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https://github.com/0ldsk00l/nestopia.git
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85 lines
2.2 KiB
C++
85 lines
2.2 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 "NstBoard.hpp"
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#include "../NstSoundPlayer.hpp"
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#include "NstBoardJalecoJf13.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 Jaleco
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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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Jf13::Jf13(const Context& c)
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:
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Board (c),
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sound (Sound::Player::Create(*c.apu,c.chips,L"D7756C",board == Type::JALECO_JF13 ? Sound::Player::GAME_MOERO_PRO_YAKYUU : Sound::Player::GAME_UNKNOWN,32))
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{
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}
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Jf13::~Jf13()
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{
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Sound::Player::Destroy( sound );
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}
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void Jf13::SubReset(const bool hard)
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{
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Map( 0x6000U, &Jf13::Poke_6000 );
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if (sound)
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Map( 0x7000U, &Jf13::Poke_7000 );
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if (hard)
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prg.SwapBank<SIZE_32K,0x0000>(0);
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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(Jf13,6000)
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{
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ppu.Update();
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prg.SwapBank<SIZE_32K,0x0000>( data >> 4 & 0x3 );
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chr.SwapBank<SIZE_8K,0x0000>( (data >> 4 & 0x4) | (data & 0x3) );
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}
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NES_POKE_D(Jf13,7000)
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{
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NST_ASSERT( sound );
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if ((data & 0x30) == 0x20)
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sound->Play( data & 0x1F );
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}
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}
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}
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}
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}
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