE( 9002 );
NES_DECL_POKE( A000 );
NES_DECL_POKE( A001 );
NES_DECL_POKE( A002 );
NES_DECL_POKE( A003 );
NES_DECL_POKE( B000 );
NES_DECL_POKE( B001 );
NES_DECL_POKE( B002 );
NES_DECL_POKE( B003 );
NES_DECL_POKE( C000 );
NES_DECL_POKE( C001 );
NES_DECL_POKE( C002 );
NES_DECL_POKE( C003 );
NES_DECL_POKE( D000 );
NES_DECL_POKE( D001 );
NES_DECL_POKE( D002 );
NES_DECL_POKE( D003 );
NES_DECL_POKE( E000 );
NES_DECL_POKE( E001 );
NES_DECL_POKE( E002 );
NES_DECL_POKE( E003 );
NES_DECL_POKE( F000 );
NES_DECL_POKE( F001 );
NES_DECL_POKE( F003 );
struct Irq
{
void Reset(bool);
bool Clock();
uint mask;
uint count;
uint latch;
};
Timer::M2<Irq> irq;
uint reg;
Sound::Player* const sound;
};
}
}
}
}
#endif
|