mirror of
https://github.com/dborth/fceugx.git
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87 lines
2.2 KiB
C++
87 lines
2.2 KiB
C++
/* FCE Ultra - NES/Famicom Emulator
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*
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* Copyright notice for this file:
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* Copyright (C) 2005 CaH4e3
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* Copyright (C) 2009 qeed
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* 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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*
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* BMC 42-in-1 "reset switch" + "select switch"
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*
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*/
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#include "mapinc.h"
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static uint8 isresetbased = 0;
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static uint8 latche[2], reset;
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static SFORMAT StateRegs[] =
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{
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{ &reset, 1, "RST" },
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{ latche, 2, "LATC" },
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{ 0 }
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};
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static void Sync(void) {
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uint8 bank;
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if (isresetbased)
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bank = (latche[0] & 0x1f) | (reset << 5) | ((latche[1] & 1) << 6);
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else
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bank = (latche[0] & 0x1f) | ((latche[0] & 0x80) >> 2) | ((latche[1] & 1) << 6);
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if (!(latche[0] & 0x20))
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setprg32(0x8000, bank >> 1);
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else{
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setprg16(0x8000, bank);
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setprg16(0xC000, bank);
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}
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setmirror((latche[0] >> 6) & 1);
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setchr8(0);
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}
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static DECLFW(M226Write) {
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latche[A & 1] = V;
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Sync();
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}
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static void M226Power(void) {
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latche[0] = latche[1] = reset = 0;
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Sync();
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SetWriteHandler(0x8000, 0xFFFF, M226Write);
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SetReadHandler(0x8000, 0xFFFF, CartBR);
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}
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static void StateRestore(int version) {
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Sync();
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}
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void Mapper226_Init(CartInfo *info) {
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isresetbased = 0;
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info->Power = M226Power;
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AddExState(&StateRegs, ~0, 0, 0);
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GameStateRestore = StateRestore;
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}
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static void M233Reset(void) {
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reset ^= 1;
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Sync();
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}
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void Mapper233_Init(CartInfo *info) {
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isresetbased = 1;
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info->Power = M226Power;
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info->Reset = M233Reset;
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AddExState(&StateRegs, ~0, 0, 0);
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GameStateRestore = StateRestore;
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}
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