nestopia/source/core/board/NstBoardUnlTf1201.cpp
2012-09-02 13:13:55 -04:00

195 lines
4.9 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 "../NstTimer.hpp"
#include "NstBoard.hpp"
#include "NstBoardUnlTf1201.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Unlicensed
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
Tf1201::Tf1201(const Context& c)
: Board(c), irq(*c.cpu,*c.ppu) {}
void Tf1201::Irq::Reset(bool)
{
enabled = false;
count = 0;
}
void Tf1201::SubReset(const bool hard)
{
irq.Reset( true );
if (hard)
prgSelect = 0;
for (uint i=0x0000; i < 0x1000; i += 0x4)
{
Map( 0x8000 + i, &Tf1201::Poke_8000 );
Map( 0x9000 + i, NMT_SWAP_HV );
Map( 0x9001 + i, &Tf1201::Poke_9001 );
Map( 0xA000 + i, PRG_SWAP_8K_1 );
Map( 0xF000 + i, &Tf1201::Poke_F000 );
Map( 0xF001 + i, &Tf1201::Poke_F001 );
Map( 0xF002 + i, &Tf1201::Poke_F002 );
Map( 0xF003 + i, &Tf1201::Poke_F001 );
}
for (uint i=0x0000; i < 0x3004; i += 0x4)
{
Map( 0xB000 + i, 0xB001 + i, &Tf1201::Poke_B000 );
Map( 0xB002 + i, 0xB003 + i, &Tf1201::Poke_B002 );
}
}
void Tf1201::SubLoad(State::Loader& state,const dword baseChunk)
{
NST_VERIFY( baseChunk == (AsciiId<'U','T','2'>::V) );
if (baseChunk == AsciiId<'U','T','2'>::V)
{
while (const dword chunk = state.Begin())
{
switch (chunk)
{
case AsciiId<'R','E','G'>::V:
prgSelect = state.Read8();
break;
case AsciiId<'I','R','Q'>::V:
{
State::Loader::Data<2> data( state );
irq.unit.enabled = data[0] & 0x1;
irq.unit.count = data[2];
break;
}
}
state.End();
}
}
}
void Tf1201::SubSave(State::Saver& state) const
{
state.Begin( AsciiId<'U','T','2'>::V );
state.Begin( AsciiId<'R','E','G'>::V ).Write8( prgSelect ).End();
const byte data[2] =
{
irq.unit.enabled ? 0x1 : 0x0,
irq.unit.count & 0xFF
};
state.Begin( AsciiId<'I','R','Q'>::V ).Write( data ).End();
state.End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
void Tf1201::UpdatePrg(uint bank)
{
prg.SwapBank<SIZE_8K,0x0000>( (prgSelect & 0x2) ? ~1U : bank );
prg.SwapBank<SIZE_8K,0x4000>( (prgSelect & 0x2) ? bank : ~1U );
}
NES_POKE_D(Tf1201,8000)
{
UpdatePrg( data );
}
NES_POKE_D(Tf1201,9001)
{
prgSelect = data;
UpdatePrg( prg.GetBank<SIZE_8K,0x0000>() );
}
NES_POKE_AD(Tf1201,B000)
{
ppu.Update();
address = (((address >> 11) - 6) | (address & 0x1)) << 10 & 0x1FFF;
chr.SwapBank<SIZE_1K>( address, (chr.GetBank<SIZE_1K>(address) & 0xF0) | (data << 0 & 0x0F) );
}
NES_POKE_AD(Tf1201,B002)
{
ppu.Update();
address = (((address >> 11) - 6) | (address & 0x1)) << 10 & 0x1FFF;
chr.SwapBank<SIZE_1K>( address, (chr.GetBank<SIZE_1K>(address) & 0x0F) | (data << 4 & 0xF0) );
}
NES_POKE_D(Tf1201,F000)
{
irq.Update();
irq.unit.count = (irq.unit.count & 0xF0) | (data << 0 & 0x0F);
}
NES_POKE_D(Tf1201,F002)
{
irq.Update();
irq.unit.count = (irq.unit.count & 0x0F) | (data << 4 & 0xF0);
}
NES_POKE_D(Tf1201,F001)
{
irq.Update();
irq.unit.enabled = data & 0x2;
irq.ClearIRQ();
ppu.Update();
if (ppu.GetScanline() != Ppu::SCANLINE_VBLANK)
irq.unit.count -= 8;
}
bool Tf1201::Irq::Clock()
{
return enabled && (++count & 0xFF) == 238;
}
void Tf1201::Sync(Event event,Input::Controllers* controllers)
{
if (event == EVENT_END_FRAME)
irq.VSync();
Board::Sync( event, controllers );
}
}
}
}
}