mirror of
https://github.com/0ldsk00l/nestopia.git
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89 lines
2.5 KiB
C++
89 lines
2.5 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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// Copyright (C) 2021 Rupert Carmichael
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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 "NstBoardNamcot340.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 Namcot
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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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N340::N340(const Context& c)
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:
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Board (c)
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{
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}
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void N340::SubReset(const bool hard)
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{
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Map( 0x8000U, 0x87FFU, CHR_SWAP_1K_0 );
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Map( 0x8800U, 0x8FFFU, CHR_SWAP_1K_1 );
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Map( 0x9000U, 0x97FFU, CHR_SWAP_1K_2 );
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Map( 0x9800U, 0x9FFFU, CHR_SWAP_1K_3 );
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Map( 0xA000U, 0xA7FFU, CHR_SWAP_1K_4 );
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Map( 0xA800U, 0xAFFFU, CHR_SWAP_1K_5 );
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Map( 0xB000U, 0xB7FFU, CHR_SWAP_1K_6 );
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Map( 0xB800U, 0xBFFFU, CHR_SWAP_1K_7 );
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Map( 0xE000U, 0xE7FFU, &N340::Poke_E000 );
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Map( 0xE800U, 0xEFFFU, PRG_SWAP_8K_1 );
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Map( 0xF000U, 0xF7FFU, PRG_SWAP_8K_2 );
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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_POKE_D(N340,E000)
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{
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prg.SwapBank<SIZE_8K>( 0, data & 0x3FU );
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switch ((data >> 6) & 0x3U)
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{
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case 0x0U: // One-screen A
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ppu.SetMirroring( Ppu::NMT_0 );
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break;
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case 0x1U: // Vertical
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ppu.SetMirroring( Ppu::NMT_V );
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break;
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case 0x2U: // One-screen B
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ppu.SetMirroring( Ppu::NMT_1 );
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break;
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case 0x3U: // Horizontal
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ppu.SetMirroring( Ppu::NMT_H );
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break;
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}
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}
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}
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}
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}
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}
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