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107 lines
2.5 KiB
C++
107 lines
2.5 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 <cstring>
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#include "NstBoard.hpp"
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#include "NstBoardFukutake.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 Fukutake
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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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void Sbx::SubReset(const bool hard)
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{
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Map( 0x4200U, 0x4201U, &Sbx::Peek_4200 );
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Map( 0x4202U, &Sbx::Peek_4202 );
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Map( 0x4203U, &Sbx::Peek_4200 );
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Map( 0x4204U, 0x43FFU, &Sbx::Peek_4204 );
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for (uint i=0x4200; i < 0x4400; i += 0x2)
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{
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Map( i + 0x0, &Sbx::Poke_4200 );
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Map( i + 0x1, PRG_SWAP_16K_0 );
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}
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if (board.GetWram() >= SIZE_1K)
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Map( 0x4400U, 0x4EFFU, &Sbx::Peek_4400, &Sbx::Poke_4400 );
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Map( 0x6000U, 0x7FFFU, &Sbx::Peek_6000 );
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if (hard)
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{
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wrk.Source(1).SwapBank<SIZE_8K,0x0000>(0);
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prg.SwapBanks<SIZE_16K,0x0000>(0,0);
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}
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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(Sbx,4200)
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{
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return 0x00;
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}
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NES_PEEK(Sbx,4202)
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{
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return 0x40;
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}
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NES_PEEK(Sbx,4204)
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{
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return 0xFF;
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}
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NES_POKE_D(Sbx,4200)
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{
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wrk.Source(1).SwapBank<SIZE_8K,0x0000>( data >> 6 );
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}
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NES_PEEK_A(Sbx,4400)
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{
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return *wrk.Source(0).Mem(address - 0x4400);
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}
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NES_POKE_AD(Sbx,4400)
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{
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*wrk.Source(0).Mem(address - 0x4400) = data;
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}
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NES_PEEK_A(Sbx,6000)
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{
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return wrk[0][address - 0x6000];
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}
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}
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}
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}
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}
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