first pass at acclaim mc-acc support

This commit is contained in:
rdanbrook 2014-08-18 11:54:45 -06:00
parent cd4e8957f0
commit 97861868a8
7 changed files with 431 additions and 4 deletions

View file

@ -111,6 +111,7 @@ OBJS += objs/core/api/NstApiUser.o
OBJS += objs/core/api/NstApiVideo.o
# Board
OBJS += objs/core/board/NstBoardAcclaimMcAcc.o
OBJS += objs/core/board/NstBoardAe.o
OBJS += objs/core/board/NstBoardAgci.o
OBJS += objs/core/board/NstBoardAveD1012.o

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@ -49,6 +49,7 @@
#include "NstBoardQj.hpp"
#include "NstBoardZz.hpp"
#include "NstBoardAe.hpp"
#include "NstBoardAcclaim.hpp"
#include "NstBoardAgci.hpp"
#include "NstBoardAve.hpp"
#include "NstBoardBandai.hpp"
@ -757,7 +758,7 @@ namespace Nes
static const Element lut[] =
{
{ "ACCLAIM-AOROM", Type::STD_AOROM },
{ "ACCLAIM-MC-ACC", Type::STD_TLROM },
{ "ACCLAIM-MC-ACC", Type::ACCLAIM_MCACC },
{ "ACCLAIM-TLROM", Type::STD_TLROM },
{ "AGCI-47516", Type::DISCRETE_74_377 },
{ "AGCI-50282", Type::AGCI_50282 },
@ -3298,6 +3299,7 @@ namespace Nes
case Type::CUSTOM_WH : return new SxRom(c);
case Type::CUSTOM_X79B : return new CnRom(c);
case Type::CUSTOM_ZZ : return new Zz(c);
case Type::ACCLAIM_MCACC : return new Acclaim::McAcc(c);
case Type::AE_STD : return new Ae::Standard(c);
case Type::AGCI_50282 : return new Agci::A50282(c);
case Type::AVE_MB_91 : return new Ave::Mb91(c);

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@ -230,6 +230,8 @@ namespace Nes
CUSTOM_WH = MakeId< 1, 128, 64, 0, 0, CRM_0, NMT_H, 0 >::ID,
CUSTOM_X79B = MakeId< 3, 32, 32, 8, 0, CRM_0, NMT_X, 0 >::ID,
CUSTOM_ZZ = MakeId< 37, 256, 256, 0, 0, CRM_0, NMT_V, 0 >::ID,
// Acclaim
ACCLAIM_MCACC = MakeId< 4, 512, 256, 0, 0, CRM_0, NMT_X, 1 >::ID,
// Active Enterprises
AE_STD = MakeId< 228, 2048, 512, 0, 0, CRM_0, NMT_V, 0 >::ID,
// AGCI

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@ -0,0 +1,35 @@
////////////////////////////////////////////////////////////////////////////////////////
//
// 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_ACCLAIM_H
#define NST_BOARD_ACCLAIM_H
#ifdef NST_PRAGMA_ONCE
#pragma once
#endif
#include "../NstFile.hpp"
#include "NstBoardAcclaimMcAcc.hpp"
#endif

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@ -0,0 +1,284 @@
////////////////////////////////////////////////////////////////////////////////////////
//
// 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 "../NstLog.hpp"
#include "NstBoard.hpp"
#include "NstBoardAcclaimMcAcc.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Acclaim
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
McAcc::McAcc(const Context& c)
:
Board (c),
irq (*c.cpu,*c.ppu,true)
{
}
void McAcc::SubReset(const bool hard)
{
if (hard)
{
regs.ctrl0 = 0;
regs.ctrl1 = 0;
banks.prg[0] = 0x00;
banks.prg[1] = 0x01;
banks.prg[2] = 0x3E;
banks.prg[3] = 0x3F;
for (uint i=0; i < 8; ++i)
banks.chr[i] = i;
wrk.Source().SetSecurity( false, false );
}
irq.Reset( hard );
for (uint i=0x0000; i < 0x2000; i += 0x2)
{
Map( 0x8000 + i, &McAcc::Poke_8000 );
Map( 0x8001 + i, &McAcc::Poke_8001 );
Map( 0xA001 + i, &McAcc::Poke_A001 );
Map( 0xC000 + i, &McAcc::Poke_C000 );
Map( 0xC001 + i, &McAcc::Poke_C001 );
Map( 0xE000 + i, &McAcc::Poke_E000 );
Map( 0xE001 + i, &McAcc::Poke_E001 );
}
if (board.GetNmt() != Type::NMT_FOURSCREEN)
{
for (uint i=0x0000; i < 0x2000; i += 0x2)
Map( 0xA000 + i, NMT_SWAP_HV );
}
UpdatePrg();
UpdateChr();
}
void McAcc::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'M','A','C'>::V) );
if (baseChunk == AsciiId<'M','A','C'>::V)
{
while (const dword chunk = state.Begin())
{
switch (chunk)
{
case AsciiId<'R','E','G'>::V:
{
State::Loader::Data<12> data( state );
regs.ctrl0 = data[0];
regs.ctrl1 = data[1];
banks.prg[0] = data[2] & 0x3FU;
banks.prg[1] = data[3] & 0x3FU;
banks.chr[0] = (data[6] & 0x7FU) << 1;
banks.chr[1] = banks.chr[0] | 0x01U;
banks.chr[2] = (data[7] & 0x7FU) << 1;
banks.chr[3] = banks.chr[2] | 0x01U;
banks.chr[4] = data[8];
banks.chr[5] = data[9];
banks.chr[6] = data[10];
banks.chr[7] = data[11];
break;
}
case AsciiId<'I','R','Q'>::V:
irq.unit.LoadState( state );
break;
}
state.End();
}
}
}
void McAcc::SubSave(State::Saver& state) const
{
state.Begin( AsciiId<'M','A','C'>::V );
const byte data[12] =
{
regs.ctrl0,
regs.ctrl1,
banks.prg[0],
banks.prg[1],
0x3E,
0x3F,
banks.chr[0] >> 1,
banks.chr[2] >> 1,
banks.chr[4],
banks.chr[5],
banks.chr[6],
banks.chr[7]
};
state.Begin( AsciiId<'R','E','G'>::V ).Write( data ).End();
irq.unit.SaveState( state, AsciiId<'I','R','Q'>::V );
state.End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_POKE_D(McAcc,8000)
{
const uint diff = regs.ctrl0 ^ data;
regs.ctrl0 = data;
if (diff & 0x40)
{
const uint v[2] =
{
banks.prg[(data >> 5 & 0x2) ^ 0],
banks.prg[(data >> 5 & 0x2) ^ 2]
};
UpdatePrg( 0x0000, v[0] );
UpdatePrg( 0x4000, v[1] );
}
if (diff & 0x80)
UpdateChr();
}
NES_POKE_D(McAcc,8001)
{
uint address = regs.ctrl0 & 0x7;
if (address < 6)
{
ppu.Update();
uint base = regs.ctrl0 << 5 & 0x1000;
if (address < 2)
{
address <<= 1;
base |= address << 10;
UpdateChr( base | 0x0000, (banks.chr[address+0] = data & 0xFE) );
UpdateChr( base | 0x0400, (banks.chr[address+1] = data | 0x01) );
}
else
{
UpdateChr( (base ^ 0x1000) | (address-2) << 10, (banks.chr[address+2] = data) );
}
}
else
{
UpdatePrg( (address == 6) ? (regs.ctrl0 << 8 & 0x4000) : 0x2000, (banks.prg[address-6] = data & 0x3F) );
}
}
NES_POKE_D(McAcc,A001)
{
regs.ctrl1 = data;
wrk.Source().SetSecurity
(
(data & CTRL1_WRAM_ENABLED),
(data & CTRL1_WRAM) == CTRL1_WRAM_ENABLED && board.GetWram()
);
}
NES_POKE_D(McAcc,C000)
{
irq.Update();
irq.unit.SetLatch( data );
}
NES_POKE(McAcc,C001)
{
irq.Update();
irq.unit.Reload();
}
NES_POKE(McAcc,E000)
{
irq.Update();
irq.unit.Disable( cpu );
}
NES_POKE(McAcc,E001)
{
irq.Update();
irq.unit.Enable();
}
void NST_FASTCALL McAcc::UpdatePrg(uint address,uint bank)
{
prg.SwapBank<SIZE_8K>( address, bank );
}
void NST_FASTCALL McAcc::UpdateChr(uint address,uint bank) const
{
chr.SwapBank<SIZE_1K>( address, bank );
}
void McAcc::UpdatePrg()
{
const uint x = regs.ctrl0 >> 5 & 0x2;
UpdatePrg( 0x0000, banks.prg[0^x] );
UpdatePrg( 0x2000, banks.prg[1^0] );
UpdatePrg( 0x4000, banks.prg[2^x] );
UpdatePrg( 0x6000, banks.prg[3^0] );
}
void McAcc::UpdateChr() const
{
ppu.Update();
const uint x = regs.ctrl0 >> 5 & 0x4;
for (uint i=0; i < 8; ++i)
UpdateChr( i * SIZE_1K, banks.chr[i^x] );
}
void McAcc::Sync(Event event,Input::Controllers* controllers)
{
if (event == EVENT_END_FRAME)
irq.VSync();
Board::Sync( event, controllers );
}
}
}
}
}

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@ -0,0 +1,103 @@
////////////////////////////////////////////////////////////////////////////////////////
//
// 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_ACCLAIM_MCACC_H
#define NST_BOARD_ACCLAIM_MCACC_H
#ifdef NST_PRAGMA_ONCE
#pragma once
#endif
#include "../NstTimer.hpp"
#include "NstBoardMmc3.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Acclaim
{
class NST_NO_VTABLE McAcc : public Board
{
public:
explicit McAcc(const Context&);
protected:
void SubReset(bool);
void SubSave(State::Saver&) const;
void SubLoad(State::Loader&,dword);
void Sync(Event,Input::Controllers*);
void UpdatePrg();
void UpdateChr() const;
virtual void NST_FASTCALL UpdatePrg(uint,uint);
virtual void NST_FASTCALL UpdateChr(uint,uint) const;
NES_DECL_POKE( 8000 );
NES_DECL_POKE( 8001 );
NES_DECL_POKE( A001 );
NES_DECL_POKE( C000 );
NES_DECL_POKE( C001 );
NES_DECL_POKE( E000 );
NES_DECL_POKE( E001 );
enum
{
CTRL1_WRAM_READONLY = 0x40,
CTRL1_WRAM_ENABLED = 0x80,
CTRL1_WRAM = CTRL1_WRAM_ENABLED|CTRL1_WRAM_READONLY
};
struct Regs
{
uint ctrl0;
uint ctrl1;
} regs;
struct
{
byte prg[4];
byte chr[8];
} banks;
private:
enum {
A12_FILTER = 39,
IRQ_DELAY = 0,
};
// FIXME: IRQ_DELAY should be 4 ppu clocks
Mmc3::Irq<IRQ_DELAY, A12_FILTER> irq;
};
}
}
}
}
#endif

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@ -117,11 +117,11 @@ namespace Nes
REV_C
};
template<uint Delay=0>
struct Irq : Timer::A12<BaseIrq,BaseIrq::CLOCK_FILTER,Delay>
template<uint Delay=0, uint Filter=BaseIrq::CLOCK_FILTER>
struct Irq : Timer::A12<BaseIrq,Filter,Delay>
{
Irq(Cpu& c,Ppu& p,bool persistant)
: Timer::A12<BaseIrq,BaseIrq::CLOCK_FILTER,Delay>(c,p,persistant) {}
: Timer::A12<BaseIrq,Filter,Delay>(c,p,persistant) {}
};
protected: