mirror of
https://github.com/0ldsk00l/nestopia.git
synced 2025-04-02 10:31:51 -04:00
209 lines
4.5 KiB
C++
209 lines
4.5 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 "../NstTimer.hpp"
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#include "NstBoardSunsoftFme7.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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Fme7::Fme7(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 Fme7::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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}
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}
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void Fme7::SubReset(const bool hard)
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{
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if (hard)
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command = 0x0;
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irq.Reset( hard, hard ? false : irq.Connected() );
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Map( 0x6000U, 0x7FFFU, &Fme7::Peek_6000 );
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Map( 0x8000U, 0x9FFFU, &Fme7::Poke_8000 );
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Map( 0xA000U, 0xBFFFU, &Fme7::Poke_A000 );
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}
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void Fme7::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'S','F','7'>::V) );
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if (baseChunk == AsciiId<'S','F','7'>::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<'I','R','Q'>::V:
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{
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State::Loader::Data<3> data( state );
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irq.Connect( data[0] & 0x80 );
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irq.unit.enabled = data[0] & 0x01;
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irq.unit.count = data[1] | data[2] << 8;
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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 Fme7::SubSave(State::Saver& state) const
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{
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state.Begin( AsciiId<'S','F','7'>::V );
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state.Begin( AsciiId<'R','E','G'>::V ).Write8( command ).End();
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{
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const byte data[3] =
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{
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(irq.Connected() ? 0x80U : 0x00U) | (irq.unit.enabled ? 0x1U : 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<'I','R','Q'>::V ).Write( data ).End();
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}
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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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NES_PEEK_A(Fme7,6000)
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{
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return wrk[0][address - 0x6000];
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}
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NES_POKE_D(Fme7,8000)
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{
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command = data;
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}
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NES_POKE_D(Fme7,A000)
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{
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switch (const uint bank = (command & 0xF))
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{
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case 0x0:
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case 0x1:
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case 0x2:
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case 0x3:
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case 0x4:
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case 0x5:
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case 0x6:
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case 0x7:
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ppu.Update();
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chr.SwapBank<SIZE_1K>( bank << 10, data );
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break;
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case 0x8:
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if (!(data & 0x40) || (data & 0x80))
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wrk.Source( !(data & 0x40) ).SwapBank<SIZE_8K,0x0000>( data );
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break;
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case 0x9:
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case 0xA:
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case 0xB:
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prg.SwapBank<SIZE_8K>( (command - 0x9) << 13, data );
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break;
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case 0xC:
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SetMirroringVH01( data );
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break;
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case 0xD:
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irq.Update();
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irq.unit.enabled = data & 0x01;
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irq.Connect( data & 0x80 );
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irq.ClearIRQ();
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break;
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case 0xE:
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irq.Update();
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irq.unit.count = (irq.unit.count & 0xFF00) | data << 0;
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break;
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case 0xF:
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irq.Update();
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irq.unit.count = (irq.unit.count & 0x00FF) | data << 8;
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break;
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}
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}
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bool Fme7::Irq::Clock()
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{
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count = (count - 1U) & 0xFFFF;
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return count < enabled;
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}
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void Fme7::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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