mirror of
https://github.com/0ldsk00l/nestopia.git
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135 lines
3.3 KiB
C++
135 lines
3.3 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 "NstBoardNamcot34xx.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 Namcot
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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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void N34x3::SubReset(const bool hard)
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{
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if (hard)
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ctrl = 0;
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for (uint i=0x8000; i < 0xA000; i += 0x2)
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{
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Map( i + 0x0, &N34x3::Poke_8000 );
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Map( i + 0x1, &N34x3::Poke_8001 );
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}
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}
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void N34xx::SubReset(const bool hard)
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{
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N34x3::SubReset( hard );
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for (uint i=0x0000; i < 0x8000; i += 0x2)
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Map( 0x8000 + i, &N34xx::Poke_8000 );
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}
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void N34x3::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'N','3','4'>::V) );
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if (baseChunk == AsciiId<'N','3','4'>::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<'R','E','G'>::V)
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ctrl = state.Read8();
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state.End();
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}
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}
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}
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void N34x3::SubSave(State::Saver& state) const
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{
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state.Begin( AsciiId<'N','3','4'>::V ).Begin( AsciiId<'R','E','G'>::V ).Write8( ctrl ).End().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(N34x3,8000)
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{
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ctrl = data;
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}
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NES_POKE_D(N34x3,8001)
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{
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const uint mode = ctrl & 0x7;
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if (mode >= 6)
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{
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prg.SwapBank<SIZE_8K>( (mode-6) << 13, data );
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}
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else
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{
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ppu.Update();
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UpdateChr( mode, data & 0x3F );
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}
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}
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void NST_FASTCALL N34x3::UpdateChr(uint mode,uint data) const
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{
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if (mode >= 2)
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chr.SwapBank<SIZE_1K>( (mode+2) << 10, data | 0x40 );
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else
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chr.SwapBank<SIZE_2K>( mode << 11, data >> 1 );
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}
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void NST_FASTCALL N3446::UpdateChr(uint mode,uint data) const
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{
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NST_VERIFY( mode >= 2 );
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if (mode >= 2)
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chr.SwapBank<SIZE_2K>( (mode-2) << 11, data );
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}
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void NST_FASTCALL N3425::UpdateChr(uint mode,uint data) const
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{
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nmt.SwapBank<SIZE_1K>( mode << 9 & 0xC00, data >> 5 );
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N34x3::UpdateChr( mode, data );
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}
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NES_POKE_AD(N34xx,8000)
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{
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ppu.SetMirroring( (data & 0x40) ? Ppu::NMT_1 : Ppu::NMT_0 );
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N34x3::NES_DO_POKE(8000,address,data);
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}
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}
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}
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}
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}
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