/* FCE Ultra - NES/Famicom Emulator * * Copyright notice for this file: * Copyright (C) 2007 CaH4e3 * Copyright (C) 2011 FCEUX team * * 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 * * Bandai mappers * */ #include "mapinc.h" static uint8 reg[16], is153, x24c02; static uint8 IRQa; static int16 IRQCount, IRQLatch; static uint8 *WRAM = NULL; static uint32 WRAMSIZE; static SFORMAT StateRegs[] = { { reg, 16, "REGS" }, { &IRQa, 1, "IRQA" }, { &IRQCount, 2, "IRQC" }, { &IRQLatch, 2, "IRQL" }, // need for Famicom Jump II - Saikyou no 7 Nin (J) [!] { 0 } }; // x24C0x interface #define X24C0X_STANDBY 0 #define X24C0X_ADDRESS 1 #define X24C0X_WORD 2 #define X24C0X_READ 3 #define X24C0X_WRITE 4 static uint8 x24c0x_data[256], x24c0x_state; static uint8 x24c0x_addr, x24c0x_word, x24c0x_latch, x24c0x_bitcount; static uint8 x24c0x_sda, x24c0x_scl, x24c0x_out, x24c0x_oe; static SFORMAT x24c0xStateRegs[] = { { &x24c0x_addr, 1, "ADDR" }, { &x24c0x_word, 1, "WORD" }, { &x24c0x_latch, 1, "LATC" }, { &x24c0x_bitcount, 1, "BITC" }, { &x24c0x_sda, 1, "SDA" }, { &x24c0x_scl, 1, "SCL" }, { &x24c0x_out, 1, "OUT" }, { &x24c0x_oe, 1, "OE" }, { &x24c0x_state, 1, "STAT" }, { 0 } }; static void x24c0x_init() { x24c0x_addr = x24c0x_word = x24c0x_latch = x24c0x_bitcount = x24c0x_sda = x24c0x_scl = x24c0x_oe = 0; x24c0x_state = X24C0X_STANDBY; } static void x24c0x_write(uint8 data) { uint8 sda = (data >> 6) & 1; uint8 scl = (data >> 5) & 1; x24c0x_oe = (data >> 7); if(x24c0x_scl && scl) { if(x24c0x_sda && !sda) { // START x24c0x_state = X24C0X_ADDRESS; x24c0x_bitcount = 0; x24c0x_addr = 0; } else if(!x24c0x_sda && sda) { //STOP x24c0x_state = X24C0X_STANDBY; } } else if(!x24c0x_scl && scl) { // RISING EDGE switch(x24c0x_state) { case X24C0X_ADDRESS: if(x24c0x_bitcount < 7) { x24c0x_addr <<= 1; x24c0x_addr |= sda; } else { if(!x24c02) // X24C01 mode x24c0x_word = x24c0x_addr; if(sda) { // READ COMMAND x24c0x_state = X24C0X_READ; } else { // WRITE COMMAND if(x24c02) // X24C02 mode x24c0x_state = X24C0X_WORD; else x24c0x_state = X24C0X_WRITE; } } x24c0x_bitcount++; break; case X24C0X_WORD: if(x24c0x_bitcount == 8) { // ACK x24c0x_word = 0; x24c0x_out = 0; } else { // WORD ADDRESS INPUT x24c0x_word <<= 1; x24c0x_word |= sda; if(x24c0x_bitcount == 16) { // END OF ADDRESS INPUT x24c0x_bitcount = 7; x24c0x_state = X24C0X_WRITE; } } x24c0x_bitcount++; break; case X24C0X_READ: if (x24c0x_bitcount == 8) { // ACK x24c0x_out = 0; x24c0x_latch = x24c0x_data[x24c0x_word]; x24c0x_bitcount = 0; } else { // REAL OUTPUT x24c0x_out = x24c0x_latch >> 7; x24c0x_latch <<= 1; x24c0x_bitcount++; if(x24c0x_bitcount == 8) { x24c0x_word++; x24c0x_word &= 0xff; } } break; case X24C0X_WRITE: if (x24c0x_bitcount == 8) { // ACK x24c0x_out = 0; x24c0x_latch = 0; x24c0x_bitcount = 0; } else { // REAL INPUT x24c0x_latch <<= 1; x24c0x_latch |= sda; x24c0x_bitcount++; if(x24c0x_bitcount == 8) { x24c0x_data[x24c0x_word] = x24c0x_latch; x24c0x_word++; x24c0x_word &= 0xff; } } break; } } x24c0x_sda = sda; x24c0x_scl = scl; } static uint8 x24c0x_read() { return x24c0x_out << 4; } // static void Sync(void) { if (is153) { int base = (reg[0] & 1) << 4; setchr8(0); setprg16(0x8000, (reg[8] & 0x0F) | base); setprg16(0xC000, 0x0F | base); } else { int i; for (i = 0; i < 8; i++) setchr1(i << 10, reg[i]); setprg16(0x8000, reg[8]); setprg16(0xC000, ~0); } switch (reg[9] & 3) { case 0: setmirror(MI_V); break; case 1: setmirror(MI_H); break; case 2: setmirror(MI_0); break; case 3: setmirror(MI_1); break; } } static DECLFW(BandaiWrite) { A &= 0x0F; if (A < 0x0A) { reg[A & 0x0F] = V; Sync(); } else switch (A) { case 0x0A: X6502_IRQEnd(FCEU_IQEXT); IRQa = V & 1; IRQCount = IRQLatch; break; case 0x0B: IRQLatch &= 0xFF00; IRQLatch |= V; break; case 0x0C: IRQLatch &= 0xFF; IRQLatch |= V << 8; break; case 0x0D: x24c0x_write(V); break; } } static DECLFR(BandaiRead) { return (X.DB & 0xEF) | x24c0x_read(); } static void BandaiIRQHook(int a) { if (IRQa) { IRQCount -= a; if (IRQCount < 0) { X6502_IRQBegin(FCEU_IQEXT); IRQa = 0; IRQCount = -1; } } } static void BandaiPower(void) { IRQa = 0; x24c0x_init(); Sync(); SetReadHandler(0x6000, 0x7FFF, BandaiRead); SetReadHandler(0x8000, 0xFFFF, CartBR); SetWriteHandler(0x6000, 0xFFFF, BandaiWrite); } static void StateRestore(int version) { Sync(); } void Mapper16_Init(CartInfo *info) { x24c02 = 1; is153 = 0; info->Power = BandaiPower; MapIRQHook = BandaiIRQHook; info->battery = 1; info->SaveGame[0] = x24c0x_data; info->SaveGameLen[0] = 256; AddExState(x24c0x_data, 256, 0, "DATA"); GameStateRestore = StateRestore; AddExState(&x24c0xStateRegs, ~0, 0, 0); AddExState(&StateRegs, ~0, 0, 0); } void Mapper159_Init(CartInfo *info) { x24c02 = 0; is153 = 0; info->Power = BandaiPower; MapIRQHook = BandaiIRQHook; info->battery = 1; info->SaveGame[0] = x24c0x_data; info->SaveGameLen[0] = 128; AddExState(x24c0x_data, 128, 0, "DATA"); GameStateRestore = StateRestore; AddExState(&x24c0xStateRegs, ~0, 0, 0); AddExState(&StateRegs, ~0, 0, 0); } // Famicom jump 2: // 0-7: Lower bit of data selects which 256KB PRG block is in use. // This seems to be a hack on the developers' part, so I'll make emulation // of it a hack(I think the current PRG block would depend on whatever the // lowest bit of the CHR bank switching register that corresponds to the // last CHR address read). static void M153Power(void) { Sync(); setprg8r(0x10, 0x6000, 0); SetReadHandler(0x6000, 0x7FFF, CartBR); SetWriteHandler(0x6000, 0x7FFF, CartBW); SetReadHandler(0x8000, 0xFFFF, CartBR); SetWriteHandler(0x8000, 0xFFFF, BandaiWrite); FCEU_CheatAddRAM(WRAMSIZE >> 10, 0x6000, WRAM); } static void M153Close(void) { if (WRAM) FCEU_gfree(WRAM); WRAM = NULL; } void Mapper153_Init(CartInfo *info) { is153 = 1; info->Power = M153Power; info->Close = M153Close; MapIRQHook = BandaiIRQHook; WRAMSIZE = 8192; WRAM = (uint8*)FCEU_gmalloc(WRAMSIZE); SetupCartPRGMapping(0x10, WRAM, WRAMSIZE, 1); AddExState(WRAM, WRAMSIZE, 0, "WRAM"); if (info->battery) { info->SaveGame[0] = WRAM; info->SaveGameLen[0] = WRAMSIZE; } GameStateRestore = StateRestore; AddExState(&StateRegs, ~0, 0, 0); } // Datach Barcode Battler static uint8 BarcodeData[256]; static int BarcodeReadPos; static int BarcodeCycleCount; static uint32 BarcodeOut; int FCEUI_DatachSet(const uint8 *rcode) { int prefix_parity_type[10][6] = { { 0, 0, 0, 0, 0, 0 }, { 0, 0, 1, 0, 1, 1 }, { 0, 0, 1, 1, 0, 1 }, { 0, 0, 1, 1, 1, 0 }, { 0, 1, 0, 0, 1, 1 }, { 0, 1, 1, 0, 0, 1 }, { 0, 1, 1, 1, 0, 0 }, { 0, 1, 0, 1, 0, 1 }, { 0, 1, 0, 1, 1, 0 }, { 0, 1, 1, 0, 1, 0 } }; int data_left_odd[10][7] = { { 0, 0, 0, 1, 1, 0, 1 }, { 0, 0, 1, 1, 0, 0, 1 }, { 0, 0, 1, 0, 0, 1, 1 }, { 0, 1, 1, 1, 1, 0, 1 }, { 0, 1, 0, 0, 0, 1, 1 }, { 0, 1, 1, 0, 0, 0, 1 }, { 0, 1, 0, 1, 1, 1, 1 }, { 0, 1, 1, 1, 0, 1, 1 }, { 0, 1, 1, 0, 1, 1, 1 }, { 0, 0, 0, 1, 0, 1, 1 } }; int data_left_even[10][7] = { { 0, 1, 0, 0, 1, 1, 1 }, { 0, 1, 1, 0, 0, 1, 1 }, { 0, 0, 1, 1, 0, 1, 1 }, { 0, 1, 0, 0, 0, 0, 1 }, { 0, 0, 1, 1, 1, 0, 1 }, { 0, 1, 1, 1, 0, 0, 1 }, { 0, 0, 0, 0, 1, 0, 1 }, { 0, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 1, 0, 0, 1 }, { 0, 0, 1, 0, 1, 1, 1 } }; int data_right[10][7] = { { 1, 1, 1, 0, 0, 1, 0 }, { 1, 1, 0, 0, 1, 1, 0 }, { 1, 1, 0, 1, 1, 0, 0 }, { 1, 0, 0, 0, 0, 1, 0 }, { 1, 0, 1, 1, 1, 0, 0 }, { 1, 0, 0, 1, 1, 1, 0 }, { 1, 0, 1, 0, 0, 0, 0 }, { 1, 0, 0, 0, 1, 0, 0 }, { 1, 0, 0, 1, 0, 0, 0 }, { 1, 1, 1, 0, 1, 0, 0 } }; uint8 code[13 + 1]; uint32 tmp_p = 0; int i, j; int len; for (i = len = 0; i < 13; i++) { if (!rcode[i]) break; if ((code[i] = rcode[i] - '0') > 9) return(0); len++; } if (len != 13 && len != 12 && len != 8 && len != 7) return(0); #define BS(x) BarcodeData[tmp_p] = x; tmp_p++ for (j = 0; j < 32; j++) { BS(0x00); } /* Left guard bars */ BS(1); BS(0); BS(1); if (len == 13 || len == 12) { uint32 csum; for (i = 0; i < 6; i++) if (prefix_parity_type[code[0]][i]) { for (j = 0; j < 7; j++) { BS(data_left_even[code[i + 1]][j]); } } else for (j = 0; j < 7; j++) { BS(data_left_odd[code[i + 1]][j]); } /* Center guard bars */ BS(0); BS(1); BS(0); BS(1); BS(0); for (i = 7; i < 12; i++) for (j = 0; j < 7; j++) { BS(data_right[code[i]][j]); } csum = 0; for (i = 0; i < 12; i++) csum += code[i] * ((i & 1) ? 3 : 1); csum = (10 - (csum % 10)) % 10; for (j = 0; j < 7; j++) { BS(data_right[csum][j]); } } else if (len == 8 || len == 7) { uint32 csum = 0; for (i = 0; i < 7; i++) csum += (i & 1) ? code[i] : (code[i] * 3); csum = (10 - (csum % 10)) % 10; for (i = 0; i < 4; i++) for (j = 0; j < 7; j++) { BS(data_left_odd[code[i]][j]); } /* Center guard bars */ BS(0); BS(1); BS(0); BS(1); BS(0); for (i = 4; i < 7; i++) for (j = 0; j < 7; j++) { BS(data_right[code[i]][j]); } for (j = 0; j < 7; j++) { BS(data_right[csum][j]); } } /* Right guard bars */ BS(1); BS(0); BS(1); for (j = 0; j < 32; j++) { BS(0x00); } BS(0xFF); #undef BS BarcodeReadPos = 0; BarcodeOut = 0x8; BarcodeCycleCount = 0; return(1); } static void BarcodeIRQHook(int a) { BandaiIRQHook(a); BarcodeCycleCount += a; if (BarcodeCycleCount >= 1000) { BarcodeCycleCount -= 1000; if (BarcodeData[BarcodeReadPos] == 0xFF) { BarcodeOut = 0; } else { BarcodeOut = (BarcodeData[BarcodeReadPos] ^ 1) << 3; BarcodeReadPos++; } } } static DECLFR(BarcodeRead) { return BarcodeOut; } static void M157Power(void) { IRQa = 0; BarcodeData[0] = 0xFF; BarcodeReadPos = 0; BarcodeOut = 0; BarcodeCycleCount = 0; Sync(); SetWriteHandler(0x6000, 0xFFFF, BandaiWrite); SetReadHandler(0x6000, 0x7FFF, BarcodeRead); SetReadHandler(0x8000, 0xFFFF, CartBR); } void Mapper157_Init(CartInfo *info) { is153 = 1; info->Power = M157Power; MapIRQHook = BarcodeIRQHook; GameInfo->cspecial = SIS_DATACH; GameStateRestore = StateRestore; AddExState(&StateRegs, ~0, 0, 0); }