mirror of
https://github.com/0ldsk00l/nestopia.git
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141 lines
3.6 KiB
C++
141 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 "NstBoardSunsoft4.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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void S4::SubReset(const bool hard)
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{
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if (hard)
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{
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regs.ctrl = 0;
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regs.nmt[0] = Regs::BANK_OFFSET;
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regs.nmt[1] = Regs::BANK_OFFSET;
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}
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Map( 0x8000U, 0x8FFFU, CHR_SWAP_2K_0 );
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Map( 0x9000U, 0x9FFFU, CHR_SWAP_2K_1 );
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Map( 0xA000U, 0xAFFFU, CHR_SWAP_2K_2 );
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Map( 0xB000U, 0xBFFFU, CHR_SWAP_2K_3 );
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Map( 0xC000U, 0xCFFFU, &S4::Poke_C000 );
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Map( 0xD000U, 0xDFFFU, &S4::Poke_D000 );
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Map( 0xE000U, 0xEFFFU, &S4::Poke_E000 );
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Map( 0xF000U, 0xFFFFU, PRG_SWAP_16K_0 );
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}
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void S4::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'S','4'>::V) );
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if (baseChunk == AsciiId<'S','4'>::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<3> data( state );
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regs.ctrl = data[0];
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regs.nmt[0] = data[1] | Regs::BANK_OFFSET;
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regs.nmt[1] = data[2] | Regs::BANK_OFFSET;
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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 S4::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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regs.ctrl,
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regs.nmt[0] & ~uint(Regs::BANK_OFFSET),
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regs.nmt[1] & ~uint(Regs::BANK_OFFSET)
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};
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state.Begin( AsciiId<'S','4'>::V ).Begin( AsciiId<'R','E','G'>::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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void S4::UpdateMirroring() const
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{
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ppu.Update();
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static const byte select[4][4] =
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{
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{0,1,0,1},
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{0,0,1,1},
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{0,0,0,0},
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{1,1,1,1}
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};
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const uint isCrom = (regs.ctrl & Regs::CTRL_CROM) >> 4;
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const byte (&index)[4] = select[regs.ctrl & Regs::CTRL_MIRRORING];
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for (uint i=0; i < 4; ++i)
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nmt.Source( isCrom ).SwapBank<SIZE_1K>( i * SIZE_1K, isCrom ? regs.nmt[index[i]] : index[i] );
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}
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NES_POKE_D(S4,C000)
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{
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regs.nmt[0] = Regs::BANK_OFFSET | data;
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UpdateMirroring();
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}
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NES_POKE_D(S4,D000)
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{
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regs.nmt[1] = Regs::BANK_OFFSET | data;
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UpdateMirroring();
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}
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NES_POKE_D(S4,E000)
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{
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regs.ctrl = data;
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UpdateMirroring();
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}
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}
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}
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}
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}
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