-Intellivision.cs' constructor initializes the PC to 0x1000.
-Set up the "official" memory map - see http://wiki.intellivision.us/index.php?title=Memory_Map --Things I didn't do: ---Accessibility. ---Additional Occupied Memory Ranges. ---Addresses Available to Cartridges ---Initialize any of the byte arrays. --Not sure which of these I need to do, but clearly the byte arrays have to be initialized somewhere to something and there's a lot of gaps in this memory map.
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@ -115,6 +115,7 @@
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<Compile Include="Consoles\GB\MemoryMap.cs" />
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<Compile Include="Consoles\GB\GB.cs" />
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<Compile Include="Consoles\Intellivision\Intellivision.cs" />
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<Compile Include="Consoles\Intellivision\MemoryMap.cs" />
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<Compile Include="Consoles\Nintendo\NES\APU.cs" />
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<Compile Include="Consoles\Nintendo\NES\BoardSystem.cs" />
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<Compile Include="Consoles\Nintendo\NES\Boards\AVE-NINA.cs" />
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@ -3,7 +3,7 @@ using System.IO;
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using System.Collections.Generic;
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using BizHawk.Emulation.CPUs.CP1610;
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namespace BizHawk.Emulation.Consoles.Mattel
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namespace BizHawk.Emulation.Consoles.Intellivision
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{
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public sealed partial class Intellivision : IEmulator
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{
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@ -20,20 +20,11 @@ namespace BizHawk.Emulation.Consoles.Mattel
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Cpu = new CP1610();
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Cpu.ReadMemory = ReadMemory;
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Cpu.WriteMemory = WriteMemory;
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Cpu.RegisterPC = 0x1000;
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CoreOutputComm = new CoreOutputComm();
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}
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public byte ReadMemory(ushort addr)
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{
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return 0xFF; // TODO you need to implement a memory mapper.
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}
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public void WriteMemory(ushort addr, byte value)
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{
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// TODO
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}
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public void FrameAdvance(bool render)
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{
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Cpu.Execute(999); // execute some cycles. this will do nothing useful until a memory mapper is created.
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@ -15,7 +15,7 @@ using BizHawk.Emulation.Consoles.Nintendo;
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using BizHawk.Emulation.Consoles.Coleco;
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using BizHawk.MultiClient.tools;
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using System.Collections.Generic;
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using BizHawk.Emulation.Consoles.Mattel;
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using BizHawk.Emulation.Consoles.Intellivision;
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namespace BizHawk.MultiClient
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{
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