Finish mapper 245
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@ -7,65 +7,7 @@ namespace BizHawk.Emulation.Consoles.Nintendo
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{
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class Mapper245 : MMC3Board_Base
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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 245 =
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========================
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Example Games:
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--------------------------
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Chu Han Zheng Ba - The War Between Chu & Han
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Xing Ji Wu Shi - Super Fighter
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Yin He Shi Dai
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Yong Zhe Dou e Long - Dragon Quest VII (As)
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Dong Fang de Chuan Shuo - The Hyrule Fantasy
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Notes:
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---------------------------
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Another ?Chinese? MMC3 clone. Very similar to your typical MMC3. For MMC3 info, see mapper 004.
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Register layout is identical to a typical MMC3.
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CHR Setup:
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---------------------------
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CHR-RAM is not swappable. When there is no CHR-ROM present, 8k CHR-RAM is fixed. However the CHR Mode bit
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($8000.7) can still "flip" the left/right pattern tables.
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Example:
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$0000 $0400 $0800 $0C00 $1000 $1400 $1800 $1C00
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+-------------------------------+-------------------------------+
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CHR-RAM, Mode 0: | { 0 } | { 1 } |
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+-------------------------------+-------------------------------+
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CHR-RAM, Mode 1: | { 1 } | { 0 } |
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+---------------------------------------------------------------+
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CHR-ROM: | Typical MMC3 |
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+---------------------------------------------------------------+
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PRG Setup:
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---------------------------
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PRG Setup is the same as a normal MMC3, although there's a PRG-AND of $3F, and games select a 512k Block with
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bit 1 of R:0. Pretty simple really:
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R:0: [.... ..P.]
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'P' PRG-AND PRG-OR
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--------------------------
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0 $3F $00
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1 $3F $40
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R:0 remains the normal MMC3 CHR reg, as well. Although the game that uses it as a PRG block selector ("DQ7")
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uses CHR-RAM, so it is normally ignored.
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*/
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//http://wiki.nesdev.com/w/index.php/INES_Mapper_245
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bool chr_mode;
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public override bool Configure(NES.EDetectionOrigin origin)
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@ -83,12 +25,17 @@ namespace BizHawk.Emulation.Consoles.Nintendo
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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("chr_mode", ref chr_mode);
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base.SyncState(ser);
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}
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public override byte ReadPRG(int addr)
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{
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int bank_8k = Get_PRGBank_8K(addr);
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bank_8k &= 0x3F;
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bank_8k &= prg_mask;
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bank_8k &= 0x3F;
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int reg0 = ((base.mmc3.chr_regs_1k[0] >> 1) & 0x01);
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if (reg0 == 1)
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{
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@ -114,15 +61,22 @@ namespace BizHawk.Emulation.Consoles.Nintendo
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public override byte ReadPPU(int addr)
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{
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if (chr_mode) //All games seem to have 0 Chr-ROM
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if (addr < 0x2000)
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{
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if (addr < 0x1000)
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if (chr_mode)
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{
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return VRAM[addr + 0x1000];
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if (addr < 0x1000)
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{
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return VRAM[addr + 0x1000];
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}
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else
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{
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return VRAM[addr - 0x1000];
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}
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}
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else
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{
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return VRAM[addr - 0x1000];
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return VRAM[addr];
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}
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}
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else
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@ -130,5 +84,31 @@ namespace BizHawk.Emulation.Consoles.Nintendo
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return base.ReadPPU(addr);
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}
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}
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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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if (chr_mode)
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{
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if (addr < 0x1000)
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{
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VRAM[addr + 0x1000] = value;
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}
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else
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{
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VRAM[addr - 0x1000] = value;
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}
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}
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else
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{
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VRAM[addr] = value;
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}
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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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}
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}
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