mirror of
https://github.com/0ldsk00l/nestopia.git
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130 lines
3.2 KiB
C++
130 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 "NstBoardMmc2.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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#ifdef NST_MSVC_OPTIMIZE
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#pragma optimize("s", on)
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#endif
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void Mmc2::SubReset(const bool hard)
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{
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if (hard)
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{
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selector[0] = 0;
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selector[1] = 2;
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banks[0] = 0;
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banks[1] = 0;
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banks[2] = 0;
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banks[3] = 0;
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prg.SwapBank<SIZE_32K,0x0000>(~0U);
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}
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chr.SetAccessor( this, &Mmc2::Access_Chr );
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Map( 0xA000U, 0xAFFFU, PRG_SWAP_8K_0 );
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Map( 0xB000U, 0xEFFFU, &Mmc2::Poke_B000 );
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Map( 0xF000U, 0xFFFFU, NMT_SWAP_HV );
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}
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void Mmc2::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'M','M','2'>::V) );
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if (baseChunk == AsciiId<'M','M','2'>::V)
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{
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while (const dword subId = state.Begin())
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{
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if (subId == AsciiId<'R','E','G'>::V)
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{
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State::Loader::Data<4+1> data( state );
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banks[0] = data[0];
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banks[1] = data[1];
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banks[2] = data[2];
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banks[3] = data[3];
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selector[0] = 0 + (data[4] >> 0 & 0x1);
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selector[1] = 2 + (data[4] >> 1 & 0x1);
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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 Mmc2::SubSave(State::Saver& state) const
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{
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const byte data[4+1] =
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{
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banks[0],
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banks[1],
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banks[2],
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banks[3],
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selector[0] | (selector[1] - 2) << 1
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};
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state.Begin( AsciiId<'M','M','2'>::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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NES_ACCESSOR(Mmc2,Chr)
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{
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const uint data = chr.Peek( address );
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uint bank;
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switch (address & 0xFF8)
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{
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case 0xFD8: bank = (address >> 11 & 0x2) | 0x0; break;
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case 0xFE8: bank = (address >> 11 & 0x2) | 0x1; break;
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default: return data;
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}
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selector[address >> 12] = bank;
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chr.SwapBank<SIZE_4K>( address & 0x1000, banks[bank] );
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return data;
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}
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NES_POKE_AD(Mmc2,B000)
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{
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ppu.Update();
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banks[(address - 0xB000) >> 12] = data;
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chr.SwapBanks<SIZE_4K,0x0000>( banks[selector[0]], banks[selector[1]] );
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}
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}
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}
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}
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