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

156 lines
3.8 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 "NstBoardBtlMarioBaby.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Btl
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
MarioBaby::MarioBaby(const Context& c)
: Board(c), irq(*c.cpu,*c.cpu) {}
void MarioBaby::Irq::Reset(const bool hard)
{
if (hard)
count = 0;
}
void MarioBaby::SubReset(const bool hard)
{
Map( 0x6000U, 0x7FFFU, &MarioBaby::Peek_6000 );
for (uint i=0x0000; i < 0x2000; i += 0x4)
{
Map( 0x8000 + i, CHR_SWAP_8K );
Map( 0xE000 + i, &MarioBaby::Poke_E000 );
Map( 0xE001 + i, &MarioBaby::Poke_E001 );
Map( 0xE002 + i, &MarioBaby::Poke_E002 );
}
irq.Reset( hard, hard ? false : irq.Connected() );
if (hard)
prg.SwapBank<SIZE_32K,0x0000>(~0U);
}
void MarioBaby::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'B','M','B'>::V) );
if (baseChunk == AsciiId<'B','M','B'>::V)
{
while (const dword chunk = state.Begin())
{
if (chunk == AsciiId<'I','R','Q'>::V)
{
State::Loader::Data<3> data( state );
irq.Connect( data[0] & 0x1 );
irq.unit.count = data[1] | (data[2] << 8 & 0x7F00);
}
state.End();
}
}
}
void MarioBaby::SubSave(State::Saver& state) const
{
const byte data[3] =
{
irq.Connected() ? 0x1 : 0x0,
irq.unit.count >> 0 & 0xFF,
irq.unit.count >> 8 & 0x7F
};
state.Begin( AsciiId<'B','M','B'>::V ).Begin( AsciiId<'I','R','Q'>::V ).Write( data ).End().End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_PEEK_A(MarioBaby,6000)
{
return wrk[0][address - 0x6000];
}
NES_POKE_D(MarioBaby,E000)
{
wrk.SwapBank<SIZE_8K,0x0000>(data & 0xF);
}
NES_POKE_D(MarioBaby,E001)
{
ppu.SetMirroring( (data & 0x8) ? Ppu::NMT_H : Ppu::NMT_V );
}
NES_POKE_D(MarioBaby,E002)
{
irq.Update();
if (!irq.Connect( data & 0x2 ))
{
irq.unit.count = 0;
irq.ClearIRQ();
}
}
bool MarioBaby::Irq::Clock()
{
const uint prev = count++;
if ((count & 0x6000) != (prev & 0x6000))
{
if ((count & 0x6000) == 0x6000)
return true;
else
cpu.ClearIRQ();
}
return false;
}
void MarioBaby::Sync(Event event,Input::Controllers* controllers)
{
if (event == EVENT_END_FRAME)
irq.VSync();
Board::Sync( event, controllers );
}
}
}
}
}