mirror of
https://github.com/0ldsk00l/nestopia.git
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143 lines
3.4 KiB
C++
143 lines
3.4 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 "../NstTimer.hpp"
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#include "NstBoard.hpp"
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#include "NstBoardBtlSmb2b.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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Smb2b::Smb2b(const Context& c)
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: Board(c), irq(*c.cpu) {}
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void Smb2b::Irq::Reset(const bool hard)
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{
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if (hard)
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count = 0;
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}
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void Smb2b::SubReset(const bool hard)
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{
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if (hard)
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{
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wrk.SwapBank<SIZE_8K,0x0000>( 15 );
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prg.SwapBanks<SIZE_8K,0x0000>( 8, 9, 0, 11 );
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}
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irq.Reset( hard, hard ? false : irq.Connected() );
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for (uint i=0x4020; i < 0x6000; i += 0x80)
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Map( i+0x00, i+0x20, (i & 0x100) ? &Smb2b::Poke_4120 : &Smb2b::Poke_4020 );
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Map( 0x6000U, 0x7FFFU, &Smb2b::Peek_6000 );
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}
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void Smb2b::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( (baseChunk == AsciiId<'S','2','B'>::V) );
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if (baseChunk == AsciiId<'S','2','B'>::V)
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{
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while (const dword chunk = state.Begin())
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{
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if (chunk == AsciiId<'I','R','Q'>::V)
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{
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State::Loader::Data<3> data( state );
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irq.Connect( data[0] & 0x1 );
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irq.unit.count = data[1] | data[2] << 8;
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}
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state.End();
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}
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}
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}
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void Smb2b::SubSave(State::Saver& state) const
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{
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const byte data[3] =
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{
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irq.Connected() ? 0x1 : 0x0,
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irq.unit.count & 0xFF,
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irq.unit.count >> 8
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};
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state.Begin( AsciiId<'S','2','B'>::V ).Begin( AsciiId<'I','R','Q'>::V ).Write( data ).End().End();
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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_PEEK_A(Smb2b,6000)
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{
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return wrk[0][address - 0x6000];
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}
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NES_POKE_D(Smb2b,4020)
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{
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prg.SwapBank<SIZE_8K,0x4000>
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(
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(data << 0 & 0x8) |
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(data << 2 & 0x4) |
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(data >> 1 & 0x3)
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);
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}
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NES_POKE_D(Smb2b,4120)
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{
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irq.Update();
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irq.Connect( data & 0x1 );
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irq.ClearIRQ();
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}
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bool Smb2b::Irq::Clock()
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{
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return ++count == 0x1000;
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}
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void Smb2b::Sync(Event event,Input::Controllers* controllers)
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{
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if (event == EVENT_END_FRAME)
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{
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irq.unit.count = 0;
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irq.VSync();
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}
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Board::Sync( event, controllers );
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}
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}
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}
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}
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}
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