mirror of
https://github.com/0ldsk00l/nestopia.git
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149 lines
3.6 KiB
C++
149 lines
3.6 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 "NstBoardSunsoft3.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 Sunsoft
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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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S3::S3(const Context& c)
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:
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Board (c),
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irq (*c.cpu)
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{}
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void S3::Irq::Reset(const bool hard)
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{
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if (hard)
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{
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enabled = false;
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count = 0;
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toggle = 0;
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}
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}
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void S3::SubReset(const bool hard)
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{
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irq.Reset( hard, true );
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Map( 0x8800U, 0x8FFFU, CHR_SWAP_2K_0 );
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Map( 0x9800U, 0x9FFFU, CHR_SWAP_2K_1 );
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Map( 0xA800U, 0xAFFFU, CHR_SWAP_2K_2 );
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Map( 0xB800U, 0xBFFFU, CHR_SWAP_2K_3 );
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Map( 0xC000U, 0xCFFFU, &S3::Poke_C000 );
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Map( 0xD800U, 0xDFFFU, &S3::Poke_D800 );
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Map( 0xE800U, 0xEFFFU, NMT_SWAP_VH01 );
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Map( 0xF800U, 0xFFFFU, PRG_SWAP_16K_0 );
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}
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void S3::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'S','3'>::V) );
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if (baseChunk == AsciiId<'S','3'>::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<'I','R','Q'>::V)
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{
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State::Loader::Data<3> data( state );
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irq.unit.enabled = data[0] & 0x1;
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irq.unit.toggle = data[0] >> 1 & 0x1;
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irq.unit.count = data[1] | data[2] << 8;
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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 S3::SubSave(State::Saver& state) const
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{
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const byte data[3] =
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{
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(irq.unit.enabled ? 0x1U : 0x0U) | (irq.unit.toggle ? 0x2U : 0x0U),
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irq.unit.count & 0xFF,
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irq.unit.count >> 8
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};
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state.Begin( AsciiId<'S','3'>::V ).Begin( AsciiId<'I','R','Q'>::V ).Write( data ).End().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_POKE_D(S3,C000)
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{
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irq.Update();
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if (irq.unit.toggle ^= 1)
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irq.unit.count = (irq.unit.count & 0x00FF) | data << 8;
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else
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irq.unit.count = (irq.unit.count & 0xFF00) | data << 0;
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}
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NES_POKE_D(S3,D800)
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{
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irq.Update();
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irq.unit.toggle = 0;
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irq.unit.enabled = data & 0x10;
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irq.ClearIRQ();
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}
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bool S3::Irq::Clock()
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{
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if (enabled && count && !--count)
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{
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enabled = false;
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count = 0xFFFF;
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return true;
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}
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return false;
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}
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void S3::Sync(Event event,Input::Controllers* controllers)
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{
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if (event == EVENT_END_FRAME)
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irq.VSync();
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Board::Sync( event, controllers );
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}
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}
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}
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}
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}
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