//////////////////////////////////////////////////////////////////////////////////////// // // 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 "../NstTimer.hpp" #include "NstBoard.hpp" #include "NstBoardMmc3.hpp" #include "NstBoardFutureMedia.hpp" namespace Nes { namespace Core { namespace Boards { namespace FutureMedia { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif Standard::Standard(const Context& c) : Board(c), irq(*c.cpu,*c.ppu) {} void Standard::Irq::Reset(bool) { enabled = false; count = 0; latch = 0; } void Standard::SubReset(bool) { irq.Reset( true ); Map( 0x8000U, PRG_SWAP_8K_0 ); Map( 0x8001U, PRG_SWAP_8K_1 ); Map( 0x8002U, PRG_SWAP_8K_2 ); Map( 0x8003U, PRG_SWAP_8K_3 ); Map( 0xA000U, CHR_SWAP_1K_0 ); Map( 0xA001U, CHR_SWAP_1K_1 ); Map( 0xA002U, CHR_SWAP_1K_2 ); Map( 0xA003U, CHR_SWAP_1K_3 ); Map( 0xA004U, CHR_SWAP_1K_4 ); Map( 0xA005U, CHR_SWAP_1K_5 ); Map( 0xA006U, CHR_SWAP_1K_6 ); Map( 0xA007U, CHR_SWAP_1K_7 ); Map( 0xC001U, &Standard::Poke_C001 ); Map( 0xC002U, &Standard::Poke_C002 ); Map( 0xC003U, &Standard::Poke_C003 ); Map( 0xD000U, NMT_SWAP_HV ); Map( 0xE000U, &Standard::Poke_E000 ); } void Standard::SubLoad(State::Loader& state,const dword baseChunk) { NST_VERIFY( baseChunk == (AsciiId<'F','D','A'>::V) ); if (baseChunk == AsciiId<'F','D','A'>::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.latch = data[1]; irq.unit.count = data[2]; } state.End(); } } } void Standard::SubSave(State::Saver& state) const { const byte data[3] = { irq.unit.enabled ? 0x1 : 0x0, irq.unit.latch, irq.unit.count }; state.Begin( AsciiId<'F','D','A'>::V ).Begin( AsciiId<'I','R','Q'>::V ).Write( data ).End().End(); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif bool Standard::Irq::Clock() { return (enabled && count && !--count); } NES_POKE_D(Standard,C001) { irq.Update(); irq.unit.latch = data; } NES_POKE(Standard,C002) { cpu.ClearIRQ(); } NES_POKE(Standard,C003) { irq.Update(); irq.unit.count = irq.unit.latch; } NES_POKE_D(Standard,E000) { irq.Update(); irq.unit.enabled = data & 0x1; } void Standard::Sync(Event event,Input::Controllers* controllers) { if (event == EVENT_END_FRAME) irq.VSync(); Board::Sync( event, controllers ); } } } } }