mirror of
https://github.com/0ldsk00l/nestopia.git
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151 lines
3.8 KiB
C++
151 lines
3.8 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 "NstBoardMmc3.hpp"
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#include "NstBoardFutureMedia.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 FutureMedia
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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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Standard::Standard(const Context& c)
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: Board(c), irq(*c.cpu,*c.ppu) {}
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void Standard::Irq::Reset(bool)
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{
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enabled = false;
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count = 0;
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latch = 0;
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}
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void Standard::SubReset(bool)
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{
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irq.Reset( true );
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Map( 0x8000U, PRG_SWAP_8K_0 );
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Map( 0x8001U, PRG_SWAP_8K_1 );
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Map( 0x8002U, PRG_SWAP_8K_2 );
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Map( 0x8003U, PRG_SWAP_8K_3 );
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Map( 0xA000U, CHR_SWAP_1K_0 );
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Map( 0xA001U, CHR_SWAP_1K_1 );
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Map( 0xA002U, CHR_SWAP_1K_2 );
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Map( 0xA003U, CHR_SWAP_1K_3 );
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Map( 0xA004U, CHR_SWAP_1K_4 );
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Map( 0xA005U, CHR_SWAP_1K_5 );
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Map( 0xA006U, CHR_SWAP_1K_6 );
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Map( 0xA007U, CHR_SWAP_1K_7 );
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Map( 0xC001U, &Standard::Poke_C001 );
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Map( 0xC002U, &Standard::Poke_C002 );
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Map( 0xC003U, &Standard::Poke_C003 );
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Map( 0xD000U, NMT_SWAP_HV );
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Map( 0xE000U, &Standard::Poke_E000 );
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}
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void Standard::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'F','D','A'>::V) );
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if (baseChunk == AsciiId<'F','D','A'>::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.latch = data[1];
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irq.unit.count = data[2];
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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 Standard::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.latch,
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irq.unit.count
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};
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state.Begin( AsciiId<'F','D','A'>::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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bool Standard::Irq::Clock()
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{
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return (enabled && count && !--count);
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}
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NES_POKE_D(Standard,C001)
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{
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irq.Update();
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irq.unit.latch = data;
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}
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NES_POKE(Standard,C002)
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{
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cpu.ClearIRQ();
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}
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NES_POKE(Standard,C003)
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{
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irq.Update();
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irq.unit.count = irq.unit.latch;
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}
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NES_POKE_D(Standard,E000)
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{
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irq.Update();
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irq.unit.enabled = data & 0x1;
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}
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void Standard::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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