mirror of
https://github.com/0ldsk00l/nestopia.git
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150 lines
3.8 KiB
C++
150 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 "NstBoard.hpp"
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#include "NstBoardMmc3.hpp"
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#include "NstBoardHosenkan.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 Hosenkan
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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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:
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Board (c),
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irq (*c.cpu,*c.ppu,false)
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{}
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void Standard::SubReset(const bool hard)
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{
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if (hard)
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command = 0;
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irq.Reset( hard );
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for (uint i=0x0000; i < 0x1000; i += 0x4)
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{
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Map( 0x8001 + i, NMT_SWAP_HV );
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Map( 0xA000 + i, &Standard::Poke_A000 );
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Map( 0xC000 + i, &Standard::Poke_C000 );
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Map( 0xE003 + i, &Standard::Poke_E003 );
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}
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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<'H','S','N'>::V) );
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if (baseChunk == AsciiId<'H','S','N'>::V)
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{
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while (const dword chunk = state.Begin())
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{
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switch (chunk)
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{
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case AsciiId<'R','E','G'>::V:
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command = state.Read8();
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break;
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case AsciiId<'I','R','Q'>::V:
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irq.unit.LoadState( state );
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break;
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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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state.Begin( AsciiId<'H','S','N'>::V );
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state.Begin( AsciiId<'R','E','G'>::V ).Write8( command ).End();
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irq.unit.SaveState( state, AsciiId<'I','R','Q'>::V );
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state.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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NES_POKE_D(Standard,A000)
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{
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command = data;
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}
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NES_POKE_D(Standard,C000)
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{
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ppu.Update();
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switch (command & 0x7)
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{
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case 0x0: chr.SwapBank<SIZE_2K,0x0000>(data >> 1); break;
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case 0x1: chr.SwapBank<SIZE_1K,0x1400>(data); break;
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case 0x2: chr.SwapBank<SIZE_2K,0x0800>(data >> 1); break;
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case 0x3: chr.SwapBank<SIZE_1K,0x1C00>(data); break;
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case 0x4: prg.SwapBank<SIZE_8K,0x0000>(data); break;
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case 0x5: prg.SwapBank<SIZE_8K,0x2000>(data); break;
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case 0x6: chr.SwapBank<SIZE_1K,0x1000>(data); break;
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case 0x7: chr.SwapBank<SIZE_1K,0x1800>(data); break;
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}
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}
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NES_POKE_D(Standard,E003)
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{
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irq.Update();
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if (data)
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{
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irq.ClearIRQ();
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irq.unit.Enable();
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irq.unit.SetLatch( data );
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irq.unit.Reload();
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}
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else
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{
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irq.unit.Disable( cpu );
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}
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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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