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

122 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 "../NstTimer.hpp"
#include "NstBoard.hpp"
#include "NstBoardBtlDragonNinja.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Btl
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
DragonNinja::DragonNinja(const Context& c)
: Board(c), irq(*c.cpu,*c.ppu) {}
void DragonNinja::Irq::Reset(bool)
{
count = 0;
}
void DragonNinja::SubReset(bool)
{
irq.Reset( true );
for (uint i=0x0000; i < 0x1000; i += 0x4)
{
Map( 0x8000 + i, PRG_SWAP_8K_0 );
Map( 0x9000 + i, NMT_SWAP_HV );
Map( 0xA000 + i, PRG_SWAP_8K_1 );
Map( 0xB000 + i, CHR_SWAP_1K_0 );
Map( 0xB002 + i, CHR_SWAP_1K_1 );
Map( 0xC000 + i, CHR_SWAP_1K_2 );
Map( 0xC002 + i, CHR_SWAP_1K_3 );
Map( 0xD000 + i, CHR_SWAP_1K_4 );
Map( 0xD002 + i, CHR_SWAP_1K_5 );
Map( 0xE000 + i, CHR_SWAP_1K_6 );
Map( 0xE002 + i, CHR_SWAP_1K_7 );
Map( 0xF000 + i, &DragonNinja::Poke_F000 );
}
}
void DragonNinja::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'B','D','N'>::V) );
if (baseChunk == AsciiId<'B','D','N'>::V)
{
while (const dword chunk = state.Begin())
{
if (chunk == AsciiId<'I','R','Q'>::V)
irq.unit.count = state.Read8();
state.End();
}
}
}
void DragonNinja::SubSave(State::Saver& state) const
{
state.Begin( AsciiId<'B','D','N'>::V ).Begin( AsciiId<'I','R','Q'>::V ).Write8( irq.unit.count ).End().End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
bool DragonNinja::Irq::Clock()
{
if (!count || ++count < 240)
return false;
count = 0;
return true;
}
NES_POKE_D(DragonNinja,F000)
{
irq.Update();
irq.ClearIRQ();
irq.unit.count = data;
}
void DragonNinja::Sync(Event event,Input::Controllers* controllers)
{
if (event == EVENT_END_FRAME)
irq.VSync();
Board::Sync( event, controllers );
}
}
}
}
}