//////////////////////////////////////////////////////////////////////////////////////// // // 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 "NstBoardBtlSmb2b.hpp" namespace Nes { namespace Core { namespace Boards { namespace Btl { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif Smb2b::Smb2b(const Context& c) : Board(c), irq(*c.cpu) {} void Smb2b::Irq::Reset(const bool hard) { if (hard) count = 0; } void Smb2b::SubReset(const bool hard) { if (hard) { wrk.SwapBank( 15 ); prg.SwapBanks( 8, 9, 0, 11 ); } irq.Reset( hard, hard ? false : irq.Connected() ); for (uint i=0x4020; i < 0x6000; i += 0x80) Map( i+0x00, i+0x20, (i & 0x100) ? &Smb2b::Poke_4120 : &Smb2b::Poke_4020 ); Map( 0x6000U, 0x7FFFU, &Smb2b::Peek_6000 ); } void Smb2b::SubLoad(State::Loader& state,const dword baseChunk) { NST_VERIFY( (baseChunk == AsciiId<'S','2','B'>::V) ); if (baseChunk == AsciiId<'S','2','B'>::V) { while (const dword chunk = state.Begin()) { if (chunk == AsciiId<'I','R','Q'>::V) { State::Loader::Data<3> data( state ); irq.Connect( data[0] & 0x1 ); irq.unit.count = data[1] | data[2] << 8; } state.End(); } } } void Smb2b::SubSave(State::Saver& state) const { const byte data[3] = { irq.Connected() ? 0x1 : 0x0, irq.unit.count & 0xFF, irq.unit.count >> 8 }; state.Begin( AsciiId<'S','2','B'>::V ).Begin( AsciiId<'I','R','Q'>::V ).Write( data ).End().End(); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif NES_PEEK_A(Smb2b,6000) { return wrk[0][address - 0x6000]; } NES_POKE_D(Smb2b,4020) { prg.SwapBank ( (data << 0 & 0x8) | (data << 2 & 0x4) | (data >> 1 & 0x3) ); } NES_POKE_D(Smb2b,4120) { irq.Update(); irq.Connect( data & 0x1 ); irq.ClearIRQ(); } bool Smb2b::Irq::Clock() { return ++count == 0x1000; } void Smb2b::Sync(Event event,Input::Controllers* controllers) { if (event == EVENT_END_FRAME) { irq.unit.count = 0; irq.VSync(); } Board::Sync( event, controllers ); } } } } }