//////////////////////////////////////////////////////////////////////////////////////// // // 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 "NstBoardMmc6.hpp" #include "../NstFile.hpp" namespace Nes { namespace Core { namespace Boards { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif Mmc6::Mmc6(const Context& c) : Mmc3(c,REV_A) {} void Mmc6::SubReset(const bool hard) { Mmc3::SubReset( hard ); reg = 0; Map( 0x6000U, 0x6FFFU, NOP_POKE ); Map( 0x7000U, 0x7FFFU, &Mmc6::Peek_7000, &Mmc6::Poke_7000 ); for (uint i=0xA001; i < 0xC000; i += 0x2) Map( i, &Mmc6::Poke_A001 ); } void Mmc6::Load(File& file) { if (board.HasBattery()) file.Load( File::BATTERY, ram, sizeof(ram) ); } void Mmc6::Save(File& file) const { if (board.HasBattery()) file.Save( File::BATTERY, ram, sizeof(ram) ); } void Mmc6::SubLoad(State::Loader& state,const dword baseChunk) { if (baseChunk == AsciiId<'M','M','6'>::V) { while (const dword chunk = state.Begin()) { switch (chunk) { case AsciiId<'R','E','G'>::V: reg = state.Read8(); break; case AsciiId<'R','A','M'>::V: state.Uncompress( ram ); break; } state.End(); } } else { Mmc3::SubLoad( state, baseChunk ); } } void Mmc6::SubSave(State::Saver& state) const { Mmc3::SubSave( state ); state.Begin( AsciiId<'M','M','6'>::V ); state.Begin( AsciiId<'R','E','G'>::V ).Write8( reg ).End(); state.Begin( AsciiId<'R','A','M'>::V ).Compress( ram ).End(); state.End(); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif inline bool Mmc6::IsRamEnabled() const { return reg & (RAM_LO_BANK_ENABLED|RAM_HI_BANK_ENABLED); } inline bool Mmc6::IsRamReadable(uint address) const { return (reg >> (address >> 8 & 0x2)) & 0x20; } inline bool Mmc6::IsRamWritable(uint address) const { return ((reg >> (address >> 8 & 0x2)) & 0x30) == 0x30; } NES_POKE_AD(Mmc6,7000) { NST_VERIFY( IsRamWritable(address) ); if (IsRamWritable( address )) ram[address & 0x3FF] = data; } NES_PEEK_A(Mmc6,7000) { NST_VERIFY( IsRamEnabled() && IsRamReadable(address) ); if (IsRamEnabled()) return IsRamReadable(address) ? ram[address & 0x3FF] : 0x00; else return address >> 8; } NES_POKE_D(Mmc6,A001) { if ((reg & 0x1) | (regs.ctrl0 & RAM_ENABLE)) reg = data | 0x1; } } } }