/* FCE Ultra - NES/Famicom Emulator * * Copyright notice for this file: * Copyright (C) 2009 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 * * 7-in-1 Darkwing Duck, Snake, MagicBlock (PCB marked as "12 in 1") * 12-in-1 1991 New Star Co. Ltd. * */ #include "mapinc.h" static uint8 prgchr[2], ctrl; static SFORMAT StateRegs[] = { { prgchr, 2, "REGS" }, { &ctrl, 1, "CTRL" }, { 0 } }; static void Sync(void) { uint8 bank = (ctrl & 3) << 3; setchr4(0x0000, (prgchr[0] >> 3) | (bank << 2)); setchr4(0x1000, (prgchr[1] >> 3) | (bank << 2)); if (ctrl & 8) { setprg16(0x8000, bank | (prgchr[0] & 6) | 0); // actually, both 0 and 1 registers used, but they will switch each PA12 transition setprg16(0xc000, bank | (prgchr[0] & 6) | 1); // if bits are different for both registers, so they must be programmed strongly the same! } else { setprg16(0x8000, bank | (prgchr[0] & 7)); setprg16(0xc000, bank | 7 ); } setmirror(((ctrl & 4) >> 2) ^ 1); } static DECLFW(BMC12IN1Write) { switch (A & 0xE000) { case 0xA000: prgchr[0] = V; Sync(); break; case 0xC000: prgchr[1] = V; Sync(); break; case 0xE000: ctrl = V & 0x0F; Sync(); break; } } static void BMC12IN1Power(void) { prgchr[0] = prgchr[1] = ctrl = 0; Sync(); SetReadHandler(0x8000, 0xFFFF, CartBR); SetWriteHandler(0x8000, 0xFFFF, BMC12IN1Write); } static void StateRestore(int version) { Sync(); } void BMC12IN1_Init(CartInfo *info) { info->Power = BMC12IN1Power; GameStateRestore = StateRestore; AddExState(&StateRegs, ~0, 0, 0); }