nestopia/source/core/board/NstBoardIremG101.cpp
2012-09-02 13:13:55 -04:00

126 lines
3.2 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 "NstBoardIremG101.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Irem
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
void G101::SubReset(const bool hard)
{
Map( 0x8000U, 0x8FFFU, &G101::Poke_8000 );
Map( 0x9000U, 0x9FFFU, &G101::Poke_9000 );
Map( 0xA000U, 0xAFFFU, PRG_SWAP_8K_1 );
for (uint i=0xB000; i < 0xC000; i += 0x8)
{
Map( i + 0x0, CHR_SWAP_1K_0 );
Map( i + 0x1, CHR_SWAP_1K_1 );
Map( i + 0x2, CHR_SWAP_1K_2 );
Map( i + 0x3, CHR_SWAP_1K_3 );
Map( i + 0x4, CHR_SWAP_1K_4 );
Map( i + 0x5, CHR_SWAP_1K_5 );
Map( i + 0x6, CHR_SWAP_1K_6 );
Map( i + 0x7, CHR_SWAP_1K_7 );
}
if (hard)
{
regs[0] = 0;
regs[1] = 0;
prg.SwapBanks<SIZE_8K,0x0000>(0U,~0U,~1U,~0U);
}
}
void G101::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'I','G','1'>::V) );
if (baseChunk == AsciiId<'I','G','1'>::V)
{
while (const dword chunk = state.Begin())
{
if (chunk == AsciiId<'R','E','G'>::V)
{
State::Loader::Data<2> data( state );
regs[0] = data[0];
regs[1] = data[1];
}
state.End();
}
}
}
void G101::SubSave(State::Saver& state) const
{
const byte data[2] =
{
regs[0],
regs[1]
};
state.Begin( AsciiId<'I','G','1'>::V ).Begin( AsciiId<'R','E','G'>::V ).Write( data ).End().End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
void G101::UpdatePrg()
{
prg.SwapBank<SIZE_8K,0x0000>( (regs[1] & 0x2) ? ~1U : regs[0] );
prg.SwapBank<SIZE_8K,0x4000>( (regs[1] & 0x2) ? regs[0] : ~1U );
}
NES_POKE_D(G101,8000)
{
regs[0] = data;
UpdatePrg();
}
NES_POKE_D(G101,9000)
{
regs[1] = data;
UpdatePrg();
if (board == Type::IREM_G101A_0 || board == Type::IREM_G101A_1)
ppu.SetMirroring( (data & 0x1) ? Ppu::NMT_H : Ppu::NMT_V );
}
}
}
}
}