//////////////////////////////////////////////////////////////////////////////////////// // // 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 "NstBoardSunsoft3.hpp" namespace Nes { namespace Core { namespace Boards { namespace Sunsoft { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif S3::S3(const Context& c) : Board (c), irq (*c.cpu) {} void S3::Irq::Reset(const bool hard) { if (hard) { enabled = false; count = 0; toggle = 0; } } void S3::SubReset(const bool hard) { irq.Reset( hard, true ); Map( 0x8800U, 0x8FFFU, CHR_SWAP_2K_0 ); Map( 0x9800U, 0x9FFFU, CHR_SWAP_2K_1 ); Map( 0xA800U, 0xAFFFU, CHR_SWAP_2K_2 ); Map( 0xB800U, 0xBFFFU, CHR_SWAP_2K_3 ); Map( 0xC000U, 0xCFFFU, &S3::Poke_C000 ); Map( 0xD800U, 0xDFFFU, &S3::Poke_D800 ); Map( 0xE800U, 0xEFFFU, NMT_SWAP_VH01 ); Map( 0xF800U, 0xFFFFU, PRG_SWAP_16K_0 ); } void S3::SubLoad(State::Loader& state,const dword baseChunk) { NST_VERIFY( baseChunk == (AsciiId<'S','3'>::V) ); if (baseChunk == AsciiId<'S','3'>::V) { while (const dword chunk = state.Begin()) { if (chunk == AsciiId<'I','R','Q'>::V) { State::Loader::Data<3> data( state ); irq.unit.enabled = data[0] & 0x1; irq.unit.toggle = data[0] >> 1 & 0x1; irq.unit.count = data[1] | data[2] << 8; } state.End(); } } } void S3::SubSave(State::Saver& state) const { const byte data[3] = { (irq.unit.enabled ? 0x1U : 0x0U) | (irq.unit.toggle ? 0x2U : 0x0U), irq.unit.count & 0xFF, irq.unit.count >> 8 }; state.Begin( AsciiId<'S','3'>::V ).Begin( AsciiId<'I','R','Q'>::V ).Write( data ).End().End(); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif NES_POKE_D(S3,C000) { irq.Update(); if (irq.unit.toggle ^= 1) irq.unit.count = (irq.unit.count & 0x00FF) | data << 8; else irq.unit.count = (irq.unit.count & 0xFF00) | data << 0; } NES_POKE_D(S3,D800) { irq.Update(); irq.unit.toggle = 0; irq.unit.enabled = data & 0x10; irq.ClearIRQ(); } bool S3::Irq::Clock() { if (enabled && count && !--count) { enabled = false; count = 0xFFFF; return true; } return false; } void S3::Sync(Event event,Input::Controllers* controllers) { if (event == EVENT_END_FRAME) irq.VSync(); Board::Sync( event, controllers ); } } } } }