mirror of
https://github.com/0ldsk00l/nestopia.git
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100 lines
2.6 KiB
C++
100 lines
2.6 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 "NstBoardInlNsf.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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#ifdef NST_MSVC_OPTIMIZE
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#pragma optimize("s", on)
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#endif
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void InlNsf::SubReset(const bool hard)
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{
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Map ( 0x5000U, 0x5FFFU, &InlNsf::Poke_5000 );
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Map ( 0x8000U, 0xFFFFU, &InlNsf::Peek_8000 );
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if (hard)
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{
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for (int i=0; i<8; ++i) regs[i] = 0;
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Bank( 7, 0xFF );
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}
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}
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void InlNsf::SubSave(State::Saver& state) const
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{
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state.Begin( AsciiId<'I','N','L'>::V );
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state.Begin( AsciiId<'R','E','G'>::V ).Write( regs ).End();
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state.End();
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}
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void InlNsf::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'I','N','L'>::V) );
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if (baseChunk == AsciiId<'I','N','L'>::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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state.Read( regs );
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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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#ifdef NST_MSVC_OPTIMIZE
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#pragma optimize("", on)
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#endif
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void InlNsf::Bank(uint slot, Data data)
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{
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slot = slot & 7;
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regs[slot] = data;
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}
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NES_POKE_AD(InlNsf,5000)
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{
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Bank(address & 7, data);
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}
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NES_PEEK_A(InlNsf,8000)
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{
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// Not an ideal way to do this, but Nestopia does not seem to support 4K banks directly?
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uint slot = (address >> 12) & 7;
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byte b = regs[slot];
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prg.SwapBank<SIZE_8K>( address & 0x6000, b >> 1 ); // 2 banks per 8k page.
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return prg.Peek( ((b & 1) << 12) | (address & 0x6FFF) ); // Read from 1/2 of the banks.
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}
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}
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}
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}
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