fceugx/source/fceultra/boards/ks7016.cpp

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/* FCE Ultra - NES/Famicom Emulator
*
* Copyright notice for this file:
* Copyright (C) 2016 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
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* FDS Conversion (Exciting Basket), weird banking addressing, seems because
* of used addressing scheme, made to disable the lower system banks from 6000
* but the kaiser mapper chip and PCB are the same as usual
* probably need a hard eprom dump to verify actual banks layout
*
*/
#include "mapinc.h"
static uint8 preg;
static SFORMAT StateRegs[] =
{
{ &preg, 1, "PREG" },
{ 0 }
};
static void Sync(void) {
setprg8(0x6000, preg);
setprg8(0x8000, 0xC);
setprg8(0xA000, 0xD);
setprg8(0xC000, 0xE);
setprg8(0xE000, 0xF);
setchr8(0);
}
static DECLFW(UNLKS7016Write) {
u16 mask = (A & 0x30);
switch(A & 0xD943) {
case 0xD943: {
if(mask == 0x30) {
preg = 8 | 3; // or A, or no bus (all FF)
} else {
preg = (A >> 2) & 0xF; // can be anything but C-F
}
Sync();
break;
}
case 0xD903: { // this case isn't usedby the game, but addressing does this as a side effect
if(mask == 0x30) {
preg = 8 | ((A >> 2) & 3); // also masked C-F from output
} else {
preg = 8 | 3;
}
Sync();
break;
}
}
}
static void UNLKS7016Power(void) {
preg = 8;
Sync();
SetReadHandler(0x6000, 0xffff, CartBR);
SetWriteHandler(0x8000, 0xffff, UNLKS7016Write);
}
static void StateRestore(int version) {
Sync();
}
void UNLKS7016_Init(CartInfo *info) {
info->Power = UNLKS7016Power;
GameStateRestore = StateRestore;
AddExState(&StateRegs, ~0, 0, 0);
}