//////////////////////////////////////////////////////////////////////////////////////// // // Nestopia - NES/Famicom emulator written in C++ // // Copyright (C) 2003-2008 Martin Freij // Copyright (C) 2021 Rupert Carmichael // // 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 "NstBoardNamcot340.hpp" namespace Nes { namespace Core { namespace Boards { namespace Namcot { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif N340::N340(const Context& c) : Board (c) { } void N340::SubReset(const bool hard) { Map( 0x8000U, 0x87FFU, CHR_SWAP_1K_0 ); Map( 0x8800U, 0x8FFFU, CHR_SWAP_1K_1 ); Map( 0x9000U, 0x97FFU, CHR_SWAP_1K_2 ); Map( 0x9800U, 0x9FFFU, CHR_SWAP_1K_3 ); Map( 0xA000U, 0xA7FFU, CHR_SWAP_1K_4 ); Map( 0xA800U, 0xAFFFU, CHR_SWAP_1K_5 ); Map( 0xB000U, 0xB7FFU, CHR_SWAP_1K_6 ); Map( 0xB800U, 0xBFFFU, CHR_SWAP_1K_7 ); Map( 0xE000U, 0xE7FFU, &N340::Poke_E000 ); Map( 0xE800U, 0xEFFFU, PRG_SWAP_8K_1 ); Map( 0xF000U, 0xF7FFU, PRG_SWAP_8K_2 ); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif NES_POKE_D(N340,E000) { prg.SwapBank( 0, data & 0x3FU ); switch ((data >> 6) & 0x3U) { case 0x0U: // One-screen A ppu.SetMirroring( Ppu::NMT_0 ); break; case 0x1U: // Vertical ppu.SetMirroring( Ppu::NMT_V ); break; case 0x2U: // One-screen B ppu.SetMirroring( Ppu::NMT_1 ); break; case 0x3U: // Horizontal ppu.SetMirroring( Ppu::NMT_H ); break; } } } } } }