//////////////////////////////////////////////////////////////////////////////////////// // // 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 "NstBoardIremG101.hpp" namespace Nes { namespace Core { namespace Boards { namespace Irem { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif void G101::SubReset(const bool hard) { Map( 0x8000U, 0x8FFFU, &G101::Poke_8000 ); Map( 0x9000U, 0x9FFFU, &G101::Poke_9000 ); Map( 0xA000U, 0xAFFFU, PRG_SWAP_8K_1 ); for (uint i=0xB000; i < 0xC000; i += 0x8) { Map( i + 0x0, CHR_SWAP_1K_0 ); Map( i + 0x1, CHR_SWAP_1K_1 ); Map( i + 0x2, CHR_SWAP_1K_2 ); Map( i + 0x3, CHR_SWAP_1K_3 ); Map( i + 0x4, CHR_SWAP_1K_4 ); Map( i + 0x5, CHR_SWAP_1K_5 ); Map( i + 0x6, CHR_SWAP_1K_6 ); Map( i + 0x7, CHR_SWAP_1K_7 ); } if (hard) { regs[0] = 0; regs[1] = 0; prg.SwapBanks(0U,~0U,~1U,~0U); } } void G101::SubLoad(State::Loader& state,const dword baseChunk) { NST_VERIFY( baseChunk == (AsciiId<'I','G','1'>::V) ); if (baseChunk == AsciiId<'I','G','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 G101::SubSave(State::Saver& state) const { const byte data[2] = { regs[0], regs[1] }; state.Begin( AsciiId<'I','G','1'>::V ).Begin( AsciiId<'R','E','G'>::V ).Write( data ).End().End(); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif void G101::UpdatePrg() { prg.SwapBank( (regs[1] & 0x2) ? ~1U : regs[0] ); prg.SwapBank( (regs[1] & 0x2) ? regs[0] : ~1U ); } NES_POKE_D(G101,8000) { regs[0] = data; UpdatePrg(); } NES_POKE_D(G101,9000) { regs[1] = data; UpdatePrg(); if (board == Type::IREM_G101A_0 || board == Type::IREM_G101A_1) ppu.SetMirroring( (data & 0x1) ? Ppu::NMT_H : Ppu::NMT_V ); } } } } }