nestopia/source/core/board/NstBoardRexSoftSl1632.cpp
2012-09-02 13:13:55 -04:00

209 lines
5 KiB
C++

////////////////////////////////////////////////////////////////////////////////////////
//
// 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 "NstBoardMmc3.hpp"
#include "NstBoardRexSoftSl1632.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace RexSoft
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
void Sl1632::SubReset(const bool hard)
{
exMode = 0;
if (hard)
{
for (uint i=0; i < 2; ++i)
exPrg[i] = 0;
for (uint i=0; i < 8; ++i)
exChr[i] = 0;
exNmt = 0;
}
Mmc3::SubReset( hard );
Map( 0x8000U, 0xFFFFU, &Sl1632::Poke_8000 );
}
void Sl1632::SubLoad(State::Loader& state,const dword baseChunk)
{
if (baseChunk == AsciiId<'R','1','2'>::V)
{
while (const dword chunk = state.Begin())
{
if (chunk == AsciiId<'R','E','G'>::V)
{
State::Loader::Data<12> data( state );
exMode = data[0];
for (uint i=0; i < 2; ++i)
exPrg[i] = data[1+i];
for (uint i=0; i < 8; ++i)
exChr[i] = data[1+2+i];
exNmt = data[11];
}
state.End();
}
}
else
{
Mmc3::SubLoad( state, baseChunk );
}
}
void Sl1632::SubSave(State::Saver& state) const
{
Mmc3::SubSave( state );
const byte data[12] =
{
exMode,
exPrg[0],
exPrg[1],
exChr[0],
exChr[1],
exChr[2],
exChr[3],
exChr[4],
exChr[5],
exChr[6],
exChr[7],
exNmt
};
state.Begin( AsciiId<'R','1','2'>::V ).Begin( AsciiId<'R','E','G'>::V ).Write( data ).End().End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
void NST_FASTCALL Sl1632::UpdatePrg(uint address,uint bank)
{
if (exMode & 0x2U)
Mmc3::UpdatePrg( address, bank );
else
prg.SwapBanks<SIZE_8K,0x0000>( exPrg[0], exPrg[1], ~1U, ~0U );
}
void NST_FASTCALL Sl1632::UpdateChr(uint address,uint bank) const
{
if (exMode & 0x2U)
{
static const byte modes[4] = {5,5,3,1};
bank |= uint(exMode) << modes[address >> 11 ^ (regs.ctrl0 >> 6 & 0x2)] & 0x100;
}
else
{
bank = exChr[address >> 10];
}
chr.SwapBank<SIZE_1K>( address, bank );
}
NES_POKE_AD(Sl1632,8000)
{
if ((address & 0xA131) == 0xA131 && exMode != data)
{
exMode = data;
Mmc3::UpdatePrg();
Mmc3::UpdateChr();
if (!(exMode & 0x2U))
SetMirroringHV( exNmt );
}
if (exMode & 0x2U)
{
switch (address & 0xE001)
{
case 0x8000: Mmc3::NES_DO_POKE( 8000, address, data ); break;
case 0x8001: Mmc3::NES_DO_POKE( 8001, address, data ); break;
case 0xA000: SetMirroringVH( exNmt ); break;
case 0xA001: Mmc3::NES_DO_POKE( A001, address, data ); break;
case 0xC000: Mmc3::NES_DO_POKE( C000, address, data ); break;
case 0xC001: Mmc3::NES_DO_POKE( C001, address, data ); break;
case 0xE000: Mmc3::NES_DO_POKE( E000, address, data ); break;
case 0xE001: Mmc3::NES_DO_POKE( E001, address, data ); break;
}
}
else if (address >= 0xB000 && address <= 0xE003)
{
const uint offset = address << 2 & 0x4;
address = ((((address & 0x2) | address >> 10) >> 1) + 2) & 0x7;
exChr[address] = (exChr[address] & 0xF0U >> offset) | ((data & 0x0F) << offset);
Mmc3::UpdateChr();
}
else switch (address & 0xF003)
{
case 0x8000:
if (exPrg[0] != data)
{
exPrg[0] = data;
Mmc3::UpdatePrg();
}
break;
case 0x9000:
if (exNmt != data)
{
exNmt = data;
SetMirroringHV( exNmt );
}
break;
case 0xA000:
if (exPrg[1] != data)
{
exPrg[1] = data;
Mmc3::UpdatePrg();
}
break;
}
}
}
}
}
}