mirror of
https://github.com/0ldsk00l/nestopia.git
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166 lines
3.9 KiB
C++
166 lines
3.9 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 "../NstTimer.hpp"
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#include "NstBoardKonamiVrc3.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 Konami
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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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Vrc3::Vrc3(const Context& c)
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: Board(c), irq(*c.cpu) {}
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void Vrc3::Irq::Reset(const bool hard)
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{
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if (hard)
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{
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enabled = false;
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count = 0;
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}
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}
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void Vrc3::SubReset(const bool hard)
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{
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irq.Reset( hard, true );
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Map( 0x8000U, 0x8FFFU, &Vrc3::Poke_8000 );
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Map( 0x9000U, 0x9FFFU, &Vrc3::Poke_9000 );
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Map( 0xA000U, 0xAFFFU, &Vrc3::Poke_A000 );
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Map( 0xB000U, 0xBFFFU, &Vrc3::Poke_B000 );
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Map( 0xC000U, 0xCFFFU, &Vrc3::Poke_C000 );
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Map( 0xD000U, 0xDFFFU, &Vrc3::Poke_D000 );
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Map( 0xF000U, 0xFFFFU, PRG_SWAP_16K_0 );
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}
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void Vrc3::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'K','V','3'>::V) );
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if (baseChunk == AsciiId<'K','V','3'>::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<'I','R','Q'>::V)
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{
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State::Loader::Data<3> data( state );
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irq.unit.enabled = data[0] & 0x1;
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irq.unit.count = data[1] | data[2] << 8;
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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 Vrc3::SubSave(State::Saver& state) const
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{
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const byte data[3] =
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{
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irq.unit.enabled != 0,
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irq.unit.count & 0xFF,
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irq.unit.count >> 8
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};
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state.Begin( AsciiId<'K','V','3'>::V ).Begin( AsciiId<'I','R','Q'>::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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bool Vrc3::Irq::Clock()
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{
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if (enabled)
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{
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count = (count + 1) & 0xFFFF;
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if (!count)
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{
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enabled = false;
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return true;
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}
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}
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return false;
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}
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NES_POKE_D(Vrc3,8000)
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{
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irq.Update();
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irq.unit.count = (irq.unit.count & 0xFFF0) | (data & 0xF) << 0;
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}
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NES_POKE_D(Vrc3,9000)
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{
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irq.Update();
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irq.unit.count = (irq.unit.count & 0xFF0F) | (data & 0xF) << 4;
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}
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NES_POKE_D(Vrc3,A000)
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{
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irq.Update();
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irq.unit.count = (irq.unit.count & 0xF0FF) | (data & 0xF) << 8;
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}
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NES_POKE_D(Vrc3,B000)
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{
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irq.Update();
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irq.unit.count = (irq.unit.count & 0x0FFF) | (data & 0xF) << 12;
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}
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NES_POKE_D(Vrc3,C000)
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{
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irq.Update();
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irq.unit.enabled = data & 0x2;
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irq.ClearIRQ();
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}
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NES_POKE(Vrc3,D000)
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{
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irq.Update();
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irq.unit.enabled = false;
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irq.ClearIRQ();
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}
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void Vrc3::Sync(Event event,Input::Controllers* controllers)
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{
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if (event == EVENT_END_FRAME)
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irq.VSync();
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Board::Sync( event, controllers );
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}
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}
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}
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}
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}
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