mirror of
https://github.com/dborth/fceugx.git
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88 lines
2.1 KiB
C++
88 lines
2.1 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) 2002 Xodnizel
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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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#include "mapinc.h"
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static uint8 cmd0, cmd1;
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static SFORMAT StateRegs[] =
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{
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{ &cmd0, 1, "L1" },
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{ &cmd1, 1, "L2" },
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{ 0 }
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};
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static void Sync(void) {
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setchr8(0);
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if (PRGptr[1])
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setprg8r((cmd0 & 0xC) >> 2, 0x6000, ((cmd0 & 0x3) << 4) | 0xF);
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else
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setprg8(0x6000, (((cmd0 & 0xF) << 4) | 0xF) + 4);
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if (cmd0 & 0x10) {
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if (PRGptr[1]) {
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setprg16r((cmd0 & 0xC) >> 2, 0x8000, ((cmd0 & 0x3) << 3) | (cmd1 & 7));
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setprg16r((cmd0 & 0xC) >> 2, 0xc000, ((cmd0 & 0x3) << 3) | 7);
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} else {
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setprg16(0x8000, (((cmd0 & 0xF) << 3) | (cmd1 & 7)) + 2);
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setprg16(0xc000, (((cmd0 & 0xF) << 3) | 7) + 2);
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}
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} else
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if (PRGptr[4])
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setprg32r(4, 0x8000, 0);
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else
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setprg32(0x8000, 0);
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setmirror(((cmd0 & 0x20) >> 5) ^ 1);
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}
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static DECLFW(SuperWriteLo) {
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if (!(cmd0 & 0x10)) {
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cmd0 = V;
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Sync();
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}
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}
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static DECLFW(SuperWriteHi) {
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cmd1 = V;
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Sync();
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}
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static void SuperPower(void) {
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SetWriteHandler(0x6000, 0x7FFF, SuperWriteLo);
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SetWriteHandler(0x8000, 0xFFFF, SuperWriteHi);
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SetReadHandler(0x6000, 0xFFFF, CartBR);
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cmd0 = cmd1 = 0;
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Sync();
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}
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static void SuperReset(void) {
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cmd0 = cmd1 = 0;
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Sync();
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}
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static void SuperRestore(int version) {
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Sync();
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}
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void Supervision16_Init(CartInfo *info) {
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info->Power = SuperPower;
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info->Reset = SuperReset;
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GameStateRestore = SuperRestore;
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AddExState(&StateRegs, ~0, 0, 0);
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}
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