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 "NstBoardAveD1012.hpp"
27 
28 namespace Nes
29 {
30 	namespace Core
31 	{
32 		namespace Boards
33 		{
34 			namespace Ave
35 			{
36 				#ifdef NST_MSVC_OPTIMIZE
37 				#pragma optimize("s", on)
38 				#endif
39 
SubReset(const bool hard)40 				void D1012::SubReset(const bool hard)
41 				{
42 					Map( 0xFF80U, 0xFF9FU, &D1012::Peek_FF80, &D1012::Poke_FF80 );
43 					Map( 0xFFE8U, 0xFFF7U, &D1012::Peek_FFE8, &D1012::Poke_FFE8 );
44 
45 					if (hard)
46 					{
47 						regs[0] = 0;
48 						regs[1] = 0;
49 
50 						Update();
51 					}
52 				}
53 
SubLoad(State::Loader & state,const dword baseChunk)54 				void D1012::SubLoad(State::Loader& state,const dword baseChunk)
55 				{
56 					if (baseChunk == AsciiId<'A','D','1'>::V)
57 					{
58 						while (const dword chunk = state.Begin())
59 						{
60 							if (chunk == AsciiId<'R','E','G'>::V)
61 							{
62 								State::Loader::Data<2> data( state );
63 
64 								regs[0] = data[0];
65 								regs[1] = data[1];
66 							}
67 
68 							state.End();
69 						}
70 					}
71 				}
72 
SubSave(State::Saver & state) const73 				void D1012::SubSave(State::Saver& state) const
74 				{
75 					state.Begin( AsciiId<'A','D','1'>::V ).Begin( AsciiId<'R','E','G'>::V ).Write16( regs[0] | uint(regs[1]) << 8 ).End().End();
76 				}
77 
78 				#ifdef NST_MSVC_OPTIMIZE
79 				#pragma optimize("", on)
80 				#endif
81 
Update()82 				void D1012::Update()
83 				{
84 					prg.SwapBank<SIZE_32K,0x0000>( (regs[0] & 0xE) | (regs[regs[0] >> 6 & 0x1] & 0x1) );
85 					chr.SwapBank<SIZE_8K,0x0000>( (regs[0] << 2 & ((regs[0] >> 4 & 0x4) ^ 0x3C)) | (regs[1] >> 4 & ((regs[0] >> 4 & 0x4) | 0x3)) );
86 				}
87 
NES_POKE_D(D1012,FF80)88 				NES_POKE_D(D1012,FF80)
89 				{
90 					if (!(regs[0] & 0x3F))
91 					{
92 						regs[0] = data;
93 						ppu.SetMirroring( (data & 0x80) ? Ppu::NMT_H : Ppu::NMT_V );
94 						Update();
95 					}
96 				}
97 
NES_PEEK_A(D1012,FF80)98 				NES_PEEK_A(D1012,FF80)
99 				{
100 					const uint data = prg[3][address - 0xE000];
101 					NES_DO_POKE(FF80,address,data);
102 					return data;
103 				}
104 
NES_POKE_D(D1012,FFE8)105 				NES_POKE_D(D1012,FFE8)
106 				{
107 					regs[1] = data;
108 					ppu.Update();
109 					Update();
110 				}
111 
NES_PEEK_A(D1012,FFE8)112 				NES_PEEK_A(D1012,FFE8)
113 				{
114 					const uint data = prg[3][address - 0xE000];
115 					NES_DO_POKE(FFE8,address,data);
116 					return data;
117 				}
118 			}
119 		}
120 	}
121 }
122