nestopia/source/core/board/NstBoardBtlSmb2b.cpp
2012-09-02 13:13:55 -04:00

143 lines
3.4 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 "NstBoardBtlSmb2b.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Btl
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
Smb2b::Smb2b(const Context& c)
: Board(c), irq(*c.cpu) {}
void Smb2b::Irq::Reset(const bool hard)
{
if (hard)
count = 0;
}
void Smb2b::SubReset(const bool hard)
{
if (hard)
{
wrk.SwapBank<SIZE_8K,0x0000>( 15 );
prg.SwapBanks<SIZE_8K,0x0000>( 8, 9, 0, 11 );
}
irq.Reset( hard, hard ? false : irq.Connected() );
for (uint i=0x4020; i < 0x6000; i += 0x80)
Map( i+0x00, i+0x20, (i & 0x100) ? &Smb2b::Poke_4120 : &Smb2b::Poke_4020 );
Map( 0x6000U, 0x7FFFU, &Smb2b::Peek_6000 );
}
void Smb2b::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( (baseChunk == AsciiId<'S','2','B'>::V) );
if (baseChunk == AsciiId<'S','2','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;
}
state.End();
}
}
}
void Smb2b::SubSave(State::Saver& state) const
{
const byte data[3] =
{
irq.Connected() ? 0x1 : 0x0,
irq.unit.count & 0xFF,
irq.unit.count >> 8
};
state.Begin( AsciiId<'S','2','B'>::V ).Begin( AsciiId<'I','R','Q'>::V ).Write( data ).End().End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_PEEK_A(Smb2b,6000)
{
return wrk[0][address - 0x6000];
}
NES_POKE_D(Smb2b,4020)
{
prg.SwapBank<SIZE_8K,0x4000>
(
(data << 0 & 0x8) |
(data << 2 & 0x4) |
(data >> 1 & 0x3)
);
}
NES_POKE_D(Smb2b,4120)
{
irq.Update();
irq.Connect( data & 0x1 );
irq.ClearIRQ();
}
bool Smb2b::Irq::Clock()
{
return ++count == 0x1000;
}
void Smb2b::Sync(Event event,Input::Controllers* controllers)
{
if (event == EVENT_END_FRAME)
{
irq.unit.count = 0;
irq.VSync();
}
Board::Sync( event, controllers );
}
}
}
}
}