mirror of
https://github.com/0ldsk00l/nestopia.git
synced 2025-04-02 10:31:51 -04:00
first pass at acclaim mc-acc support
This commit is contained in:
parent
cd4e8957f0
commit
97861868a8
7 changed files with 431 additions and 4 deletions
1
Makefile
1
Makefile
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@ -111,6 +111,7 @@ OBJS += objs/core/api/NstApiUser.o
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OBJS += objs/core/api/NstApiVideo.o
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# Board
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OBJS += objs/core/board/NstBoardAcclaimMcAcc.o
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OBJS += objs/core/board/NstBoardAe.o
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OBJS += objs/core/board/NstBoardAgci.o
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OBJS += objs/core/board/NstBoardAveD1012.o
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@ -49,6 +49,7 @@
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#include "NstBoardQj.hpp"
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#include "NstBoardZz.hpp"
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#include "NstBoardAe.hpp"
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#include "NstBoardAcclaim.hpp"
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#include "NstBoardAgci.hpp"
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#include "NstBoardAve.hpp"
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#include "NstBoardBandai.hpp"
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@ -757,7 +758,7 @@ namespace Nes
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static const Element lut[] =
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{
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{ "ACCLAIM-AOROM", Type::STD_AOROM },
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{ "ACCLAIM-MC-ACC", Type::STD_TLROM },
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{ "ACCLAIM-MC-ACC", Type::ACCLAIM_MCACC },
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{ "ACCLAIM-TLROM", Type::STD_TLROM },
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{ "AGCI-47516", Type::DISCRETE_74_377 },
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{ "AGCI-50282", Type::AGCI_50282 },
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@ -3298,6 +3299,7 @@ namespace Nes
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case Type::CUSTOM_WH : return new SxRom(c);
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case Type::CUSTOM_X79B : return new CnRom(c);
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case Type::CUSTOM_ZZ : return new Zz(c);
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case Type::ACCLAIM_MCACC : return new Acclaim::McAcc(c);
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case Type::AE_STD : return new Ae::Standard(c);
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case Type::AGCI_50282 : return new Agci::A50282(c);
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case Type::AVE_MB_91 : return new Ave::Mb91(c);
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@ -230,6 +230,8 @@ namespace Nes
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CUSTOM_WH = MakeId< 1, 128, 64, 0, 0, CRM_0, NMT_H, 0 >::ID,
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CUSTOM_X79B = MakeId< 3, 32, 32, 8, 0, CRM_0, NMT_X, 0 >::ID,
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CUSTOM_ZZ = MakeId< 37, 256, 256, 0, 0, CRM_0, NMT_V, 0 >::ID,
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// Acclaim
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ACCLAIM_MCACC = MakeId< 4, 512, 256, 0, 0, CRM_0, NMT_X, 1 >::ID,
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// Active Enterprises
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AE_STD = MakeId< 228, 2048, 512, 0, 0, CRM_0, NMT_V, 0 >::ID,
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// AGCI
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35
source/core/board/NstBoardAcclaim.hpp
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35
source/core/board/NstBoardAcclaim.hpp
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@ -0,0 +1,35 @@
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////////////////////////////////////////////////////////////////////////////////////////
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//
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// Nestopia - NES/Famicom emulator written in C++
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//
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// Copyright (C) 2003-2008 Martin Freij
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//
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// This file is part of Nestopia.
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//
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// Nestopia is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// Nestopia is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Nestopia; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#ifndef NST_BOARD_ACCLAIM_H
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#define NST_BOARD_ACCLAIM_H
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#ifdef NST_PRAGMA_ONCE
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#pragma once
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#endif
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#include "../NstFile.hpp"
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#include "NstBoardAcclaimMcAcc.hpp"
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#endif
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284
source/core/board/NstBoardAcclaimMcAcc.cpp
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284
source/core/board/NstBoardAcclaimMcAcc.cpp
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@ -0,0 +1,284 @@
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////////////////////////////////////////////////////////////////////////////////////////
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//
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// Nestopia - NES/Famicom emulator written in C++
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//
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// Copyright (C) 2003-2008 Martin Freij
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//
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// This file is part of Nestopia.
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//
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// Nestopia is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// Nestopia is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Nestopia; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#include "../NstLog.hpp"
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#include "NstBoard.hpp"
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#include "NstBoardAcclaimMcAcc.hpp"
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namespace Nes
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{
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namespace Core
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{
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namespace Boards
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{
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namespace Acclaim
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{
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#ifdef NST_MSVC_OPTIMIZE
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#pragma optimize("s", on)
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#endif
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McAcc::McAcc(const Context& c)
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:
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Board (c),
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irq (*c.cpu,*c.ppu,true)
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{
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}
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void McAcc::SubReset(const bool hard)
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{
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if (hard)
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{
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regs.ctrl0 = 0;
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regs.ctrl1 = 0;
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banks.prg[0] = 0x00;
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banks.prg[1] = 0x01;
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banks.prg[2] = 0x3E;
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banks.prg[3] = 0x3F;
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for (uint i=0; i < 8; ++i)
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banks.chr[i] = i;
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wrk.Source().SetSecurity( false, false );
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}
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irq.Reset( hard );
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for (uint i=0x0000; i < 0x2000; i += 0x2)
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{
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Map( 0x8000 + i, &McAcc::Poke_8000 );
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Map( 0x8001 + i, &McAcc::Poke_8001 );
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Map( 0xA001 + i, &McAcc::Poke_A001 );
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Map( 0xC000 + i, &McAcc::Poke_C000 );
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Map( 0xC001 + i, &McAcc::Poke_C001 );
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Map( 0xE000 + i, &McAcc::Poke_E000 );
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Map( 0xE001 + i, &McAcc::Poke_E001 );
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}
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if (board.GetNmt() != Type::NMT_FOURSCREEN)
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{
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for (uint i=0x0000; i < 0x2000; i += 0x2)
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Map( 0xA000 + i, NMT_SWAP_HV );
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}
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UpdatePrg();
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UpdateChr();
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}
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void McAcc::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'M','A','C'>::V) );
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if (baseChunk == AsciiId<'M','A','C'>::V)
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{
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while (const dword chunk = state.Begin())
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{
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switch (chunk)
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{
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case AsciiId<'R','E','G'>::V:
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{
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State::Loader::Data<12> data( state );
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regs.ctrl0 = data[0];
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regs.ctrl1 = data[1];
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banks.prg[0] = data[2] & 0x3FU;
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banks.prg[1] = data[3] & 0x3FU;
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banks.chr[0] = (data[6] & 0x7FU) << 1;
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banks.chr[1] = banks.chr[0] | 0x01U;
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banks.chr[2] = (data[7] & 0x7FU) << 1;
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banks.chr[3] = banks.chr[2] | 0x01U;
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banks.chr[4] = data[8];
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banks.chr[5] = data[9];
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banks.chr[6] = data[10];
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banks.chr[7] = data[11];
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break;
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}
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case AsciiId<'I','R','Q'>::V:
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irq.unit.LoadState( state );
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break;
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}
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state.End();
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}
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}
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}
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void McAcc::SubSave(State::Saver& state) const
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{
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state.Begin( AsciiId<'M','A','C'>::V );
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const byte data[12] =
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{
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regs.ctrl0,
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regs.ctrl1,
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banks.prg[0],
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banks.prg[1],
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0x3E,
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0x3F,
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banks.chr[0] >> 1,
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banks.chr[2] >> 1,
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banks.chr[4],
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banks.chr[5],
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banks.chr[6],
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banks.chr[7]
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};
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state.Begin( AsciiId<'R','E','G'>::V ).Write( data ).End();
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irq.unit.SaveState( state, AsciiId<'I','R','Q'>::V );
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state.End();
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}
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#ifdef NST_MSVC_OPTIMIZE
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#pragma optimize("", on)
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#endif
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NES_POKE_D(McAcc,8000)
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{
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const uint diff = regs.ctrl0 ^ data;
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regs.ctrl0 = data;
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if (diff & 0x40)
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{
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const uint v[2] =
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{
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banks.prg[(data >> 5 & 0x2) ^ 0],
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banks.prg[(data >> 5 & 0x2) ^ 2]
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};
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UpdatePrg( 0x0000, v[0] );
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UpdatePrg( 0x4000, v[1] );
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}
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if (diff & 0x80)
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UpdateChr();
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}
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NES_POKE_D(McAcc,8001)
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{
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uint address = regs.ctrl0 & 0x7;
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if (address < 6)
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{
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ppu.Update();
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uint base = regs.ctrl0 << 5 & 0x1000;
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if (address < 2)
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{
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address <<= 1;
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base |= address << 10;
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UpdateChr( base | 0x0000, (banks.chr[address+0] = data & 0xFE) );
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UpdateChr( base | 0x0400, (banks.chr[address+1] = data | 0x01) );
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}
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else
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{
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UpdateChr( (base ^ 0x1000) | (address-2) << 10, (banks.chr[address+2] = data) );
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}
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}
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else
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{
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UpdatePrg( (address == 6) ? (regs.ctrl0 << 8 & 0x4000) : 0x2000, (banks.prg[address-6] = data & 0x3F) );
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}
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}
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NES_POKE_D(McAcc,A001)
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{
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regs.ctrl1 = data;
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wrk.Source().SetSecurity
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(
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(data & CTRL1_WRAM_ENABLED),
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(data & CTRL1_WRAM) == CTRL1_WRAM_ENABLED && board.GetWram()
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);
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}
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NES_POKE_D(McAcc,C000)
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{
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irq.Update();
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irq.unit.SetLatch( data );
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}
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NES_POKE(McAcc,C001)
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{
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irq.Update();
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irq.unit.Reload();
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}
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NES_POKE(McAcc,E000)
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{
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irq.Update();
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irq.unit.Disable( cpu );
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}
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NES_POKE(McAcc,E001)
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{
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irq.Update();
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irq.unit.Enable();
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}
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void NST_FASTCALL McAcc::UpdatePrg(uint address,uint bank)
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{
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prg.SwapBank<SIZE_8K>( address, bank );
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}
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void NST_FASTCALL McAcc::UpdateChr(uint address,uint bank) const
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{
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chr.SwapBank<SIZE_1K>( address, bank );
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}
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void McAcc::UpdatePrg()
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{
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const uint x = regs.ctrl0 >> 5 & 0x2;
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UpdatePrg( 0x0000, banks.prg[0^x] );
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UpdatePrg( 0x2000, banks.prg[1^0] );
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UpdatePrg( 0x4000, banks.prg[2^x] );
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UpdatePrg( 0x6000, banks.prg[3^0] );
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}
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void McAcc::UpdateChr() const
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{
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ppu.Update();
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const uint x = regs.ctrl0 >> 5 & 0x4;
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for (uint i=0; i < 8; ++i)
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UpdateChr( i * SIZE_1K, banks.chr[i^x] );
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}
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void McAcc::Sync(Event event,Input::Controllers* controllers)
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{
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if (event == EVENT_END_FRAME)
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irq.VSync();
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Board::Sync( event, controllers );
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}
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}
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}
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}
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}
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103
source/core/board/NstBoardAcclaimMcAcc.hpp
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103
source/core/board/NstBoardAcclaimMcAcc.hpp
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////////////////////////////////////////////////////////////////////////////////////////
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//
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// Nestopia - NES/Famicom emulator written in C++
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//
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// Copyright (C) 2003-2008 Martin Freij
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//
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// This file is part of Nestopia.
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//
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// 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
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#ifndef NST_BOARD_ACCLAIM_MCACC_H
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#define NST_BOARD_ACCLAIM_MCACC_H
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#ifdef NST_PRAGMA_ONCE
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#pragma once
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#endif
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#include "../NstTimer.hpp"
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#include "NstBoardMmc3.hpp"
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namespace Nes
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{
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namespace Core
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{
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namespace Boards
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{
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namespace Acclaim
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{
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class NST_NO_VTABLE McAcc : public Board
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{
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public:
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explicit McAcc(const Context&);
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protected:
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void SubReset(bool);
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void SubSave(State::Saver&) const;
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void SubLoad(State::Loader&,dword);
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void Sync(Event,Input::Controllers*);
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void UpdatePrg();
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void UpdateChr() const;
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virtual void NST_FASTCALL UpdatePrg(uint,uint);
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virtual void NST_FASTCALL UpdateChr(uint,uint) const;
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NES_DECL_POKE( 8000 );
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NES_DECL_POKE( 8001 );
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NES_DECL_POKE( A001 );
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NES_DECL_POKE( C000 );
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NES_DECL_POKE( C001 );
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NES_DECL_POKE( E000 );
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NES_DECL_POKE( E001 );
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enum
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{
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CTRL1_WRAM_READONLY = 0x40,
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CTRL1_WRAM_ENABLED = 0x80,
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CTRL1_WRAM = CTRL1_WRAM_ENABLED|CTRL1_WRAM_READONLY
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};
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struct Regs
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{
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uint ctrl0;
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uint ctrl1;
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} regs;
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struct
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{
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byte prg[4];
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byte chr[8];
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} banks;
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private:
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enum {
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A12_FILTER = 39,
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IRQ_DELAY = 0,
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};
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// FIXME: IRQ_DELAY should be 4 ppu clocks
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Mmc3::Irq<IRQ_DELAY, A12_FILTER> irq;
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};
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}
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}
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}
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}
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#endif
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@ -117,11 +117,11 @@ namespace Nes
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REV_C
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};
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template<uint Delay=0>
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struct Irq : Timer::A12<BaseIrq,BaseIrq::CLOCK_FILTER,Delay>
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template<uint Delay=0, uint Filter=BaseIrq::CLOCK_FILTER>
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struct Irq : Timer::A12<BaseIrq,Filter,Delay>
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{
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Irq(Cpu& c,Ppu& p,bool persistant)
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: Timer::A12<BaseIrq,BaseIrq::CLOCK_FILTER,Delay>(c,p,persistant) {}
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: Timer::A12<BaseIrq,Filter,Delay>(c,p,persistant) {}
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};
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protected:
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