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

182 lines
4.3 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 "NstBoardNtdec.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Ntdec
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
void Asder::SubReset(const bool hard)
{
if (hard)
{
command = 0;
for (uint i=0; i < 8; ++i)
banks.chr[i] = 0;
}
for (uint i=0x0000; i < 0x2000; i += 0x2)
{
Map( 0x8000U + i, &Asder::Poke_8000 );
Map( 0xA000U + i, &Asder::Poke_A000 );
Map( 0xC000U + i, &Asder::Poke_C000 );
Map( 0xE000U + i, &Asder::Poke_E000 );
}
}
void Asder::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'N','A','S'>::V) );
if (baseChunk == AsciiId<'N','A','S'>::V)
{
while (const dword chunk = state.Begin())
{
switch (chunk)
{
case AsciiId<'R','E','G'>::V:
command = state.Read8();
break;
case AsciiId<'B','N','K'>::V:
state.Read( banks.chr );
break;
}
state.End();
}
}
}
void Asder::SubSave(State::Saver& state) const
{
state.Begin( AsciiId<'N','A','S'>::V );
state.Begin( AsciiId<'R','E','G'>::V ).Write8( command ).End();
state.Begin( AsciiId<'B','N','K'>::V ).Write( banks.chr ).End();
state.End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
void Asder::UpdateChr() const
{
ppu.Update();
const uint extChr = (banks.chr[1] & 0x2U) ? banks.chr[0] : 0;
chr.SwapBanks<SIZE_2K,0x0000>
(
banks.chr[2] | (extChr << 5 & 0x80),
banks.chr[3] | (extChr << 4 & 0x80)
);
chr.SwapBanks<SIZE_1K,0x1000>
(
banks.chr[4] | (extChr << 4 & 0x100),
banks.chr[5] | (extChr << 3 & 0x100),
banks.chr[6] | (extChr << 2 & 0x100),
banks.chr[7] | (extChr << 1 & 0x100)
);
}
NES_POKE_D(Asder,8000)
{
command = data;
}
NES_POKE_D(Asder,A000)
{
const uint address = command & 0x7;
if (address < 2)
{
prg.SwapBank<SIZE_8K>( address << 13, data );
}
else
{
banks.chr[address] = data >> uint(address < 4);
UpdateChr();
}
}
NES_POKE_D(Asder,C000)
{
banks.chr[0] = data;
UpdateChr();
}
NES_POKE_D(Asder,E000)
{
banks.chr[1] = data;
UpdateChr();
SetMirroringHV( data );
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
void FightingHero::SubReset(const bool hard)
{
Map( 0x6000U, 0x7FFFU, &FightingHero::Poke_6000 );
if (hard)
prg.SwapBank<SIZE_32K,0x0000>(~0U);
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_POKE_AD(FightingHero,6000)
{
ppu.Update();
switch (address & 0x3)
{
case 0x0: chr.SwapBank<SIZE_4K,0x0000>( data >> 2 ); break;
case 0x1: chr.SwapBank<SIZE_2K,0x1000>( data >> 1 ); break;
case 0x2: chr.SwapBank<SIZE_2K,0x1800>( data >> 1 ); break;
case 0x3: prg.SwapBank<SIZE_8K,0x0000>( data ); break;
}
}
}
}
}
}