//////////////////////////////////////////////////////////////////////////////////////// // // 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 "NstBoardBtlSmb2a.hpp" namespace Nes { namespace Core { namespace Boards { namespace Btl { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif Smb2a::Smb2a(const Context& c) : Board(c), irq(*c.cpu) {} void Smb2a::SubReset(const bool hard) { if (hard) { wrk.SwapBank( 6 ); prg.SwapBanks( 4, 5, 0, 7 ); } irq.Reset( hard, true ); Map( 0x6000U, 0x7FFFU, &Smb2a::Peek_6000 ); Map( 0x8000U, 0x9FFFU, &Smb2a::Poke_8000 ); Map( 0xA000U, 0xBFFFU, &Smb2a::Poke_A000 ); Map( 0xE000U, 0xFFFFU, PRG_SWAP_8K_2 ); } void Smb2a::SubLoad(State::Loader& state,const dword baseChunk) { NST_VERIFY( baseChunk == (AsciiId<'B','2','A'>::V) ); if (baseChunk == AsciiId<'B','2','A'>::V) { while (const dword chunk = state.Begin()) { if (chunk == AsciiId<'I','R','Q'>::V) { State::Loader::Data<3> data( state ); irq.unit.enabled = data[0] & 0x1U; irq.unit.count = data[1] | (data[2] << 8 & 0xF00); } state.End(); } } } void Smb2a::SubSave(State::Saver& state) const { const byte data[3] = { irq.unit.enabled != 0, irq.unit.count & 0xFF, irq.unit.count >> 8 }; state.Begin( AsciiId<'B','2','A'>::V ).Begin( AsciiId<'I','R','Q'>::V ).Write( data ).End().End(); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif void Smb2a::Irq::Reset(const bool hard) { if (hard) { enabled = false; count = 0; } } bool Smb2a::Irq::Clock() { if (enabled) { count = (count + 1) & 0xFFF; if (!count) { enabled = false; return true; } } return false; } NES_PEEK_A(Smb2a,6000) { return wrk[0][address - 0x6000]; } NES_POKE(Smb2a,8000) { irq.Update(); irq.unit.enabled = false; irq.unit.count = 0; irq.ClearIRQ(); } NES_POKE(Smb2a,A000) { irq.Update(); irq.unit.enabled = true; } void Smb2a::Sync(Event event,Input::Controllers* controllers) { if (event == EVENT_END_FRAME) irq.VSync(); Board::Sync( event, controllers ); } } } } }