nestopia/source/core/board/NstBoardNamcot340.cpp
2021-03-01 19:06:27 -05:00

89 lines
2.5 KiB
C++

////////////////////////////////////////////////////////////////////////////////////////
//
// Nestopia - NES/Famicom emulator written in C++
//
// Copyright (C) 2003-2008 Martin Freij
// Copyright (C) 2021 Rupert Carmichael
//
// 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 "NstBoardNamcot340.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Namcot
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
N340::N340(const Context& c)
:
Board (c)
{
}
void N340::SubReset(const bool hard)
{
Map( 0x8000U, 0x87FFU, CHR_SWAP_1K_0 );
Map( 0x8800U, 0x8FFFU, CHR_SWAP_1K_1 );
Map( 0x9000U, 0x97FFU, CHR_SWAP_1K_2 );
Map( 0x9800U, 0x9FFFU, CHR_SWAP_1K_3 );
Map( 0xA000U, 0xA7FFU, CHR_SWAP_1K_4 );
Map( 0xA800U, 0xAFFFU, CHR_SWAP_1K_5 );
Map( 0xB000U, 0xB7FFU, CHR_SWAP_1K_6 );
Map( 0xB800U, 0xBFFFU, CHR_SWAP_1K_7 );
Map( 0xE000U, 0xE7FFU, &N340::Poke_E000 );
Map( 0xE800U, 0xEFFFU, PRG_SWAP_8K_1 );
Map( 0xF000U, 0xF7FFU, PRG_SWAP_8K_2 );
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_POKE_D(N340,E000)
{
prg.SwapBank<SIZE_8K>( 0, data & 0x3FU );
switch ((data >> 6) & 0x3U)
{
case 0x0U: // One-screen A
ppu.SetMirroring( Ppu::NMT_0 );
break;
case 0x1U: // Vertical
ppu.SetMirroring( Ppu::NMT_V );
break;
case 0x2U: // One-screen B
ppu.SetMirroring( Ppu::NMT_1 );
break;
case 0x3U: // Horizontal
ppu.SetMirroring( Ppu::NMT_H );
break;
}
}
}
}
}
}