mirror of
https://github.com/0ldsk00l/nestopia.git
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158 lines
3.6 KiB
C++
158 lines
3.6 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 "NstInpDevice.hpp"
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#include "NstInpRob.hpp"
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#include "../NstPpu.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 Input
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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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Rob::Rob(const Cpu& c,const Ppu& ppu)
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: Device(c,Api::Input::ROB), palette(ppu.GetPalette().ram)
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{
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Rob::Reset();
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}
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void Rob::Reset()
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{
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strobe = 0;
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stream = 0xFF;
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state = 0;
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shifter = 1;
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code = 0;
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}
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void Rob::SaveState(State::Saver& saver,const byte id) const
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{
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byte data[6] =
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{
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static_cast<byte>(strobe),
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static_cast<byte>(stream ^ 0xFF),
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static_cast<byte>(state),
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0,
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static_cast<byte>(code & 0xFF),
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static_cast<byte>(code >> 8)
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};
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while (!(shifter & 1U << data[3]))
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++data[3];
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saver.Begin( AsciiId<'R','O'>::R(0,0,id) ).Write( data ).End();
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}
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void Rob::LoadState(State::Loader& loader,const dword id)
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{
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if (id == AsciiId<'R','O'>::V)
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{
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State::Loader::Data<6> data( loader );
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strobe = data[0] & 0x1;
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stream = data[1] ^ 0xFF;
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state = data[2];
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shifter = 1U << NST_MIN(data[3],13);
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code = data[4] | (data[5] << 8 & 0x100);
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}
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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 Rob::BeginFrame(Controllers*)
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{
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for (uint i=1; i < 16; ++i)
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{
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if (palette[0] != palette[i])
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{
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shifter = 1;
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code = 0;
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return;
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}
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}
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if (palette[0] - uint(SIGNAL_COLOR) < uint(SIGNAL_RANGE))
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code |= shifter;
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if (shifter != 0x1000)
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{
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shifter <<= 1;
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if (shifter == 0x40 && code == 0)
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shifter = 1;
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}
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else
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{
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uint tmp = code;
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code = 0;
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shifter = 1;
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switch (tmp)
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{
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case CODE_OPEN_ARM: state ^= 0x01; break;
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case CODE_CLOSE_ARM: state ^= 0x02; break;
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case CODE_TEST: state ^= 0x04; break;
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case CODE_UNUSED: state ^= 0x08; break;
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case CODE_RAISE_ARM: state ^= 0x10; break;
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case CODE_LOWER_ARM: state ^= 0x20; break;
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case CODE_TURN_LEFT: state ^= 0x40; break;
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case CODE_TURN_RIGHT: state ^= 0x80; break;
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}
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}
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}
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uint Rob::Peek(uint)
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{
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if (strobe == 0)
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{
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const uint data = stream;
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stream >>= 1;
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return ~data & 0x1;
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}
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else
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{
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return state & 0x1;
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}
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}
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void Rob::Poke(uint data)
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{
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const uint prev = strobe;
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strobe = data & 0x1;
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if (prev > strobe)
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stream = state ^ 0xFF;
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}
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}
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}
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}
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