mirror of
https://github.com/0ldsk00l/nestopia.git
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124 lines
3.2 KiB
C++
124 lines
3.2 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 "NstBoardBtl2708.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 Btl
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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 B2708::SubReset(const bool hard)
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{
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if (hard)
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{
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mode = 0;
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wrk.Source(1).SwapBank<SIZE_8K,0x0000>( 0 );
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prg.SwapBank<SIZE_32K,0x0000>( ~0U );
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}
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Map( 0x6000U, 0x7FFFU, &B2708::Peek_6000, &B2708::Poke_6000 );
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Map( 0x8000U, 0x8FFFU, &B2708::Poke_8000 );
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Map( 0xB800U, 0xBFFFU, &B2708::Peek_B800, &B2708::Poke_B800 );
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Map( 0xC000U, 0xD7FFU, &B2708::Peek_C000, &B2708::Poke_B800 );
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Map( 0xE000U, 0xEFFFU, &B2708::Poke_E000 );
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Map( 0xF000U, 0xFFFFU, &B2708::Poke_F000 );
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}
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void B2708::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( (baseChunk == AsciiId<'2','7','8'>::V) );
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if (baseChunk == AsciiId<'2','7','8'>::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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mode = state.Read8() & 0x10;
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state.End();
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}
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}
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}
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void B2708::SubSave(State::Saver& state) const
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{
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state.Begin( AsciiId<'2','7','8'>::V ).Begin( AsciiId<'R','E','G'>::V ).Write8( mode ).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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NES_PEEK_A(B2708,6000)
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{
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return mode ? wrk[0][address - 0x6000] : wrk.Source()[address - 0x6000];
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}
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NES_POKE_AD(B2708,6000)
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{
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wrk.Source()[address - 0x6000] = data;
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}
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NES_POKE_D(B2708,8000)
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{
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wrk.Source(1).SwapBank<SIZE_8K,0x0000>( data & 0xF );
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}
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NES_PEEK_A(B2708,B800)
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{
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return mode ? prg[1][address - 0xA000] : wrk.Source()[address - 0x9800];
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}
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NES_POKE_AD(B2708,B800)
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{
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wrk.Source()[address - 0x9800] = data;
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}
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NES_PEEK_A(B2708,C000)
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{
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return mode ? prg[2][address - 0xC000] : wrk.Source()[address - 0x9800];
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}
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NES_POKE_D(B2708,E000)
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{
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ppu.SetMirroring( (data & 0x8) ? Ppu::NMT_H : Ppu::NMT_V );
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}
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NES_POKE_D(B2708,F000)
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{
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mode = data & 0x10;
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}
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}
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}
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}
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}
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