mirror of
https://github.com/0ldsk00l/nestopia.git
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177 lines
4.5 KiB
C++
177 lines
4.5 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 "NstBoardBtlSmb3.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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Smb3::Smb3(const Context& c)
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: Board(c), irq(*c.cpu) {}
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void Smb3::Irq::Reset(const bool hard)
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{
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if (hard)
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{
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enabled = false;
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count = 0;
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}
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}
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void Smb3::SubReset(const bool hard)
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{
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irq.Reset( hard, true );
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for (uint i=0x0000; i < 0x8000; i += 0x10)
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{
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Map( i + 0x8000U, &Smb3::Poke_8000 );
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Map( i + 0x8001U, &Smb3::Poke_8001 );
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Map( i + 0x8002U, &Smb3::Poke_8000 );
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Map( i + 0x8003U, &Smb3::Poke_8001 );
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Map( i + 0x8004U, i + 0x8007U, &Smb3::Poke_8004 );
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Map( i + 0x8008U, i + 0x800BU, &Smb3::Poke_8008 );
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Map( i + 0x800CU, &Smb3::Poke_800C );
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Map( i + 0x800DU, &Smb3::Poke_800D );
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Map( i + 0x800EU, &Smb3::Poke_800E );
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Map( i + 0x800FU, &Smb3::Poke_800F );
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}
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}
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void Smb3::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( (baseChunk == AsciiId<'B','S','3'>::V) );
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if (baseChunk == AsciiId<'B','S','3'>::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.unit.enabled = 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 Smb3::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.unit.enabled ? 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<'B','S','3'>::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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void Smb3::UpdateChr(uint address,uint data) const
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{
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ppu.Update();
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chr.SwapBank<SIZE_1K>( address << 10 & 0x1C00, data );
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}
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NES_POKE_AD(Smb3,8000)
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{
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UpdateChr( address, data & 0xFE );
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}
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NES_POKE_AD(Smb3,8001)
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{
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UpdateChr( address, data | 0x01 );
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}
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NES_POKE_AD(Smb3,8004)
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{
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UpdateChr( address, data );
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}
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NES_POKE_AD(Smb3,8008)
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{
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address = address << 13 & 0x6000;
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prg.SwapBank<SIZE_8K>( address, data | (address == 0x0000 || address == 0x6000 ? 0x10 : 0x00) );
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}
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NES_POKE_D(Smb3,800C)
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{
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ppu.SetMirroring( (data & 0x1) ? Ppu::NMT_H : Ppu::NMT_V );
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}
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NES_POKE_D(Smb3,800D)
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{
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irq.Update();
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irq.unit.count = 0;
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irq.unit.enabled = false;
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irq.ClearIRQ();
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}
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NES_POKE_D(Smb3,800E)
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{
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irq.Update();
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irq.unit.count = (irq.unit.count & 0xFF00) | (data << 0);
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}
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NES_POKE_D(Smb3,800F)
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{
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irq.Update();
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irq.unit.count = (irq.unit.count & 0x00FF) | (data << 8);
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irq.unit.enabled = true;
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}
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bool Smb3::Irq::Clock()
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{
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return enabled && (count = (count + 1) & 0xFFFF) == 0x0000 ? (enabled=false, true) : false;
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}
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void Smb3::Sync(Event event,Input::Controllers* controllers)
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{
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if (event == EVENT_END_FRAME)
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irq.VSync();
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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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