nestopia/source/core/board/NstBoardBtl2708.cpp
2012-09-02 13:13:55 -04:00

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