mirror of
https://github.com/0ldsk00l/nestopia.git
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126 lines
3.2 KiB
C++
126 lines
3.2 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 "NstBoardIremG101.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 Irem
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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 G101::SubReset(const bool hard)
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{
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Map( 0x8000U, 0x8FFFU, &G101::Poke_8000 );
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Map( 0x9000U, 0x9FFFU, &G101::Poke_9000 );
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Map( 0xA000U, 0xAFFFU, PRG_SWAP_8K_1 );
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for (uint i=0xB000; i < 0xC000; i += 0x8)
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{
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Map( i + 0x0, CHR_SWAP_1K_0 );
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Map( i + 0x1, CHR_SWAP_1K_1 );
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Map( i + 0x2, CHR_SWAP_1K_2 );
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Map( i + 0x3, CHR_SWAP_1K_3 );
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Map( i + 0x4, CHR_SWAP_1K_4 );
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Map( i + 0x5, CHR_SWAP_1K_5 );
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Map( i + 0x6, CHR_SWAP_1K_6 );
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Map( i + 0x7, CHR_SWAP_1K_7 );
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}
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if (hard)
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{
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regs[0] = 0;
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regs[1] = 0;
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prg.SwapBanks<SIZE_8K,0x0000>(0U,~0U,~1U,~0U);
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}
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}
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void G101::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'I','G','1'>::V) );
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if (baseChunk == AsciiId<'I','G','1'>::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<'R','E','G'>::V)
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{
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State::Loader::Data<2> data( state );
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regs[0] = data[0];
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regs[1] = data[1];
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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 G101::SubSave(State::Saver& state) const
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{
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const byte data[2] =
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{
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regs[0],
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regs[1]
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};
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state.Begin( AsciiId<'I','G','1'>::V ).Begin( AsciiId<'R','E','G'>::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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void G101::UpdatePrg()
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{
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prg.SwapBank<SIZE_8K,0x0000>( (regs[1] & 0x2) ? ~1U : regs[0] );
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prg.SwapBank<SIZE_8K,0x4000>( (regs[1] & 0x2) ? regs[0] : ~1U );
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}
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NES_POKE_D(G101,8000)
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{
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regs[0] = data;
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UpdatePrg();
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}
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NES_POKE_D(G101,9000)
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{
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regs[1] = data;
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UpdatePrg();
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if (board == Type::IREM_G101A_0 || board == Type::IREM_G101A_1)
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ppu.SetMirroring( (data & 0x1) ? Ppu::NMT_H : Ppu::NMT_V );
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}
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}
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}
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}
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}
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