nestopia/source/core/board/NstBoardKonamiVrc3.cpp
2012-09-02 13:13:55 -04:00

166 lines
3.9 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 "../NstTimer.hpp"
#include "NstBoardKonamiVrc3.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Konami
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
Vrc3::Vrc3(const Context& c)
: Board(c), irq(*c.cpu) {}
void Vrc3::Irq::Reset(const bool hard)
{
if (hard)
{
enabled = false;
count = 0;
}
}
void Vrc3::SubReset(const bool hard)
{
irq.Reset( hard, true );
Map( 0x8000U, 0x8FFFU, &Vrc3::Poke_8000 );
Map( 0x9000U, 0x9FFFU, &Vrc3::Poke_9000 );
Map( 0xA000U, 0xAFFFU, &Vrc3::Poke_A000 );
Map( 0xB000U, 0xBFFFU, &Vrc3::Poke_B000 );
Map( 0xC000U, 0xCFFFU, &Vrc3::Poke_C000 );
Map( 0xD000U, 0xDFFFU, &Vrc3::Poke_D000 );
Map( 0xF000U, 0xFFFFU, PRG_SWAP_16K_0 );
}
void Vrc3::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'K','V','3'>::V) );
if (baseChunk == AsciiId<'K','V','3'>::V)
{
while (const dword chunk = state.Begin())
{
if (chunk == AsciiId<'I','R','Q'>::V)
{
State::Loader::Data<3> data( state );
irq.unit.enabled = data[0] & 0x1;
irq.unit.count = data[1] | data[2] << 8;
}
state.End();
}
}
}
void Vrc3::SubSave(State::Saver& state) const
{
const byte data[3] =
{
irq.unit.enabled != 0,
irq.unit.count & 0xFF,
irq.unit.count >> 8
};
state.Begin( AsciiId<'K','V','3'>::V ).Begin( AsciiId<'I','R','Q'>::V ).Write( data ).End().End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
bool Vrc3::Irq::Clock()
{
if (enabled)
{
count = (count + 1) & 0xFFFF;
if (!count)
{
enabled = false;
return true;
}
}
return false;
}
NES_POKE_D(Vrc3,8000)
{
irq.Update();
irq.unit.count = (irq.unit.count & 0xFFF0) | (data & 0xF) << 0;
}
NES_POKE_D(Vrc3,9000)
{
irq.Update();
irq.unit.count = (irq.unit.count & 0xFF0F) | (data & 0xF) << 4;
}
NES_POKE_D(Vrc3,A000)
{
irq.Update();
irq.unit.count = (irq.unit.count & 0xF0FF) | (data & 0xF) << 8;
}
NES_POKE_D(Vrc3,B000)
{
irq.Update();
irq.unit.count = (irq.unit.count & 0x0FFF) | (data & 0xF) << 12;
}
NES_POKE_D(Vrc3,C000)
{
irq.Update();
irq.unit.enabled = data & 0x2;
irq.ClearIRQ();
}
NES_POKE(Vrc3,D000)
{
irq.Update();
irq.unit.enabled = false;
irq.ClearIRQ();
}
void Vrc3::Sync(Event event,Input::Controllers* controllers)
{
if (event == EVENT_END_FRAME)
irq.VSync();
Board::Sync( event, controllers );
}
}
}
}
}