Implement mapper 60
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@ -167,6 +167,7 @@
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<Compile Include="Consoles\Nintendo\NES\Boards\Mapper078.cs" />
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<Compile Include="Consoles\Nintendo\NES\Boards\Mapper046.cs" />
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<Compile Include="Consoles\Nintendo\NES\Boards\Mapper246.cs" />
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<Compile Include="Consoles\Nintendo\NES\Boards\Mapper60.cs" />
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<Compile Include="Consoles\Nintendo\NES\Boards\MMC3_family\HKROM.cs" />
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<Compile Include="Consoles\Nintendo\NES\Boards\MMC3_family\Mapper012.cs" />
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<Compile Include="Consoles\Nintendo\NES\Boards\MMC3_family\Mapper044.cs" />
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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 Mapper60 : NES.NESBoardBase
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{
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/*
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Here are Disch's original notes:
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========================
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= Mapper 060 =
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========================
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Example Game:
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--------------------------
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Reset Based 4-in-1
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Notes:
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---------------------------
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This mapper is very, very unique.
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It's a multicart that consists of four NROM games, each with 16k PRG (put at $8000 and $C000) and 8k CHR.
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The current block that is selected is determined by an internal register that can only be incremented by a
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soft reset!
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I would assume the register is 2 bits wide? Don't know for sure.
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*/
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int reg = 0;
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public override bool Configure(NES.EDetectionOrigin origin)
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{
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switch (Cart.board_type)
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{
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case "MAPPER060":
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break;
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default:
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return false;
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}
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return true;
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}
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public override void SyncState(Serializer ser)
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{
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ser.Sync("reg", ref reg);
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base.SyncState(ser);
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}
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public override void NESSoftReset()
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{
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if (reg >= 3)
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{
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reg = 0;
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}
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else
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{
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reg++;
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}
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}
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public override byte ReadPRG(int addr)
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{
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if (addr >= 0x4000)
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{
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addr -= 0x4000;
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}
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return ROM[addr + (reg * 0x4000)];
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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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return VROM[(reg * 0x2000) + addr];
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}
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return base.ReadPPU(addr);
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}
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}
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}
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