mirror of
https://github.com/0ldsk00l/nestopia.git
synced 2025-04-02 10:31:51 -04:00
182 lines
4.5 KiB
C++
182 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 "../NstTimer.hpp"
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#include "NstBoard.hpp"
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#include "NstBoardKonamiVrc4.hpp"
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#include "NstBoardUnlWorldHero.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 Unlicensed
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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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WorldHero::WorldHero(const Context& c)
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: Board(c), irq(*c.cpu) {}
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void WorldHero::SubReset(const bool hard)
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{
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if (hard)
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prgSwap = 0;
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irq.Reset( hard, hard ? false : irq.Connected() );
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for (dword i=0x8000; i <= 0xFFFF; ++i)
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{
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switch (i & 0xF0C3)
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{
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case 0x8000: Map( i, &WorldHero::Poke_8000 ); break;
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case 0x9000: Map( i, NMT_SWAP_VH01 ); break;
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case 0x9002:
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case 0x9080: Map( i, &WorldHero::Poke_9000 ); break;
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case 0xA000: Map( i, PRG_SWAP_8K_1 ); break;
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case 0xB000:
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case 0xB001:
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case 0xB002:
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case 0xB003:
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case 0xC000:
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case 0xC001:
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case 0xC002:
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case 0xC003:
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case 0xD000:
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case 0xD001:
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case 0xD002:
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case 0xD003:
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case 0xE000:
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case 0xE001:
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case 0xE002:
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case 0xE003: Map( i, &WorldHero::Poke_B000 ); break;
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case 0xF000: Map( i, &WorldHero::Poke_F000 ); break;
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case 0xF001: Map( i, &WorldHero::Poke_F001 ); break;
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case 0xF002: Map( i, &WorldHero::Poke_F002 ); break;
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case 0xF003: Map( i, &WorldHero::Poke_F003 ); break;
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}
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}
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}
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void WorldHero::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'U','W','H'>::V) );
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if (baseChunk == AsciiId<'U','W','H'>::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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prgSwap = state.Read8() & 0x2;
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break;
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case AsciiId<'I','R','Q'>::V:
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irq.LoadState( state );
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break;
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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 WorldHero::SubSave(State::Saver& state) const
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{
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state.Begin( AsciiId<'U','W','H'>::V );
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state.Begin( AsciiId<'R','E','G'>::V ).Write8( prgSwap ).End();
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irq.SaveState( state, AsciiId<'I','R','Q'>::V );
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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_POKE_D(WorldHero,8000)
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{
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prg.SwapBank<SIZE_8K>( prgSwap << 13, data );
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}
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NES_POKE_D(WorldHero,9000)
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{
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data &= 0x2;
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if (prgSwap != data)
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{
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prgSwap = data;
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prg.SwapBanks<SIZE_8K,0x0000>
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(
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prg.GetBank<SIZE_8K,0x4000>(),
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prg.GetBank<SIZE_8K,0x0000>()
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);
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}
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}
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NES_POKE_AD(WorldHero,B000)
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{
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ppu.Update();
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const bool part = address & 0x1;
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address = ((address - 0xB000) >> 1 & 0x1800) | (address << 9 & 0x0400);
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chr.SwapBank<SIZE_1K>( address, (chr.GetBank<SIZE_1K>(address) & (part ? 0x00F : 0xFF0)) | (part ? data << 4 : data & 0xF) );
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}
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NES_POKE_D(WorldHero,F000)
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{
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irq.WriteLatch0( data );
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}
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NES_POKE_D(WorldHero,F001)
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{
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irq.WriteLatch1( data );
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}
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NES_POKE_D(WorldHero,F002)
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{
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irq.Toggle( data );
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}
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NES_POKE(WorldHero,F003)
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{
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irq.Toggle();
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}
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void WorldHero::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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