2011-10-02 10:05:45 +00:00
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//NES-GNROM
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//NES-MHROM
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2011-09-29 12:44:49 +00:00
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2011-10-02 10:05:45 +00:00
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struct NES_GxROM : Board {
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2011-09-29 12:44:49 +00:00
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struct Settings {
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bool mirror; //0 = horizontal, 1 = vertical
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} settings;
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2011-10-02 10:05:45 +00:00
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uint2 prg_bank;
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2011-09-29 12:44:49 +00:00
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uint2 chr_bank;
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uint8 prg_read(unsigned addr) {
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Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
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if(addr & 0x8000) return prgrom.read((prg_bank << 15) | (addr & 0x7fff));
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2011-09-29 12:44:49 +00:00
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return cpu.mdr();
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}
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void prg_write(unsigned addr, uint8 data) {
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2011-10-02 10:05:45 +00:00
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if(addr & 0x8000) {
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prg_bank = (data & 0x30) >> 4;
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chr_bank = (data & 0x03) >> 0;
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}
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2011-09-29 12:44:49 +00:00
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}
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uint8 chr_read(unsigned addr) {
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if(addr & 0x2000) {
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if(settings.mirror == 0) addr = ((addr & 0x0800) >> 1) | (addr & 0x03ff);
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return ppu.ciram_read(addr & 0x07ff);
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}
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addr = (chr_bank * 0x2000) + (addr & 0x1fff);
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return Board::chr_read(addr);
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}
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void chr_write(unsigned addr, uint8 data) {
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if(addr & 0x2000) {
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if(settings.mirror == 0) addr = ((addr & 0x0800) >> 1) | (addr & 0x03ff);
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return ppu.ciram_write(addr & 0x07ff, data);
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}
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addr = (chr_bank * 0x2000) + (addr & 0x1fff);
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Board::chr_write(addr, data);
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}
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void power() {
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}
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void reset() {
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2011-10-02 10:05:45 +00:00
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prg_bank = 0;
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2011-09-29 12:44:49 +00:00
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chr_bank = 0;
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}
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void serialize(serializer &s) {
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2011-10-01 12:06:48 +00:00
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Board::serialize(s);
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2011-10-02 10:05:45 +00:00
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s.integer(prg_bank);
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2011-09-29 12:44:49 +00:00
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s.integer(chr_bank);
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}
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Update to v091r05 release.
[No prior releases were posted to the WIP thread. -Ed.]
byuu says:
Super Famicom mapping system has been reworked as discussed with the
mask= changes. offset becomes base, mode is gone. Also added support for
comma-separated fields in the address fields, to reduce the number of
map lines needed.
<?xml version="1.0" encoding="UTF-8"?>
<cartridge region="NTSC">
<superfx revision="2">
<rom name="program.rom" size="0x200000"/>
<ram name="save.rwm" size="0x8000"/>
<map id="io" address="00-3f,80-bf:3000-32ff"/>
<map id="rom" address="00-3f:8000-ffff" mask="0x8000"/>
<map id="rom" address="40-5f:0000-ffff"/>
<map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/>
<map id="ram" address="70-71:0000-ffff"/>
</superfx>
</cartridge>
Or in BML:
cartridge region=NTSC
superfx revision=2
rom name=program.rom size=0x200000
ram name=save.rwm size=0x8000
map id=io address=00-3f,80-bf:3000-32ff
map id=rom address=00-3f:8000-ffff mask=0x8000
map id=rom address=40-5f:0000-ffff
map id=ram address=00-3f,80-bf:6000-7fff size=0x2000
map id=ram address=70-71:0000-ffff
As a result of the changes, old mappings will no longer work. The above
XML example will run Super Mario World 2: Yoshi's Island. Otherwise,
you'll have to write your own.
All that's left now is to work some sort of database mapping system in,
so I can start dumping carts en masse.
The NES changes that FitzRoy asked for are mostly in as well.
Also, part of the reason I haven't released a WIP ... but fuck it, I'm
not going to wait forever to post a new WIP.
I've added a skeleton driver to emulate Campus Challenge '92 and
Powerfest '94. There's no actual emulation, except for the stuff I can
glean from looking at the pictures of the board. It has a DSP-1 (so
SR/DR registers), four ROMs that map in and out, RAM, etc.
I've also added preliminary mapping to upload high scores to a website,
but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
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NES_GxROM(Markup::Node &document) : Board(document) {
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2012-04-20 12:48:09 +00:00
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settings.mirror = document["cartridge"]["mirror"]["mode"].data == "vertical" ? 1 : 0;
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2011-09-29 12:44:49 +00:00
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}
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};
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