//////////////////////////////////////////////////////////////////////////////////////// // // 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 "../NstLog.hpp" #include "NstBoard.hpp" #include "NstBoardMmc3.hpp" namespace Nes { namespace Core { namespace Boards { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif Mmc3::Mmc3(const Context& c,Revision revision) : Board (c), irq (*c.cpu,*c.ppu,revision != REV_A) { switch (revision) { case Mmc3::REV_A: Log::Flush( "Board: MMC rev. A" NST_LINEBREAK ); break; case Mmc3::REV_B: Log::Flush( "Board: MMC rev. B" NST_LINEBREAK ); break; case Mmc3::REV_C: Log::Flush( "Board: MMC rev. C" NST_LINEBREAK ); break; } } void Mmc3::BaseIrq::Reset(const bool hard) { if (hard) { count = 0; latch = 0; reload = false; enabled = false; } } void Mmc3::SubReset(const bool hard) { if (hard) { regs.ctrl0 = 0; regs.ctrl1 = 0; banks.prg[0] = 0x00; banks.prg[1] = 0x01; banks.prg[2] = 0x3E; banks.prg[3] = 0x3F; for (uint i=0; i < 8; ++i) banks.chr[i] = i; wrk.Source().SetSecurity( false, false ); } irq.Reset( hard ); for (uint i=0x0000; i < 0x2000; i += 0x2) { Map( 0x8000 + i, &Mmc3::Poke_8000 ); Map( 0x8001 + i, &Mmc3::Poke_8001 ); Map( 0xA001 + i, &Mmc3::Poke_A001 ); Map( 0xC000 + i, &Mmc3::Poke_C000 ); Map( 0xC001 + i, &Mmc3::Poke_C001 ); Map( 0xE000 + i, &Mmc3::Poke_E000 ); Map( 0xE001 + i, &Mmc3::Poke_E001 ); } if (board.GetNmt() != Type::NMT_FOURSCREEN) { for (uint i=0x0000; i < 0x2000; i += 0x2) Map( 0xA000 + i, NMT_SWAP_HV ); } UpdatePrg(); UpdateChr(); } void Mmc3::BaseIrq::LoadState(State::Loader& state) { State::Loader::Data<3> data( state ); enabled = data[0] & 0x1; reload = data[0] & 0x2; count = data[1]; latch = data[2]; } void Mmc3::BaseIrq::SaveState(State::Saver& state,const dword chunk) const { const byte data[3] = { (enabled ? 0x1U : 0x0U) | (reload ? 0x2U : 0x0U), count, latch }; state.Begin( chunk ).Write( data ).End(); } void Mmc3::SubLoad(State::Loader& state,const dword baseChunk) { NST_VERIFY( baseChunk == (AsciiId<'M','M','3'>::V) ); if (baseChunk == AsciiId<'M','M','3'>::V) { while (const dword chunk = state.Begin()) { switch (chunk) { case AsciiId<'R','E','G'>::V: { State::Loader::Data<12> data( state ); regs.ctrl0 = data[0]; regs.ctrl1 = data[1]; banks.prg[0] = data[2] & 0x3FU; banks.prg[1] = data[3] & 0x3FU; banks.chr[0] = (data[6] & 0x7FU) << 1; banks.chr[1] = banks.chr[0] | 0x01U; banks.chr[2] = (data[7] & 0x7FU) << 1; banks.chr[3] = banks.chr[2] | 0x01U; banks.chr[4] = data[8]; banks.chr[5] = data[9]; banks.chr[6] = data[10]; banks.chr[7] = data[11]; break; } case AsciiId<'I','R','Q'>::V: irq.unit.LoadState( state ); break; } state.End(); } } } void Mmc3::SubSave(State::Saver& state) const { state.Begin( AsciiId<'M','M','3'>::V ); const byte data[12] = { regs.ctrl0, regs.ctrl1, banks.prg[0], banks.prg[1], 0x3E, 0x3F, banks.chr[0] >> 1, banks.chr[2] >> 1, banks.chr[4], banks.chr[5], banks.chr[6], banks.chr[7] }; state.Begin( AsciiId<'R','E','G'>::V ).Write( data ).End(); irq.unit.SaveState( state, AsciiId<'I','R','Q'>::V ); state.End(); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif NES_POKE_D(Mmc3,8000) { const uint diff = regs.ctrl0 ^ data; regs.ctrl0 = data; if (diff & 0x40) { const uint v[2] = { banks.prg[(data >> 5 & 0x2) ^ 0], banks.prg[(data >> 5 & 0x2) ^ 2] }; UpdatePrg( 0x0000, v[0] ); UpdatePrg( 0x4000, v[1] ); } if (diff & 0x80) UpdateChr(); } NES_POKE_D(Mmc3,8001) { uint address = regs.ctrl0 & 0x7; if (address < 6) { ppu.Update(); uint base = regs.ctrl0 << 5 & 0x1000; if (address < 2) { address <<= 1; base |= address << 10; UpdateChr( base | 0x0000, (banks.chr[address+0] = data & 0xFE) ); UpdateChr( base | 0x0400, (banks.chr[address+1] = data | 0x01) ); } else { UpdateChr( (base ^ 0x1000) | (address-2) << 10, (banks.chr[address+2] = data) ); } } else { UpdatePrg( (address == 6) ? (regs.ctrl0 << 8 & 0x4000) : 0x2000, (banks.prg[address-6] = data & 0x3F) ); } } NES_POKE_D(Mmc3,A001) { regs.ctrl1 = data; wrk.Source().SetSecurity ( (data & CTRL1_WRAM_ENABLED), (data & CTRL1_WRAM) == CTRL1_WRAM_ENABLED && board.GetWram() ); } NES_POKE_D(Mmc3,C000) { irq.Update(); irq.unit.SetLatch( data ); } NES_POKE(Mmc3,C001) { irq.Update(); irq.unit.Reload(); } NES_POKE(Mmc3,E000) { irq.Update(); irq.unit.Disable( cpu ); } NES_POKE(Mmc3,E001) { irq.Update(); irq.unit.Enable(); } void NST_FASTCALL Mmc3::UpdatePrg(uint address,uint bank) { prg.SwapBank( address, bank ); } void NST_FASTCALL Mmc3::UpdateChr(uint address,uint bank) const { chr.SwapBank( address, bank ); } void Mmc3::UpdatePrg() { const uint x = regs.ctrl0 >> 5 & 0x2; UpdatePrg( 0x0000, banks.prg[0^x] ); UpdatePrg( 0x2000, banks.prg[1^0] ); UpdatePrg( 0x4000, banks.prg[2^x] ); UpdatePrg( 0x6000, banks.prg[3^0] ); } void Mmc3::UpdateChr() const { ppu.Update(); const uint x = regs.ctrl0 >> 5 & 0x4; for (uint i=0; i < 8; ++i) UpdateChr( i * SIZE_1K, banks.chr[i^x] ); } void Mmc3::Sync(Event event,Input::Controllers* controllers) { if (event == EVENT_END_FRAME) irq.VSync(); Board::Sync( event, controllers ); } } } }