nestopia/source/core/board/NstBoardBtlAx5705.cpp
2012-09-02 13:13:55 -04:00

110 lines
3.9 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 "NstBoardBtlAx5705.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Btl
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
void Ax5705::SubReset(bool)
{
for (uint i=0x0000; i < 0x1000; i += 0x10)
{
Map( i + 0x8000, &Ax5705::Poke_8000 );
Map( i + 0x8008, NMT_SWAP_HV );
Map( i + 0xA000, &Ax5705::Poke_8000 );
Map( i + 0xA008, &Ax5705::Poke_A008 );
Map( i + 0xA009, &Ax5705::Poke_A009 );
Map( i + 0xA00A, &Ax5705::Poke_A00A );
Map( i + 0xA00B, &Ax5705::Poke_A00B );
Map( i + 0xC000, &Ax5705::Poke_C000 );
Map( i + 0xC001, &Ax5705::Poke_C001 );
Map( i + 0xC002, &Ax5705::Poke_C002 );
Map( i + 0xC003, &Ax5705::Poke_C003 );
Map( i + 0xC008, &Ax5705::Poke_C008 );
Map( i + 0xC009, &Ax5705::Poke_C009 );
Map( i + 0xC00A, &Ax5705::Poke_C00A );
Map( i + 0xC00B, &Ax5705::Poke_C00B );
Map( i + 0xE000, &Ax5705::Poke_E000 );
Map( i + 0xE001, &Ax5705::Poke_E001 );
Map( i + 0xE002, &Ax5705::Poke_E002 );
Map( i + 0xE003, &Ax5705::Poke_E003 );
}
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_POKE_AD(Ax5705,8000)
{
prg.SwapBank<SIZE_8K>( address & 0x2000, (data << 2 & 0x8) | (data & 0x5) | (data >> 2 & 0x2) );
}
void Ax5705::SwapChr(uint address,uint data) const
{
ppu.Update();
chr.SwapBank<SIZE_1K>( address, data );
}
void Ax5705::SwapChrLo(uint address,uint data) const
{
SwapChr( address, (data & 0x0F) | (chr.GetBank<SIZE_1K>(address) & 0xF0) );
}
void Ax5705::SwapChrHi(uint address,uint data) const
{
SwapChr( address, (chr.GetBank<SIZE_1K>(address) & 0x0F) | (data << 3 & 0x20) | (data << 5 & 0x40) | (data << 4 & 0x90) );
}
NES_POKE_D(Ax5705,A008) { SwapChrLo( 0x0000, data ); }
NES_POKE_D(Ax5705,A009) { SwapChrHi( 0x0000, data ); }
NES_POKE_D(Ax5705,A00A) { SwapChrLo( 0x0400, data ); }
NES_POKE_D(Ax5705,A00B) { SwapChrHi( 0x0400, data ); }
NES_POKE_D(Ax5705,C000) { SwapChrLo( 0x0800, data ); }
NES_POKE_D(Ax5705,C001) { SwapChrHi( 0x0800, data ); }
NES_POKE_D(Ax5705,C002) { SwapChrLo( 0x0C00, data ); }
NES_POKE_D(Ax5705,C003) { SwapChrHi( 0x0C00, data ); }
NES_POKE_D(Ax5705,C008) { SwapChrLo( 0x1000, data ); }
NES_POKE_D(Ax5705,C009) { SwapChrHi( 0x1000, data ); }
NES_POKE_D(Ax5705,C00A) { SwapChrLo( 0x1400, data ); }
NES_POKE_D(Ax5705,C00B) { SwapChrHi( 0x1400, data ); }
NES_POKE_D(Ax5705,E000) { SwapChrLo( 0x1800, data ); }
NES_POKE_D(Ax5705,E001) { SwapChrHi( 0x1800, data ); }
NES_POKE_D(Ax5705,E002) { SwapChrLo( 0x1C00, data ); }
NES_POKE_D(Ax5705,E003) { SwapChrHi( 0x1C00, data ); }
}
}
}
}