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

192 lines
4.6 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 "NstBoardNanjing.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Nanjing
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
void Standard::SubReset(bool)
{
strobe = 0xFF;
regs[0] = 0xFF;
regs[1] = 0x00;
trigger = 0x00;
security = 0x00;
ppu.SetHBlankHook( Hook(this,&Standard::Hook_HBlank) );
for (uint i=0x5000; i < 0x6000; i += 0x800)
{
Map( i + 0x000, i + 0x0FF, &Standard::Peek_5000 );
Map( i + 0x100, i + 0x1FF, &Standard::Peek_5100 );
Map( i + 0x200, i + 0x4FF, &Standard::Peek_5000 );
Map( i + 0x500, i + 0x5FF, &Standard::Peek_5500 );
Map( i + 0x600, i + 0x7FF, &Standard::Peek_5000 );
}
Map( 0x5100U, &Standard::Poke_5100 );
Map( 0x5101U, &Standard::Poke_5101 );
for (uint i=0x5000; i < 0x6000; i += 0x400)
{
Map( i + 0x000, i + 0x0FF, &Standard::Poke_5000 );
Map( i + 0x200, i + 0x2FF, &Standard::Poke_5000 );
Map( i + 0x300, i + 0x3FF, &Standard::Poke_5300 );
}
}
void Standard::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'N','J','N'>::V) );
if (baseChunk == AsciiId<'N','J','N'>::V)
{
while (const dword chunk = state.Begin())
{
switch (chunk)
{
case AsciiId<'R','E','G'>::V:
{
State::Loader::Data<2> data( state );
regs[0] = data[0];
regs[1] = data[1];
break;
}
case AsciiId<'S','E','C'>::V:
{
State::Loader::Data<3> data( state );
strobe = data[0];
trigger = (data[1] & 0x1) ? 0xFF : 0x00;
security = data[2];
break;
}
}
state.End();
}
}
}
void Standard::SubSave(State::Saver& state) const
{
state.Begin( AsciiId<'N','J','N'>::V );
{
const byte data[2] = { regs[0], regs[1] };
state.Begin( AsciiId<'R','E','G'>::V ).Write( data ).End();
}
{
const byte data[3] = { strobe, trigger ? 0x1 : 0x0, security };
state.Begin( AsciiId<'S','E','C'>::V ).Write( data ).End();
}
state.End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_PEEK(Standard,5000)
{
return 0x4;
}
NES_POKE_AD(Standard,5000)
{
regs[address >> 9 & 0x1] = data;
prg.SwapBank<SIZE_32K,0x0000>( (regs[0] & 0xFU) | (regs[1] << 4) );
if (!((address & 0x0300) | (regs[0] & 0x80U)))
{
ppu.Update();
if (ppu.GetScanline() <= 127)
chr.SwapBank<SIZE_8K,0x0000>(0);
}
}
NES_PEEK(Standard,5100)
{
return security;
}
NES_POKE_D(Standard,5100)
{
if (data == 0x6)
prg.SwapBank<SIZE_32K,0x0000>( 0x3 );
}
NES_POKE_D(Standard,5101)
{
const uint address = strobe;
strobe = data;
if (address && !data)
trigger ^= 0xFFU;
}
NES_POKE_D(Standard,5300)
{
security = data;
}
NES_PEEK(Standard,5500)
{
return security & trigger;
}
NES_HOOK(Standard,HBlank)
{
if ((regs[0] & 0x80U) && ppu.IsEnabled())
{
switch (const int scanline=ppu.GetScanline())
{
case 127:
case 239:
chr.SwapBanks<SIZE_4K,0x0000>( scanline == 127, scanline == 127 );
break;
}
}
}
}
}
}
}