//////////////////////////////////////////////////////////////////////////////////////// // // 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 "NstBoardNtdec.hpp" namespace Nes { namespace Core { namespace Boards { namespace Ntdec { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif void Asder::SubReset(const bool hard) { if (hard) { command = 0; for (uint i=0; i < 8; ++i) banks.chr[i] = 0; } for (uint i=0x0000; i < 0x2000; i += 0x2) { Map( 0x8000U + i, &Asder::Poke_8000 ); Map( 0xA000U + i, &Asder::Poke_A000 ); Map( 0xC000U + i, &Asder::Poke_C000 ); Map( 0xE000U + i, &Asder::Poke_E000 ); } } void Asder::SubLoad(State::Loader& state,const dword baseChunk) { NST_VERIFY( baseChunk == (AsciiId<'N','A','S'>::V) ); if (baseChunk == AsciiId<'N','A','S'>::V) { while (const dword chunk = state.Begin()) { switch (chunk) { case AsciiId<'R','E','G'>::V: command = state.Read8(); break; case AsciiId<'B','N','K'>::V: state.Read( banks.chr ); break; } state.End(); } } } void Asder::SubSave(State::Saver& state) const { state.Begin( AsciiId<'N','A','S'>::V ); state.Begin( AsciiId<'R','E','G'>::V ).Write8( command ).End(); state.Begin( AsciiId<'B','N','K'>::V ).Write( banks.chr ).End(); state.End(); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif void Asder::UpdateChr() const { ppu.Update(); const uint extChr = (banks.chr[1] & 0x2U) ? banks.chr[0] : 0; chr.SwapBanks ( banks.chr[2] | (extChr << 5 & 0x80), banks.chr[3] | (extChr << 4 & 0x80) ); chr.SwapBanks ( banks.chr[4] | (extChr << 4 & 0x100), banks.chr[5] | (extChr << 3 & 0x100), banks.chr[6] | (extChr << 2 & 0x100), banks.chr[7] | (extChr << 1 & 0x100) ); } NES_POKE_D(Asder,8000) { command = data; } NES_POKE_D(Asder,A000) { const uint address = command & 0x7; if (address < 2) { prg.SwapBank( address << 13, data ); } else { banks.chr[address] = data >> uint(address < 4); UpdateChr(); } } NES_POKE_D(Asder,C000) { banks.chr[0] = data; UpdateChr(); } NES_POKE_D(Asder,E000) { banks.chr[1] = data; UpdateChr(); SetMirroringHV( data ); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif void FightingHero::SubReset(const bool hard) { Map( 0x6000U, 0x7FFFU, &FightingHero::Poke_6000 ); if (hard) prg.SwapBank(~0U); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif NES_POKE_AD(FightingHero,6000) { ppu.Update(); switch (address & 0x3) { case 0x0: chr.SwapBank( data >> 2 ); break; case 0x1: chr.SwapBank( data >> 1 ); break; case 0x2: chr.SwapBank( data >> 1 ); break; case 0x3: prg.SwapBank( data ); break; } } } } } }