nestopia/source/core/board/NstBoardBtlSmb3.cpp
2012-09-02 13:13:55 -04:00

177 lines
4.5 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 "NstBoardBtlSmb3.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Btl
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
Smb3::Smb3(const Context& c)
: Board(c), irq(*c.cpu) {}
void Smb3::Irq::Reset(const bool hard)
{
if (hard)
{
enabled = false;
count = 0;
}
}
void Smb3::SubReset(const bool hard)
{
irq.Reset( hard, true );
for (uint i=0x0000; i < 0x8000; i += 0x10)
{
Map( i + 0x8000U, &Smb3::Poke_8000 );
Map( i + 0x8001U, &Smb3::Poke_8001 );
Map( i + 0x8002U, &Smb3::Poke_8000 );
Map( i + 0x8003U, &Smb3::Poke_8001 );
Map( i + 0x8004U, i + 0x8007U, &Smb3::Poke_8004 );
Map( i + 0x8008U, i + 0x800BU, &Smb3::Poke_8008 );
Map( i + 0x800CU, &Smb3::Poke_800C );
Map( i + 0x800DU, &Smb3::Poke_800D );
Map( i + 0x800EU, &Smb3::Poke_800E );
Map( i + 0x800FU, &Smb3::Poke_800F );
}
}
void Smb3::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( (baseChunk == AsciiId<'B','S','3'>::V) );
if (baseChunk == AsciiId<'B','S','3'>::V)
{
while (const dword chunk = state.Begin())
{
if (chunk == AsciiId<'I','R','Q'>::V)
{
State::Loader::Data<3> data( state );
irq.unit.enabled = data[0] & 0x1;
irq.unit.count = data[1] | data[2] << 8;
}
state.End();
}
}
}
void Smb3::SubSave(State::Saver& state) const
{
const byte data[3] =
{
irq.unit.enabled ? 0x1 : 0x0,
irq.unit.count & 0xFF,
irq.unit.count >> 8
};
state.Begin( AsciiId<'B','S','3'>::V ).Begin( AsciiId<'I','R','Q'>::V ).Write( data ).End().End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
void Smb3::UpdateChr(uint address,uint data) const
{
ppu.Update();
chr.SwapBank<SIZE_1K>( address << 10 & 0x1C00, data );
}
NES_POKE_AD(Smb3,8000)
{
UpdateChr( address, data & 0xFE );
}
NES_POKE_AD(Smb3,8001)
{
UpdateChr( address, data | 0x01 );
}
NES_POKE_AD(Smb3,8004)
{
UpdateChr( address, data );
}
NES_POKE_AD(Smb3,8008)
{
address = address << 13 & 0x6000;
prg.SwapBank<SIZE_8K>( address, data | (address == 0x0000 || address == 0x6000 ? 0x10 : 0x00) );
}
NES_POKE_D(Smb3,800C)
{
ppu.SetMirroring( (data & 0x1) ? Ppu::NMT_H : Ppu::NMT_V );
}
NES_POKE_D(Smb3,800D)
{
irq.Update();
irq.unit.count = 0;
irq.unit.enabled = false;
irq.ClearIRQ();
}
NES_POKE_D(Smb3,800E)
{
irq.Update();
irq.unit.count = (irq.unit.count & 0xFF00) | (data << 0);
}
NES_POKE_D(Smb3,800F)
{
irq.Update();
irq.unit.count = (irq.unit.count & 0x00FF) | (data << 8);
irq.unit.enabled = true;
}
bool Smb3::Irq::Clock()
{
return enabled && (count = (count + 1) & 0xFFFF) == 0x0000 ? (enabled=false, true) : false;
}
void Smb3::Sync(Event event,Input::Controllers* controllers)
{
if (event == EVENT_END_FRAME)
irq.VSync();
Board::Sync( event, controllers );
}
}
}
}
}