mirror of
https://github.com/0ldsk00l/nestopia.git
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182 lines
4.3 KiB
C++
182 lines
4.3 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 "NstBoardNtdec.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 Ntdec
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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 Asder::SubReset(const bool hard)
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{
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if (hard)
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{
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command = 0;
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for (uint i=0; i < 8; ++i)
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banks.chr[i] = 0;
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}
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for (uint i=0x0000; i < 0x2000; i += 0x2)
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{
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Map( 0x8000U + i, &Asder::Poke_8000 );
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Map( 0xA000U + i, &Asder::Poke_A000 );
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Map( 0xC000U + i, &Asder::Poke_C000 );
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Map( 0xE000U + i, &Asder::Poke_E000 );
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}
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}
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void Asder::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'N','A','S'>::V) );
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if (baseChunk == AsciiId<'N','A','S'>::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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command = state.Read8();
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break;
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case AsciiId<'B','N','K'>::V:
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state.Read( banks.chr );
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break;
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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 Asder::SubSave(State::Saver& state) const
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{
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state.Begin( AsciiId<'N','A','S'>::V );
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state.Begin( AsciiId<'R','E','G'>::V ).Write8( command ).End();
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state.Begin( AsciiId<'B','N','K'>::V ).Write( banks.chr ).End();
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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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void Asder::UpdateChr() const
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{
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ppu.Update();
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const uint extChr = (banks.chr[1] & 0x2U) ? banks.chr[0] : 0;
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chr.SwapBanks<SIZE_2K,0x0000>
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(
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banks.chr[2] | (extChr << 5 & 0x80),
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banks.chr[3] | (extChr << 4 & 0x80)
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);
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chr.SwapBanks<SIZE_1K,0x1000>
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(
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banks.chr[4] | (extChr << 4 & 0x100),
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banks.chr[5] | (extChr << 3 & 0x100),
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banks.chr[6] | (extChr << 2 & 0x100),
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banks.chr[7] | (extChr << 1 & 0x100)
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);
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}
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NES_POKE_D(Asder,8000)
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{
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command = data;
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}
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NES_POKE_D(Asder,A000)
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{
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const uint address = command & 0x7;
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if (address < 2)
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{
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prg.SwapBank<SIZE_8K>( address << 13, data );
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}
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else
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{
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banks.chr[address] = data >> uint(address < 4);
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UpdateChr();
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}
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}
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NES_POKE_D(Asder,C000)
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{
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banks.chr[0] = data;
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UpdateChr();
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}
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NES_POKE_D(Asder,E000)
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{
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banks.chr[1] = data;
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UpdateChr();
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SetMirroringHV( data );
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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 FightingHero::SubReset(const bool hard)
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{
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Map( 0x6000U, 0x7FFFU, &FightingHero::Poke_6000 );
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if (hard)
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prg.SwapBank<SIZE_32K,0x0000>(~0U);
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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_AD(FightingHero,6000)
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{
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ppu.Update();
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switch (address & 0x3)
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{
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case 0x0: chr.SwapBank<SIZE_4K,0x0000>( data >> 2 ); break;
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case 0x1: chr.SwapBank<SIZE_2K,0x1000>( data >> 1 ); break;
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case 0x2: chr.SwapBank<SIZE_2K,0x1800>( data >> 1 ); break;
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case 0x3: prg.SwapBank<SIZE_8K,0x0000>( data ); 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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