mirror of
https://github.com/0ldsk00l/nestopia.git
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192 lines
4.6 KiB
C++
192 lines
4.6 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 "NstBoardNanjing.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 Nanjing
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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 Standard::SubReset(bool)
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{
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strobe = 0xFF;
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regs[0] = 0xFF;
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regs[1] = 0x00;
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trigger = 0x00;
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security = 0x00;
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ppu.SetHBlankHook( Hook(this,&Standard::Hook_HBlank) );
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for (uint i=0x5000; i < 0x6000; i += 0x800)
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{
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Map( i + 0x000, i + 0x0FF, &Standard::Peek_5000 );
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Map( i + 0x100, i + 0x1FF, &Standard::Peek_5100 );
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Map( i + 0x200, i + 0x4FF, &Standard::Peek_5000 );
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Map( i + 0x500, i + 0x5FF, &Standard::Peek_5500 );
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Map( i + 0x600, i + 0x7FF, &Standard::Peek_5000 );
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}
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Map( 0x5100U, &Standard::Poke_5100 );
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Map( 0x5101U, &Standard::Poke_5101 );
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for (uint i=0x5000; i < 0x6000; i += 0x400)
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{
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Map( i + 0x000, i + 0x0FF, &Standard::Poke_5000 );
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Map( i + 0x200, i + 0x2FF, &Standard::Poke_5000 );
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Map( i + 0x300, i + 0x3FF, &Standard::Poke_5300 );
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}
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}
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void Standard::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'N','J','N'>::V) );
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if (baseChunk == AsciiId<'N','J','N'>::V)
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{
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while (const dword chunk = state.Begin())
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{
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switch (chunk)
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{
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case AsciiId<'R','E','G'>::V:
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{
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State::Loader::Data<2> data( state );
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regs[0] = data[0];
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regs[1] = data[1];
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break;
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}
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case AsciiId<'S','E','C'>::V:
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{
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State::Loader::Data<3> data( state );
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strobe = data[0];
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trigger = (data[1] & 0x1) ? 0xFF : 0x00;
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security = data[2];
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break;
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}
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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 Standard::SubSave(State::Saver& state) const
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{
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state.Begin( AsciiId<'N','J','N'>::V );
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{
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const byte data[2] = { regs[0], regs[1] };
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state.Begin( AsciiId<'R','E','G'>::V ).Write( data ).End();
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}
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{
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const byte data[3] = { strobe, trigger ? 0x1 : 0x0, security };
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state.Begin( AsciiId<'S','E','C'>::V ).Write( data ).End();
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}
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state.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_PEEK(Standard,5000)
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{
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return 0x4;
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}
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NES_POKE_AD(Standard,5000)
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{
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regs[address >> 9 & 0x1] = data;
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prg.SwapBank<SIZE_32K,0x0000>( (regs[0] & 0xFU) | (regs[1] << 4) );
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if (!((address & 0x0300) | (regs[0] & 0x80U)))
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{
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ppu.Update();
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if (ppu.GetScanline() <= 127)
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chr.SwapBank<SIZE_8K,0x0000>(0);
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}
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}
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NES_PEEK(Standard,5100)
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{
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return security;
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}
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NES_POKE_D(Standard,5100)
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{
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if (data == 0x6)
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prg.SwapBank<SIZE_32K,0x0000>( 0x3 );
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}
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NES_POKE_D(Standard,5101)
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{
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const uint address = strobe;
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strobe = data;
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if (address && !data)
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trigger ^= 0xFFU;
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}
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NES_POKE_D(Standard,5300)
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{
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security = data;
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}
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NES_PEEK(Standard,5500)
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{
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return security & trigger;
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}
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NES_HOOK(Standard,HBlank)
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{
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if ((regs[0] & 0x80U) && ppu.IsEnabled())
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{
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switch (const int scanline=ppu.GetScanline())
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{
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case 127:
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case 239:
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chr.SwapBanks<SIZE_4K,0x0000>( scanline == 127, scanline == 127 );
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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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}
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