mirror of
https://github.com/0ldsk00l/nestopia.git
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140 lines
3.5 KiB
C++
140 lines
3.5 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 "NstBoardMmc3.hpp"
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#include "NstBoardSuperGameLionKing.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 SuperGame
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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 LionKing::SubReset(const bool hard)
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{
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exRegs[0] = 0x00;
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exRegs[1] = false;
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Mmc3::SubReset( hard );
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Map( 0x5000U, 0x7FFFU, &LionKing::Poke_5000 );
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Map( 0x8000U, 0x9FFFU, NMT_SWAP_HV );
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Map( 0xA000U, 0xBFFFU, &LionKing::Poke_A000 );
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Map( 0xC000U, 0xDFFFU, &LionKing::Poke_C000 );
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Map( 0xE000U, 0xFFFFU, NOP_POKE );
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Map( 0xE002U, &LionKing::Poke_E000 );
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Map( 0xE003U, &LionKing::Poke_E003 );
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}
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void LionKing::SubLoad(State::Loader& state,const dword baseChunk)
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{
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if (baseChunk == AsciiId<'S','L','K'>::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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{
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State::Loader::Data<2> data( state );
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exRegs[0] = data[0];
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exRegs[1] = data[1] & 0x1;
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}
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state.End();
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}
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}
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else
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{
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Mmc3::SubLoad( state, baseChunk );
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}
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}
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void LionKing::SubSave(State::Saver& state) const
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{
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Mmc3::SubSave( state );
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const byte data[2] =
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{
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exRegs[0],
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exRegs[1]
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};
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state.Begin( AsciiId<'S','L','K'>::V ).Begin( AsciiId<'R','E','G'>::V ).Write( data ).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(LionKing,5000)
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{
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exRegs[0] = data;
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if (data & 0x80)
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{
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data &= 0x1F;
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prg.SwapBanks<SIZE_16K,0x0000>( data, data );
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}
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else
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{
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Mmc3::UpdatePrg();
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}
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}
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NES_POKE_D(LionKing,A000)
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{
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static const byte security[8] = {0,3,1,5,6,7,2,4};
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data = (data & 0xC0) | security[data & 0x07];
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exRegs[1] = true;
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Mmc3::NES_DO_POKE(8000,0x8000,data);
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}
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NES_POKE_D(LionKing,C000)
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{
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if (exRegs[1] && ((exRegs[0] & 0x80) == 0 || (regs.ctrl0 & 0x7) < 6))
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{
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exRegs[1] = false;
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Mmc3::NES_DO_POKE(8001,0x8001,data);
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}
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}
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NES_POKE_D(LionKing,E003)
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{
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Mmc3::NES_DO_POKE(E001,0xE001,data);
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Mmc3::NES_DO_POKE(C000,0xC000,data);
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Mmc3::NES_DO_POKE(C001,0xC001,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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