nestopia/source/core/board/NstBoardBandaiLz93d50ex.cpp
2012-09-02 13:13:55 -04:00

204 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 <cstring>
#include "../NstTimer.hpp"
#include "NstBoard.hpp"
#include "NstBoardBandai.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Bandai
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
Lz93d50Ex::Lz93d50Ex(const Context& c)
:
Lz93d50 (c),
x24c01 (board == Type::BANDAI_DATACH || board == Type::BANDAI_LZ93D50_24C01 ? new X24C01 : NULL),
x24c02 (board == Type::BANDAI_DATACH || board == Type::BANDAI_LZ93D50_24C02 ? new X24C02 : NULL)
{
}
void Lz93d50Ex::SubReset(const bool hard)
{
Lz93d50::SubReset( hard );
if (x24c01)
x24c01->Reset();
if (x24c02)
x24c02->Reset();
if (x24c01 && x24c02)
{
for (uint i=0x6000; i < 0x8000; i += 0x100)
Map( i, &Lz93d50Ex::Peek_6000_24c01_24c02 );
for (dword i=0x6000; i < 0x10000; i += 0x10)
{
Map( uint(i + 0x0), uint(i + 0x7), &Lz93d50Ex::Poke_8000_24c01_24c02 );
Map( uint(i + 0xD), &Lz93d50Ex::Poke_800D_24c01_24c02 );
}
}
else if (x24c01)
{
for (uint i=0x6000; i < 0x8000; i += 0x100)
Map( i, &Lz93d50Ex::Peek_6000_24c01 );
for (dword i=0x600D; i < 0x10000; i += 0x10)
Map( uint(i), &Lz93d50Ex::Poke_800D_24c01 );
}
else
{
for (uint i=0x6000; i < 0x8000; i += 0x100)
Map( i, &Lz93d50Ex::Peek_6000_24c02 );
for (dword i=0x600D; i < 0x10000; i += 0x10)
Map( uint(i), &Lz93d50Ex::Poke_800D_24c02 );
}
}
void Lz93d50Ex::Load(File& file)
{
const File::LoadBlock block[] =
{
{ x24c02 ? x24c02->GetData() : NULL, x24c02 ? X24C02::SIZE : 0 },
{ x24c01 ? x24c01->GetData() : NULL, x24c01 ? X24C01::SIZE : 0 }
};
file.Load( File::EEPROM, block );
}
void Lz93d50Ex::Save(File& file) const
{
const File::SaveBlock block[] =
{
{ x24c02 ? x24c02->GetData() : NULL, x24c02 ? X24C02::SIZE : 0 },
{ x24c01 ? x24c01->GetData() : NULL, x24c01 ? X24C01::SIZE : 0 }
};
file.Save( File::EEPROM, block );
}
void Lz93d50Ex::SubLoad(State::Loader& state,const dword baseChunk)
{
if (baseChunk == AsciiId<'B','L','E'>::V)
{
while (const dword chunk = state.Begin())
{
switch (chunk)
{
case AsciiId<'C','0','1'>::V:
NST_VERIFY( x24c01 );
if (x24c01)
x24c01->LoadState( state );
break;
case AsciiId<'C','0','2'>::V:
NST_VERIFY( x24c02 );
if (x24c02)
x24c02->LoadState( state );
break;
}
state.End();
}
}
else
{
Lz93d50::SubLoad( state, baseChunk );
}
}
void Lz93d50Ex::SubSave(State::Saver& state) const
{
Lz93d50::SubSave( state );
state.Begin( AsciiId<'B','L','E'>::V );
if (x24c01)
x24c01->SaveState( state, AsciiId<'C','0','1'>::V );
if (x24c02)
x24c02->SaveState( state, AsciiId<'C','0','2'>::V );
state.End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_PEEK(Lz93d50Ex,6000_24c01)
{
return x24c01->Read();
}
NES_PEEK(Lz93d50Ex,6000_24c02)
{
return x24c02->Read();
}
NES_PEEK(Lz93d50Ex,6000_24c01_24c02)
{
return x24c01->Read() & x24c02->Read();
}
NES_POKE_D(Lz93d50Ex,8000_24c01_24c02)
{
x24c01->SetScl( data << 2 & 0x20 );
}
NES_POKE_D(Lz93d50Ex,800D_24c01)
{
x24c01->Set( data & 0x20, data & 0x40 );
}
NES_POKE_D(Lz93d50Ex,800D_24c02)
{
x24c02->Set( data & 0x20, data & 0x40 );
}
NES_POKE_D(Lz93d50Ex,800D_24c01_24c02)
{
x24c01->SetSda( data & 0x40 );
x24c02->Set( data & 0x20, data & 0x40 );
}
}
}
}
}