mirror of
https://github.com/0ldsk00l/nestopia.git
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209 lines
5 KiB
C++
209 lines
5 KiB
C++
////////////////////////////////////////////////////////////////////////////////////////
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//
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// Nestopia - NES/Famicom emulator written in C++
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//
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// Copyright (C) 2003-2008 Martin Freij
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//
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// This file is part of Nestopia.
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//
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// Nestopia is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// Nestopia is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Nestopia; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#include "NstBoard.hpp"
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#include "NstBoardMmc3.hpp"
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#include "NstBoardRexSoftSl1632.hpp"
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namespace Nes
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{
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namespace Core
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{
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namespace Boards
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{
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namespace RexSoft
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{
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#ifdef NST_MSVC_OPTIMIZE
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#pragma optimize("s", on)
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#endif
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void Sl1632::SubReset(const bool hard)
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{
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exMode = 0;
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if (hard)
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{
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for (uint i=0; i < 2; ++i)
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exPrg[i] = 0;
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for (uint i=0; i < 8; ++i)
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exChr[i] = 0;
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exNmt = 0;
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}
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Mmc3::SubReset( hard );
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Map( 0x8000U, 0xFFFFU, &Sl1632::Poke_8000 );
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}
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void Sl1632::SubLoad(State::Loader& state,const dword baseChunk)
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{
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if (baseChunk == AsciiId<'R','1','2'>::V)
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{
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while (const dword chunk = state.Begin())
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{
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if (chunk == AsciiId<'R','E','G'>::V)
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{
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State::Loader::Data<12> data( state );
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exMode = data[0];
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for (uint i=0; i < 2; ++i)
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exPrg[i] = data[1+i];
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for (uint i=0; i < 8; ++i)
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exChr[i] = data[1+2+i];
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exNmt = data[11];
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}
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state.End();
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}
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}
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else
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{
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Mmc3::SubLoad( state, baseChunk );
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}
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}
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void Sl1632::SubSave(State::Saver& state) const
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{
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Mmc3::SubSave( state );
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const byte data[12] =
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{
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exMode,
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exPrg[0],
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exPrg[1],
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exChr[0],
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exChr[1],
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exChr[2],
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exChr[3],
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exChr[4],
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exChr[5],
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exChr[6],
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exChr[7],
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exNmt
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};
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state.Begin( AsciiId<'R','1','2'>::V ).Begin( AsciiId<'R','E','G'>::V ).Write( data ).End().End();
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}
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#ifdef NST_MSVC_OPTIMIZE
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#pragma optimize("", on)
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#endif
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void NST_FASTCALL Sl1632::UpdatePrg(uint address,uint bank)
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{
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if (exMode & 0x2U)
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Mmc3::UpdatePrg( address, bank );
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else
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prg.SwapBanks<SIZE_8K,0x0000>( exPrg[0], exPrg[1], ~1U, ~0U );
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}
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void NST_FASTCALL Sl1632::UpdateChr(uint address,uint bank) const
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{
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if (exMode & 0x2U)
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{
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static const byte modes[4] = {5,5,3,1};
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bank |= uint(exMode) << modes[address >> 11 ^ (regs.ctrl0 >> 6 & 0x2)] & 0x100;
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}
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else
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{
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bank = exChr[address >> 10];
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}
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chr.SwapBank<SIZE_1K>( address, bank );
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}
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NES_POKE_AD(Sl1632,8000)
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{
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if ((address & 0xA131) == 0xA131 && exMode != data)
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{
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exMode = data;
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Mmc3::UpdatePrg();
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Mmc3::UpdateChr();
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if (!(exMode & 0x2U))
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SetMirroringHV( exNmt );
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}
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if (exMode & 0x2U)
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{
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switch (address & 0xE001)
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{
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case 0x8000: Mmc3::NES_DO_POKE( 8000, address, data ); break;
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case 0x8001: Mmc3::NES_DO_POKE( 8001, address, data ); break;
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case 0xA000: SetMirroringVH( exNmt ); break;
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case 0xA001: Mmc3::NES_DO_POKE( A001, address, data ); break;
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case 0xC000: Mmc3::NES_DO_POKE( C000, address, data ); break;
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case 0xC001: Mmc3::NES_DO_POKE( C001, address, data ); break;
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case 0xE000: Mmc3::NES_DO_POKE( E000, address, data ); break;
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case 0xE001: Mmc3::NES_DO_POKE( E001, address, data ); break;
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}
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}
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else if (address >= 0xB000 && address <= 0xE003)
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{
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const uint offset = address << 2 & 0x4;
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address = ((((address & 0x2) | address >> 10) >> 1) + 2) & 0x7;
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exChr[address] = (exChr[address] & 0xF0U >> offset) | ((data & 0x0F) << offset);
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Mmc3::UpdateChr();
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}
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else switch (address & 0xF003)
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{
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case 0x8000:
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if (exPrg[0] != data)
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{
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exPrg[0] = data;
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Mmc3::UpdatePrg();
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}
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break;
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case 0x9000:
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if (exNmt != data)
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{
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exNmt = data;
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SetMirroringHV( exNmt );
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}
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break;
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case 0xA000:
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if (exPrg[1] != data)
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{
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exPrg[1] = data;
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Mmc3::UpdatePrg();
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}
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break;
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}
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}
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}
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}
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}
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}
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