mirror of
https://github.com/0ldsk00l/nestopia.git
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131 lines
3.4 KiB
C++
131 lines
3.4 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 "NstBoardWaixing.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 Waixing
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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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Sgz::Sgz(const Context& c)
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: Board(c), irq(*c.cpu) {}
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void Sgz::SubReset(const bool hard)
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{
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irq.Reset( hard, hard ? false : irq.Connected() );
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Map( 0x8000U, 0x8FFFU, PRG_SWAP_8K_0 );
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Map( 0xA000U, 0xAFFFU, PRG_SWAP_8K_1 );
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Map( 0xB000U, 0xEFFFU, &Sgz::Poke_B000 );
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for (uint i=0x0000; i < 0x1000; i += 0x10)
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{
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Map( 0xF000 + i, 0xF003 + i, &Sgz::Poke_F000 );
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Map( 0xF004 + i, 0xF007 + i, &Sgz::Poke_F004 );
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Map( 0xF008 + i, 0xF00B + i, &Sgz::Poke_F008 );
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Map( 0xF00C + i, 0xF00F + i, &Sgz::Poke_F00C );
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}
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// hack
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chr.Source().WriteEnable( true );
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}
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void Sgz::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'W','S','Z'>::V) );
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if (baseChunk == AsciiId<'W','S','Z'>::V)
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{
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while (const dword chunk = state.Begin())
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{
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if (chunk == AsciiId<'I','R','Q'>::V)
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irq.LoadState( state );
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state.End();
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}
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}
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}
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void Sgz::SubSave(State::Saver& state) const
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{
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state.Begin( AsciiId<'W','S','Z'>::V );
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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_AD(Sgz,B000)
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{
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ppu.Update();
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const uint part = address & 0x4;
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address = ((address - 0xB000) >> 1 & 0x1800) | (address << 7 & 0x0400);
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chr.SwapBank<SIZE_1K>( address, (chr.GetBank<SIZE_1K>(address) & 0xF0U >> part) | (data & 0xF) << part );
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}
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NES_POKE_D(Sgz,F000)
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{
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irq.Update();
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irq.unit.latch = (irq.unit.latch & 0xF0) | (data & 0x0F);
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}
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NES_POKE_D(Sgz,F004)
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{
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irq.Update();
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irq.unit.latch = (irq.unit.latch & 0x0F) | (data & 0x0F) << 4;
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}
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NES_POKE_D(Sgz,F008)
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{
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irq.Toggle( data );
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}
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NES_POKE(Sgz,F00C)
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{
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irq.Toggle();
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}
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void Sgz::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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