fceugx/source/fceultra/boards/3d-block.cpp

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/* FCE Ultra - NES/Famicom Emulator
*
* Copyright notice for this file:
* Copyright (C) 2007 CaH4e3
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
#include "mapinc.h"
static uint8 reg[4], IRQa;
static int16 IRQCount, IRQPause;
static int16 Count = 0x0000;
static SFORMAT StateRegs[]=
{
{reg, 4, "REGS"},
{&IRQa, 1, "IRQA"},
{&IRQCount, 2, "IRQC"},
{0}
};
static void Sync(void)
{
setprg32(0x8000,0);
setchr8(0);
}
//#define Count 0x1800
#define Pause 0x010
static DECLFW(UNL3DBlockWrite)
{
switch(A)
{
//4800 32
//4900 37
//4a00 01
//4e00 18
case 0x4800: reg[0]=V; break;
case 0x4900: reg[1]=V; break;
case 0x4a00: reg[2]=V; break;
case 0x4e00: reg[3]=V; IRQCount=Count; IRQPause=Pause; IRQa=1; X6502_IRQEnd(FCEU_IQEXT); break;
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}
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}
static void UNL3DBlockPower(void)
{
Sync();
SetReadHandler(0x8000,0xFFFF,CartBR);
SetWriteHandler(0x4800,0x4E00,UNL3DBlockWrite);
}
static void UNL3DBlockReset(void)
{
Count+=0x10;
FCEU_printf("Count=%04x\n",Count);
}
static void UNL3DBlockIRQHook(int a)
{
if(IRQa)
{
if(IRQCount>0)
{
IRQCount-=a;
}
else
{
if(IRQPause>0)
{
IRQPause-=a;
X6502_IRQBegin(FCEU_IQEXT);
}
else
{
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IRQCount=Count;
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IRQPause=Pause;
X6502_IRQEnd(FCEU_IQEXT);
}
}
}
}
static void StateRestore(int version)
{
Sync();
}
void UNL3DBlock_Init(CartInfo *info)
{
info->Power=UNL3DBlockPower;
info->Reset=UNL3DBlockReset;
MapIRQHook=UNL3DBlockIRQHook;
GameStateRestore=StateRestore;
AddExState(&StateRegs, ~0, 0, 0);
}