2012-07-22 16:57:44 +00:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace BizHawk.Emulation.Consoles.Nintendo
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{
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class Mapper074 : MMC3Board_Base
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{
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2012-07-29 17:55:45 +00:00
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//http://wiki.nesdev.com/w/index.php/INES_Mapper_074
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2012-07-22 16:57:44 +00:00
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2012-07-29 17:55:45 +00:00
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//TODO: fix CHR-RAM behavior
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2012-07-22 16:57:44 +00:00
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public override bool Configure(NES.EDetectionOrigin origin)
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{
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//analyze board type
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switch (Cart.board_type)
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{
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case "MAPPER074":
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break;
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default:
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return false;
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}
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BaseSetup();
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return true;
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}
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2012-07-29 17:55:45 +00:00
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public override void WritePPU(int addr, byte value)
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{
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if (addr < 0x2000)
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{
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VRAM[addr & 0x7FF] = value;
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}
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else
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{
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base.WritePPU(addr, value);
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}
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}
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private int GetBankNum(int addr)
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{
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int bank_1k = Get_CHRBank_1K(addr);
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bank_1k &= chr_mask;
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return bank_1k;
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}
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public override byte ReadPPU(int addr)
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{
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if (addr < 0x2000)
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{
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int bank = GetBankNum(addr);
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if (bank == 0x08)
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{
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byte value = VRAM[addr & 0x03FF];
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//adelikat: value ==255 is a hack to prevent a regression.
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//Without any chr-ram mapping this game works fine other than the missing chinese characters. This current mapping does not fix that issue.
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//In addition, the blue caret on the title screen is missing without this hack, so I put it in to prevent a regression.
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//Note: FCEUX and Nintendulator are missing this blue caret (and chinese characters) suggesting a possible logical flaw in the mapper documentation.
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//Nestopia achieves the correct behavior but I was unable to determine how its logic was any different.
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if (value == 255)
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{
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return VROM[(addr & 0x03FF) + 0x2000];
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}
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else
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{
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return value;
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}
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}
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else if (bank == 0x09)
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{
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return VRAM[(addr & 0x03FF) + 0x400];
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}
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else
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{
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addr = MapCHR(addr);
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return VROM[addr + extra_vrom];
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}
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}
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else return base.ReadPPU(addr);
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}
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2012-07-22 16:57:44 +00:00
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}
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}
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