mirror of
https://github.com/0ldsk00l/nestopia.git
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110 lines
3.9 KiB
C++
110 lines
3.9 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 "NstBoardBtlAx5705.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 Ax5705::SubReset(bool)
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{
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for (uint i=0x0000; i < 0x1000; i += 0x10)
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{
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Map( i + 0x8000, &Ax5705::Poke_8000 );
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Map( i + 0x8008, NMT_SWAP_HV );
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Map( i + 0xA000, &Ax5705::Poke_8000 );
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Map( i + 0xA008, &Ax5705::Poke_A008 );
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Map( i + 0xA009, &Ax5705::Poke_A009 );
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Map( i + 0xA00A, &Ax5705::Poke_A00A );
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Map( i + 0xA00B, &Ax5705::Poke_A00B );
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Map( i + 0xC000, &Ax5705::Poke_C000 );
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Map( i + 0xC001, &Ax5705::Poke_C001 );
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Map( i + 0xC002, &Ax5705::Poke_C002 );
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Map( i + 0xC003, &Ax5705::Poke_C003 );
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Map( i + 0xC008, &Ax5705::Poke_C008 );
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Map( i + 0xC009, &Ax5705::Poke_C009 );
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Map( i + 0xC00A, &Ax5705::Poke_C00A );
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Map( i + 0xC00B, &Ax5705::Poke_C00B );
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Map( i + 0xE000, &Ax5705::Poke_E000 );
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Map( i + 0xE001, &Ax5705::Poke_E001 );
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Map( i + 0xE002, &Ax5705::Poke_E002 );
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Map( i + 0xE003, &Ax5705::Poke_E003 );
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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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NES_POKE_AD(Ax5705,8000)
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{
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prg.SwapBank<SIZE_8K>( address & 0x2000, (data << 2 & 0x8) | (data & 0x5) | (data >> 2 & 0x2) );
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}
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void Ax5705::SwapChr(uint address,uint data) const
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{
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ppu.Update();
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chr.SwapBank<SIZE_1K>( address, data );
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}
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void Ax5705::SwapChrLo(uint address,uint data) const
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{
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SwapChr( address, (data & 0x0F) | (chr.GetBank<SIZE_1K>(address) & 0xF0) );
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}
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void Ax5705::SwapChrHi(uint address,uint data) const
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{
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SwapChr( address, (chr.GetBank<SIZE_1K>(address) & 0x0F) | (data << 3 & 0x20) | (data << 5 & 0x40) | (data << 4 & 0x90) );
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}
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NES_POKE_D(Ax5705,A008) { SwapChrLo( 0x0000, data ); }
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NES_POKE_D(Ax5705,A009) { SwapChrHi( 0x0000, data ); }
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NES_POKE_D(Ax5705,A00A) { SwapChrLo( 0x0400, data ); }
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NES_POKE_D(Ax5705,A00B) { SwapChrHi( 0x0400, data ); }
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NES_POKE_D(Ax5705,C000) { SwapChrLo( 0x0800, data ); }
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NES_POKE_D(Ax5705,C001) { SwapChrHi( 0x0800, data ); }
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NES_POKE_D(Ax5705,C002) { SwapChrLo( 0x0C00, data ); }
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NES_POKE_D(Ax5705,C003) { SwapChrHi( 0x0C00, data ); }
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NES_POKE_D(Ax5705,C008) { SwapChrLo( 0x1000, data ); }
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NES_POKE_D(Ax5705,C009) { SwapChrHi( 0x1000, data ); }
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NES_POKE_D(Ax5705,C00A) { SwapChrLo( 0x1400, data ); }
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NES_POKE_D(Ax5705,C00B) { SwapChrHi( 0x1400, data ); }
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NES_POKE_D(Ax5705,E000) { SwapChrLo( 0x1800, data ); }
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NES_POKE_D(Ax5705,E001) { SwapChrHi( 0x1800, data ); }
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NES_POKE_D(Ax5705,E002) { SwapChrLo( 0x1C00, data ); }
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NES_POKE_D(Ax5705,E003) { SwapChrHi( 0x1C00, data ); }
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}
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}
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}
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}
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