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

140 lines
3.5 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 "NstBoard.hpp"
#include "NstBoardMmc3.hpp"
#include "NstBoardSuperGameLionKing.hpp"
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace SuperGame
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
void LionKing::SubReset(const bool hard)
{
exRegs[0] = 0x00;
exRegs[1] = false;
Mmc3::SubReset( hard );
Map( 0x5000U, 0x7FFFU, &LionKing::Poke_5000 );
Map( 0x8000U, 0x9FFFU, NMT_SWAP_HV );
Map( 0xA000U, 0xBFFFU, &LionKing::Poke_A000 );
Map( 0xC000U, 0xDFFFU, &LionKing::Poke_C000 );
Map( 0xE000U, 0xFFFFU, NOP_POKE );
Map( 0xE002U, &LionKing::Poke_E000 );
Map( 0xE003U, &LionKing::Poke_E003 );
}
void LionKing::SubLoad(State::Loader& state,const dword baseChunk)
{
if (baseChunk == AsciiId<'S','L','K'>::V)
{
while (const dword chunk = state.Begin())
{
if (chunk == AsciiId<'R','E','G'>::V)
{
State::Loader::Data<2> data( state );
exRegs[0] = data[0];
exRegs[1] = data[1] & 0x1;
}
state.End();
}
}
else
{
Mmc3::SubLoad( state, baseChunk );
}
}
void LionKing::SubSave(State::Saver& state) const
{
Mmc3::SubSave( state );
const byte data[2] =
{
exRegs[0],
exRegs[1]
};
state.Begin( AsciiId<'S','L','K'>::V ).Begin( AsciiId<'R','E','G'>::V ).Write( data ).End().End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
NES_POKE_D(LionKing,5000)
{
exRegs[0] = data;
if (data & 0x80)
{
data &= 0x1F;
prg.SwapBanks<SIZE_16K,0x0000>( data, data );
}
else
{
Mmc3::UpdatePrg();
}
}
NES_POKE_D(LionKing,A000)
{
static const byte security[8] = {0,3,1,5,6,7,2,4};
data = (data & 0xC0) | security[data & 0x07];
exRegs[1] = true;
Mmc3::NES_DO_POKE(8000,0x8000,data);
}
NES_POKE_D(LionKing,C000)
{
if (exRegs[1] && ((exRegs[0] & 0x80) == 0 || (regs.ctrl0 & 0x7) < 6))
{
exRegs[1] = false;
Mmc3::NES_DO_POKE(8001,0x8001,data);
}
}
NES_POKE_D(LionKing,E003)
{
Mmc3::NES_DO_POKE(E001,0xE001,data);
Mmc3::NES_DO_POKE(C000,0xC000,data);
Mmc3::NES_DO_POKE(C001,0xC001,data);
}
}
}
}
}