mirror of
https://github.com/dborth/snes9xgx.git
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283 lines
7.7 KiB
C++
283 lines
7.7 KiB
C++
/**********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2007 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com)
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley,
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001-2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight,
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound DSP emulator code is derived from SNEeSe and OpenSPC:
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x, HQ3x, HQ4x filters
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2007 zones
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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**********************************************************************************/
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#include <string.h>
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#include "memmap.h"
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#include "obc1.h"
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static uint8 *OBC1_RAM = NULL;
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int OBC1_Address;
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int OBC1_BasePtr;
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int OBC1_Shift;
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extern "C"
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{
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uint8 GetOBC1 (uint16 Address)
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{
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switch(Address) {
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case 0x7ff0:
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return OBC1_RAM[OBC1_BasePtr + (OBC1_Address << 2)];
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case 0x7ff1:
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return OBC1_RAM[OBC1_BasePtr + (OBC1_Address << 2) + 1];
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case 0x7ff2:
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return OBC1_RAM[OBC1_BasePtr + (OBC1_Address << 2) + 2];
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case 0x7ff3:
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return OBC1_RAM[OBC1_BasePtr + (OBC1_Address << 2) + 3];
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case 0x7ff4:
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return OBC1_RAM[OBC1_BasePtr + (OBC1_Address >> 2) + 0x200];
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}
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return OBC1_RAM[Address & 0x1fff];
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}
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void SetOBC1 (uint8 Byte, uint16 Address)
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{
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switch(Address) {
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case 0x7ff0:
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{
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OBC1_RAM[OBC1_BasePtr + (OBC1_Address << 2)] = Byte;
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break;
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}
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case 0x7ff1:
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{
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OBC1_RAM[OBC1_BasePtr + (OBC1_Address << 2) + 1] = Byte;
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break;
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}
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case 0x7ff2:
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{
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OBC1_RAM[OBC1_BasePtr + (OBC1_Address << 2) + 2] = Byte;
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break;
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}
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case 0x7ff3:
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{
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OBC1_RAM[OBC1_BasePtr + (OBC1_Address << 2) + 3] = Byte;
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break;
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}
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case 0x7ff4:
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{
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unsigned char Temp;
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Temp = OBC1_RAM[OBC1_BasePtr + (OBC1_Address >> 2) + 0x200];
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Temp = (Temp & ~(3 << OBC1_Shift)) | ((Byte & 3) << OBC1_Shift);
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OBC1_RAM[OBC1_BasePtr + (OBC1_Address >> 2) + 0x200] = Temp;
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break;
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}
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case 0x7ff5:
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{
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if (Byte & 1)
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OBC1_BasePtr = 0x1800;
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else
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OBC1_BasePtr = 0x1c00;
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break;
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}
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case 0x7ff6:
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{
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OBC1_Address = Byte & 0x7f;
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OBC1_Shift = (Byte & 3) << 1;
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break;
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}
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}
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OBC1_RAM[Address & 0x1fff] = Byte;
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}
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uint8 * S9xGetBasePointerOBC1 (uint16 Address)
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{
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if (Address >= 0x7ff0 && Address <= 0x7ff6)
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return (NULL);
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return (OBC1_RAM - 0x6000);
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}
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uint8 * S9xGetMemPointerOBC1 (uint16 Address)
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{
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if (Address >= 0x7ff0 && Address <= 0x7ff6)
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return (NULL);
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return (OBC1_RAM - 0x6000 + (Address & 0xffff));
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}
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void ResetOBC1()
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{
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OBC1_RAM = &Memory.FillRAM[0x6000];
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if (OBC1_RAM[0x1ff5] & 1)
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OBC1_BasePtr = 0x1800;
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else
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OBC1_BasePtr = 0x1c00;
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OBC1_Address = OBC1_RAM[0x1ff6] & 0x7f;
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OBC1_Shift = (OBC1_RAM[0x1ff6] & 3) << 1;
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}
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}
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