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

151 lines
3.8 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 "NstBoardMmc3.hpp"
#include "NstBoardFutureMedia.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace FutureMedia
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
Standard::Standard(const Context& c)
: Board(c), irq(*c.cpu,*c.ppu) {}
void Standard::Irq::Reset(bool)
{
enabled = false;
count = 0;
latch = 0;
}
void Standard::SubReset(bool)
{
irq.Reset( true );
Map( 0x8000U, PRG_SWAP_8K_0 );
Map( 0x8001U, PRG_SWAP_8K_1 );
Map( 0x8002U, PRG_SWAP_8K_2 );
Map( 0x8003U, PRG_SWAP_8K_3 );
Map( 0xA000U, CHR_SWAP_1K_0 );
Map( 0xA001U, CHR_SWAP_1K_1 );
Map( 0xA002U, CHR_SWAP_1K_2 );
Map( 0xA003U, CHR_SWAP_1K_3 );
Map( 0xA004U, CHR_SWAP_1K_4 );
Map( 0xA005U, CHR_SWAP_1K_5 );
Map( 0xA006U, CHR_SWAP_1K_6 );
Map( 0xA007U, CHR_SWAP_1K_7 );
Map( 0xC001U, &Standard::Poke_C001 );
Map( 0xC002U, &Standard::Poke_C002 );
Map( 0xC003U, &Standard::Poke_C003 );
Map( 0xD000U, NMT_SWAP_HV );
Map( 0xE000U, &Standard::Poke_E000 );
}
void Standard::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'F','D','A'>::V) );
if (baseChunk == AsciiId<'F','D','A'>::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.latch = data[1];
irq.unit.count = data[2];
}
state.End();
}
}
}
void Standard::SubSave(State::Saver& state) const
{
const byte data[3] =
{
irq.unit.enabled ? 0x1 : 0x0,
irq.unit.latch,
irq.unit.count
};
state.Begin( AsciiId<'F','D','A'>::V ).Begin( AsciiId<'I','R','Q'>::V ).Write( data ).End().End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
bool Standard::Irq::Clock()
{
return (enabled && count && !--count);
}
NES_POKE_D(Standard,C001)
{
irq.Update();
irq.unit.latch = data;
}
NES_POKE(Standard,C002)
{
cpu.ClearIRQ();
}
NES_POKE(Standard,C003)
{
irq.Update();
irq.unit.count = irq.unit.latch;
}
NES_POKE_D(Standard,E000)
{
irq.Update();
irq.unit.enabled = data & 0x1;
}
void Standard::Sync(Event event,Input::Controllers* controllers)
{
if (event == EVENT_END_FRAME)
irq.VSync();
Board::Sync( event, controllers );
}
}
}
}
}