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https://github.com/0ldsk00l/nestopia.git
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128 lines
3 KiB
C++
128 lines
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 "NstBoardSubor.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 Subor
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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 Type0::SubReset(bool)
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{
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Map( 0x8000U, 0xFFFFU, &Type0::Poke_8000 );
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for (uint i=0; i < 4; ++i)
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regs[i] = 0;
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NES_DO_POKE(8000,0x8000,0x00);
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}
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void StudyNGame::SubReset(const bool hard)
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{
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Map( 0x8000U, 0xFFFFU, PRG_SWAP_32K );
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if (hard)
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prg.SwapBank<SIZE_32K,0x0000>(0);
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}
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void Type0::SubSave(State::Saver& state) const
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{
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state.Begin( AsciiId<'S','B','R'>::V ).Begin( AsciiId<'R','E','G'>::V ).Write( regs ).End().End();
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}
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void Type0::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'S','B','R'>::V) );
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if (baseChunk == AsciiId<'S','B','R'>::V)
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{
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while (const dword chunk = state.Begin())
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{
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if (chunk == AsciiId<'R','E','G'>::V)
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state.Read( regs );
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state.End();
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}
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}
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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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uint Type0::GetMode() const
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{
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return 0;
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}
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uint Type1::GetMode() const
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{
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return 1;
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}
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NES_POKE_AD(Type0,8000)
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{
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regs[address >> 13 & 0x3] = data;
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uint banks[2] =
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{
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(uint(regs[0]) ^ regs[1]) << 1 & 0x20,
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(uint(regs[2]) ^ regs[3]) << 0 & 0x1F
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};
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const uint mode = GetMode();
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if (regs[1] & 0x8U)
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{
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banks[0] += banks[1] & 0xFE;
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banks[1] = banks[0];
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banks[0] += mode ^ 1;
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banks[1] += mode ^ 0;
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}
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else if (regs[1] & 0x4U)
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{
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banks[1] = banks[0] + banks[1];
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banks[0] = 0x1F;
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}
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else
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{
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banks[0] = banks[0] + banks[1];
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banks[1] = mode ? 0x07 : 0x20;
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}
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prg.SwapBanks<SIZE_16K,0x0000>( banks[0], banks[1] );
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}
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}
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}
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}
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}
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