//////////////////////////////////////////////////////////////////////////////////////// // // 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 "NstBoard.hpp" #include "NstBoardAveD1012.hpp" namespace Nes { namespace Core { namespace Boards { namespace Ave { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif void D1012::SubReset(const bool hard) { Map( 0xFF80U, 0xFF9FU, &D1012::Peek_FF80, &D1012::Poke_FF80 ); Map( 0xFFE8U, 0xFFF7U, &D1012::Peek_FFE8, &D1012::Poke_FFE8 ); if (hard) { regs[0] = 0; regs[1] = 0; Update(); } } void D1012::SubLoad(State::Loader& state,const dword baseChunk) { if (baseChunk == AsciiId<'A','D','1'>::V) { while (const dword chunk = state.Begin()) { if (chunk == AsciiId<'R','E','G'>::V) { State::Loader::Data<2> data( state ); regs[0] = data[0]; regs[1] = data[1]; } state.End(); } } } void D1012::SubSave(State::Saver& state) const { state.Begin( AsciiId<'A','D','1'>::V ).Begin( AsciiId<'R','E','G'>::V ).Write16( regs[0] | uint(regs[1]) << 8 ).End().End(); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif void D1012::Update() { prg.SwapBank( (regs[0] & 0xE) | (regs[regs[0] >> 6 & 0x1] & 0x1) ); chr.SwapBank( (regs[0] << 2 & ((regs[0] >> 4 & 0x4) ^ 0x3C)) | (regs[1] >> 4 & ((regs[0] >> 4 & 0x4) | 0x3)) ); } NES_POKE_D(D1012,FF80) { if (!(regs[0] & 0x3F)) { regs[0] = data; ppu.SetMirroring( (data & 0x80) ? Ppu::NMT_H : Ppu::NMT_V ); Update(); } } NES_PEEK_A(D1012,FF80) { const uint data = prg[3][address - 0xE000]; NES_DO_POKE(FF80,address,data); return data; } NES_POKE_D(D1012,FFE8) { regs[1] = data; ppu.Update(); Update(); } NES_PEEK_A(D1012,FFE8) { const uint data = prg[3][address - 0xE000]; NES_DO_POKE(FFE8,address,data); return data; } } } } }