1 //////////////////////////////////////////////////////////////////////////////////////// 2 // 3 // Nestopia - NES/Famicom emulator written in C++ 4 // 5 // Copyright (C) 2003-2008 Martin Freij 6 // 7 // This file is part of Nestopia. 8 // 9 // Nestopia is free software; you can redistribute it and/or modify 10 // it under the terms of the GNU General Public License as published by 11 // the Free Software Foundation; either version 2 of the License, or 12 // (at your option) any later version. 13 // 14 // Nestopia is distributed in the hope that it will be useful, 15 // but WITHOUT ANY WARRANTY; without even the implied warranty of 16 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 // GNU General Public License for more details. 18 // 19 // You should have received a copy of the GNU General Public License 20 // along with Nestopia; if not, write to the Free Software 21 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 22 // 23 //////////////////////////////////////////////////////////////////////////////////////// 24 25 #include "NstBoard.hpp" 26 #include "../NstSoundPlayer.hpp" 27 #include "NstBoardJalecoJf17.hpp" 28 29 namespace Nes 30 { 31 namespace Core 32 { 33 namespace Boards 34 { 35 namespace Jaleco 36 { 37 #ifdef NST_MSVC_OPTIMIZE 38 #pragma optimize("s", on) 39 #endif 40 Jf17(const Context & c)41 Jf17::Jf17(const Context& c) 42 : 43 Board (c), 44 sound (Sound::Player::Create(*c.apu,c.chips,L"D7756C",board == Type::JALECO_JF17 ? Sound::Player::GAME_MOERO_PRO_TENNIS : Sound::Player::GAME_UNKNOWN,32)) 45 { 46 } 47 ~Jf17()48 Jf17::~Jf17() 49 { 50 Sound::Player::Destroy( sound ); 51 } 52 SubReset(bool)53 void Jf17::SubReset(bool) 54 { 55 Map( 0x8000U, 0xFFFFU, &Jf17::Poke_8000 ); 56 } 57 58 #ifdef NST_MSVC_OPTIMIZE 59 #pragma optimize("", on) 60 #endif 61 62 NES_POKE_AD(Jf17,8000) 63 { 64 data = GetBusData(address,data); 65 66 if (data & 0x40) 67 { 68 ppu.Update(); 69 chr.SwapBank<SIZE_8K,0x0000>( data & 0xF ); 70 } 71 72 if (data & 0x80) 73 prg.SwapBank<SIZE_16K,0x0000>( data & 0xF ); 74 75 if (sound && (data & 0x30) == 0x20) 76 sound->Play( address & 0x1F ); 77 } 78 } 79 } 80 } 81 } 82