//////////////////////////////////////////////////////////////////////////////////////// // // 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 // //////////////////////////////////////////////////////////////////////////////////////// #ifndef NST_BOARD_MMC3_H #define NST_BOARD_MMC3_H #ifdef NST_PRAGMA_ONCE #pragma once #endif #include "../NstTimer.hpp" namespace Nes { namespace Core { namespace Boards { class NST_NO_VTABLE Mmc3 : public Board { class BaseIrq { public: enum { CLOCK_FILTER = 16 }; void Reset(bool); void LoadState(State::Loader&); void SaveState(State::Saver&,dword) const; private: uint count; uint latch; ibool reload; ibool enabled; const ibool persistent; public: explicit BaseIrq(bool p) : persistent(p) {} NST_FORCE_INLINE bool Clock() { const bool tmp = count || reload; if (!count || reload) { count = latch; } else { --count; } reload = false; return (tmp | persistent) && !count && enabled; } void SetLatch(uint data) { latch = data; } void Reload() { reload = true; } void Enable() { enabled = true; } void Disable(Cpu& cpu) { enabled = false; cpu.ClearIRQ(); } }; public: enum Revision { REV_A, REV_B, REV_C }; template struct Irq : Timer::A12 { Irq(Cpu& c,Ppu& p,bool persistent) : Timer::A12(c,p,persistent) {} }; protected: explicit Mmc3(const Context&,Revision=REV_B); void SubReset(bool); void SubSave(State::Saver&) const; void SubLoad(State::Loader&,dword); void Sync(Event,Input::Controllers*); void UpdatePrg(); void UpdateChr() const; virtual void NST_FASTCALL UpdatePrg(uint,uint); virtual void NST_FASTCALL UpdateChr(uint,uint) const; NES_DECL_POKE( 8000 ); NES_DECL_POKE( 8001 ); NES_DECL_POKE( A001 ); NES_DECL_POKE( C000 ); NES_DECL_POKE( C001 ); NES_DECL_POKE( E000 ); NES_DECL_POKE( E001 ); enum { CTRL1_WRAM_READONLY = 0x40, CTRL1_WRAM_ENABLED = 0x80, CTRL1_WRAM = CTRL1_WRAM_ENABLED|CTRL1_WRAM_READONLY }; struct Regs { uint ctrl0; uint ctrl1; } regs; struct { byte prg[4]; byte chr[8]; } banks; Irq<> irq; }; } } } #endif