nestopia/source/core/board/NstBoardSunsoftFme7.cpp
2015-03-03 12:25:08 -05:00

209 lines
4.5 KiB
C++

////////////////////////////////////////////////////////////////////////////////////////
//
// Nestopia - NES/Famicom emulator written in C++
//
// Copyright (C) 2003-2008 Martin Freij
//
// This file is part of Nestopia.
//
// Nestopia is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Nestopia is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Nestopia; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
////////////////////////////////////////////////////////////////////////////////////////
#include "NstBoard.hpp"
#include "../NstTimer.hpp"
#include "NstBoardSunsoftFme7.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Sunsoft
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
Fme7::Fme7(const Context& c)
:
Board (c),
irq (*c.cpu)
{}
void Fme7::Irq::Reset(const bool hard)
{
if (hard)
{
enabled = false;
count = 0;
}
}
void Fme7::SubReset(const bool hard)
{
if (hard)
command = 0x0;
irq.Reset( hard, hard ? false : irq.Connected() );
Map( 0x6000U, 0x7FFFU, &Fme7::Peek_6000 );
Map( 0x8000U, 0x9FFFU, &Fme7::Poke_8000 );
Map( 0xA000U, 0xBFFFU, &Fme7::Poke_A000 );
}
void Fme7::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'S','F','7'>::V) );
if (baseChunk == AsciiId<'S','F','7'>::V)
{
while (const dword chunk = state.Begin())
{
switch (chunk)
{
case AsciiId<'R','E','G'>::V:
command = state.Read8();
break;
case AsciiId<'I','R','Q'>::V:
{
State::Loader::Data<3> data( state );
irq.Connect( data[0] & 0x80 );
irq.unit.enabled = data[0] & 0x01;
irq.unit.count = data[1] | data[2] << 8;
break;
}
}
state.End();
}
}
}
void Fme7::SubSave(State::Saver& state) const
{
state.Begin( AsciiId<'S','F','7'>::V );
state.Begin( AsciiId<'R','E','G'>::V ).Write8( command ).End();
{
const byte data[3] =
{
(irq.Connected() ? 0x80U : 0x00U) | (irq.unit.enabled ? 0x1U : 0x0U),
irq.unit.count & 0xFF,
irq.unit.count >> 8
};
state.Begin( AsciiId<'I','R','Q'>::V ).Write( data ).End();
}
state.End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_PEEK_A(Fme7,6000)
{
return wrk[0][address - 0x6000];
}
NES_POKE_D(Fme7,8000)
{
command = data;
}
NES_POKE_D(Fme7,A000)
{
switch (const uint bank = (command & 0xF))
{
case 0x0:
case 0x1:
case 0x2:
case 0x3:
case 0x4:
case 0x5:
case 0x6:
case 0x7:
ppu.Update();
chr.SwapBank<SIZE_1K>( bank << 10, data );
break;
case 0x8:
if (!(data & 0x40) || (data & 0x80))
wrk.Source( !(data & 0x40) ).SwapBank<SIZE_8K,0x0000>( data );
break;
case 0x9:
case 0xA:
case 0xB:
prg.SwapBank<SIZE_8K>( (command - 0x9) << 13, data );
break;
case 0xC:
SetMirroringVH01( data );
break;
case 0xD:
irq.Update();
irq.unit.enabled = data & 0x01;
irq.Connect( data & 0x80 );
irq.ClearIRQ();
break;
case 0xE:
irq.Update();
irq.unit.count = (irq.unit.count & 0xFF00) | data << 0;
break;
case 0xF:
irq.Update();
irq.unit.count = (irq.unit.count & 0x00FF) | data << 8;
break;
}
}
bool Fme7::Irq::Clock()
{
count = (count - 1U) & 0xFFFF;
return count < enabled;
}
void Fme7::Sync(Event event,Input::Controllers* controllers)
{
if (event == EVENT_END_FRAME)
irq.VSync();
Board::Sync( event, controllers );
}
}
}
}
}