/* FCE Ultra - NES/Famicom Emulator * * Copyright notice for this file: * Copyright (C) 2006 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 * * 700in1 and 400in1 carts * */ #include "mapinc.h" static uint16 cmd, bank; static SFORMAT StateRegs[] = { { &cmd, 2, "CMD" }, { &bank, 2, "BANK" }, { 0 } }; static void Sync(void) { setmirror((cmd & 1) ^ 1); setchr8(0); if (cmd & 2) { if (cmd & 0x100) { setprg16(0x8000, ((cmd & 0xfc) >> 2) | bank); setprg16(0xC000, ((cmd & 0xfc) >> 2) | 7); } else { setprg16(0x8000, ((cmd & 0xfc) >> 2) | (bank & 6)); setprg16(0xC000, ((cmd & 0xfc) >> 2) | ((bank & 6) | 1)); } } else { setprg16(0x8000, ((cmd & 0xfc) >> 2) | bank); setprg16(0xC000, ((cmd & 0xfc) >> 2) | bank); } } static uint16 ass = 0; static DECLFW(UNLN625092WriteCommand) { cmd = A; if (A == 0x80F8) { setprg16(0x8000, ass); setprg16(0xC000, ass); } else { Sync(); } } static DECLFW(UNLN625092WriteBank) { bank = A & 7; Sync(); } static void UNLN625092Power(void) { cmd = 0; bank = 0; Sync(); SetReadHandler(0x8000, 0xFFFF, CartBR); SetWriteHandler(0x8000, 0xBFFF, UNLN625092WriteCommand); SetWriteHandler(0xC000, 0xFFFF, UNLN625092WriteBank); } static void UNLN625092Reset(void) { cmd = 0; bank = 0; ass++; FCEU_printf("%04x\n", ass); } static void StateRestore(int version) { Sync(); } void UNLN625092_Init(CartInfo *info) { info->Reset = UNLN625092Reset; info->Power = UNLN625092Power; GameStateRestore = StateRestore; AddExState(&StateRegs, ~0, 0, 0); }