//////////////////////////////////////////////////////////////////////////////////////// // // 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 "NstBoardBtlSmb3.hpp" namespace Nes { namespace Core { namespace Boards { namespace Btl { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif Smb3::Smb3(const Context& c) : Board(c), irq(*c.cpu) {} void Smb3::Irq::Reset(const bool hard) { if (hard) { enabled = false; count = 0; } } void Smb3::SubReset(const bool hard) { irq.Reset( hard, true ); for (uint i=0x0000; i < 0x8000; i += 0x10) { Map( i + 0x8000U, &Smb3::Poke_8000 ); Map( i + 0x8001U, &Smb3::Poke_8001 ); Map( i + 0x8002U, &Smb3::Poke_8000 ); Map( i + 0x8003U, &Smb3::Poke_8001 ); Map( i + 0x8004U, i + 0x8007U, &Smb3::Poke_8004 ); Map( i + 0x8008U, i + 0x800BU, &Smb3::Poke_8008 ); Map( i + 0x800CU, &Smb3::Poke_800C ); Map( i + 0x800DU, &Smb3::Poke_800D ); Map( i + 0x800EU, &Smb3::Poke_800E ); Map( i + 0x800FU, &Smb3::Poke_800F ); } } void Smb3::SubLoad(State::Loader& state,const dword baseChunk) { NST_VERIFY( (baseChunk == AsciiId<'B','S','3'>::V) ); if (baseChunk == AsciiId<'B','S','3'>::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] & 0x1; irq.unit.count = data[1] | data[2] << 8; } state.End(); } } } void Smb3::SubSave(State::Saver& state) const { const byte data[3] = { irq.unit.enabled ? 0x1 : 0x0, irq.unit.count & 0xFF, irq.unit.count >> 8 }; state.Begin( AsciiId<'B','S','3'>::V ).Begin( AsciiId<'I','R','Q'>::V ).Write( data ).End().End(); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif void Smb3::UpdateChr(uint address,uint data) const { ppu.Update(); chr.SwapBank( address << 10 & 0x1C00, data ); } NES_POKE_AD(Smb3,8000) { UpdateChr( address, data & 0xFE ); } NES_POKE_AD(Smb3,8001) { UpdateChr( address, data | 0x01 ); } NES_POKE_AD(Smb3,8004) { UpdateChr( address, data ); } NES_POKE_AD(Smb3,8008) { address = address << 13 & 0x6000; prg.SwapBank( address, data | (address == 0x0000 || address == 0x6000 ? 0x10 : 0x00) ); } NES_POKE_D(Smb3,800C) { ppu.SetMirroring( (data & 0x1) ? Ppu::NMT_H : Ppu::NMT_V ); } NES_POKE_D(Smb3,800D) { irq.Update(); irq.unit.count = 0; irq.unit.enabled = false; irq.ClearIRQ(); } NES_POKE_D(Smb3,800E) { irq.Update(); irq.unit.count = (irq.unit.count & 0xFF00) | (data << 0); } NES_POKE_D(Smb3,800F) { irq.Update(); irq.unit.count = (irq.unit.count & 0x00FF) | (data << 8); irq.unit.enabled = true; } bool Smb3::Irq::Clock() { return enabled && (count = (count + 1) & 0xFFFF) == 0x0000 ? (enabled=false, true) : false; } void Smb3::Sync(Event event,Input::Controllers* controllers) { if (event == EVENT_END_FRAME) irq.VSync(); Board::Sync( event, controllers ); } } } } }