nestopia/source/core/board/NstBoardInlNsf.cpp
2022-11-02 21:32:16 -06:00

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