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https://github.com/0ldsk00l/nestopia.git
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112 lines
3 KiB
C++
112 lines
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 "NstBoardMmc3.hpp"
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#include "NstBoardUnlMortalKombat2.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 Unlicensed
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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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MortalKombat2::MortalKombat2(const Context& c)
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: Board(c), irq(*c.cpu,*c.ppu,false) {}
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void MortalKombat2::SubReset(const bool hard)
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{
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irq.Reset( hard );
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for (uint i=0x0000; i < 0x1000; i += 0x4)
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{
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Map( 0x6000 + i, CHR_SWAP_2K_0 );
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Map( 0x6001 + i, CHR_SWAP_2K_1 );
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Map( 0x6002 + i, CHR_SWAP_2K_2 );
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Map( 0x6003 + i, CHR_SWAP_2K_3 );
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Map( 0x7000 + i, PRG_SWAP_8K_0 );
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Map( 0x7001 + i, PRG_SWAP_8K_1 );
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Map( 0x7002 + i, &MortalKombat2::Poke_7002 );
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Map( 0x7003 + i, &MortalKombat2::Poke_7003 );
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}
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}
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void MortalKombat2::SubLoad(State::Loader& state,const dword baseChunk)
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{
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NST_VERIFY( baseChunk == (AsciiId<'U','M','2'>::V) );
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if (baseChunk == AsciiId<'U','M','2'>::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<'I','R','Q'>::V)
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irq.unit.LoadState( state );
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state.End();
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}
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}
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}
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void MortalKombat2::SubSave(State::Saver& state) const
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{
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state.Begin( AsciiId<'U','M','2'>::V );
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irq.unit.SaveState( state, AsciiId<'I','R','Q'>::V );
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state.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(MortalKombat2,7002)
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{
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irq.Update();
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irq.unit.Disable( cpu );
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irq.unit.SetLatch( 0 );
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}
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NES_POKE(MortalKombat2,7003)
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{
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irq.Update();
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irq.unit.Enable();
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irq.unit.SetLatch( 7 );
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}
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void MortalKombat2::Sync(Event event,Input::Controllers* controllers)
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{
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if (event == EVENT_END_FRAME)
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irq.VSync();
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Board::Sync( event, controllers );
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}
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}
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}
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}
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}
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