BizHawk/BizHawk.Emulation/Consoles/Nintendo/NES/Boards/AxROM.cs

105 lines
2.5 KiB
C#

using System;
using System.IO;
using System.Diagnostics;
namespace BizHawk.Emulation.Consoles.Nintendo
{
//generally mapper7
[NES.INESBoardImplPriority]
public class AxROM : NES.NESBoardBase
{
//configuration
bool bus_conflict;
int vram_byte_mask;
int prg_mask;
//state
int prg;
public override bool Configure(NES.EDetectionOrigin origin)
{
//configure
switch (Cart.board_type)
{
case "MAPPER007":
bus_conflict = false;
Cart.vram_size = 8;
break;
case "NES-ANROM": //marble madness
AssertPrg(128); AssertChr(0); AssertVram(8); AssertWram(0);
bus_conflict = false;
break;
case "NES-AN1ROM": //R.C. Pro-Am
AssertPrg(64); AssertChr(0); AssertVram(8); AssertWram(0);
bus_conflict = false;
break;
case "NES-AMROM": //time lord
AssertPrg(128); AssertChr(0); AssertVram(8); AssertWram(0);
bus_conflict = true;
break;
case "NES-AOROM": //battletoads
case "HVC-AOROM":
AssertPrg(128,256); AssertChr(0); AssertVram(8); AssertWram(0);
bus_conflict = false; //adelikat: I could not find an example of a game that needs bus conflicts, please enlightening me of a case where a game fails because of the lack of conflicts!
break;
default:
return false;
}
prg_mask = (Cart.prg_size / 16) - 1;
vram_byte_mask = 8 * 1024 - 1; //these boards always have 8KB of VRAM
//it is necessary to write during initialization to set the mirroring
WritePRG(0, 0);
return true;
}
public override byte ReadPRG(int addr)
{
return ROM[addr + (prg << 14)];
}
public override void WritePRG(int addr, byte value)
{
if (ROM != null && bus_conflict) value = HandleNormalPRGConflict(addr,value);
int prg_bank = value & 7;
prg = (prg_bank * 2) & prg_mask;
if ((value & 0x10) == 0)
SetMirrorType(NES.NESBoardBase.EMirrorType.OneScreenA);
else
SetMirrorType(NES.NESBoardBase.EMirrorType.OneScreenB);
}
public override byte ReadPPU(int addr)
{
if (addr < 0x2000)
{
return VRAM[addr & vram_byte_mask];
}
else return base.ReadPPU(addr);
}
public override void WritePPU(int addr, byte value)
{
if (addr < 0x2000)
{
VRAM[addr & vram_byte_mask] = value;
}
else base.WritePPU(addr,value);
}
public override void SyncState(Serializer ser)
{
base.SyncState(ser);
ser.Sync("prg",ref prg);
}
}
}