bsnes/sfc/coprocessor/icd2/mmio/mmio.cpp

74 lines
1.7 KiB
C++
Raw Normal View History

auto ICD2::read(uint addr) -> uint8 {
addr &= 0xffff;
//LY counter
if(addr == 0x6000) {
uint y = min(143u, GameBoy::ppu.status.ly);
return (y & ~7) | write_bank;
}
//command ready port
if(addr == 0x6002) {
bool data = packetsize > 0;
if(data) {
for(auto n : range(16)) r7000[n] = packet[0][n];
packetsize--;
for(auto n : range(packetsize)) packet[n] = packet[n + 1];
}
return data;
}
//ICD2 revision
if(addr == 0x600f) {
return 0x21;
}
//command port
if((addr & 0xfff0) == 0x7000) {
return r7000[addr & 15];
}
//VRAM port
if(addr == 0x7800) {
uint8 data = output[read_bank * 512 + read_addr];
read_addr = (read_addr + 1) & 511;
return data;
}
return 0x00;
}
auto ICD2::write(uint addr, uint8 data) -> void {
addr &= 0xffff;
//VRAM port
if(addr == 0x6001) {
read_bank = data & 3;
read_addr = 0;
return;
}
//control port
//d7: 0 = halt, 1 = reset
//d5,d4: 0 = 1-player, 1 = 2-player, 2 = 4-player, 3 = ???
//d1,d0: 0 = frequency divider (clock rate adjust)
if(addr == 0x6003) {
if((r6003 & 0x80) == 0x00 && (data & 0x80) == 0x80) {
reset();
}
switch(data & 3) {
case 0: frequency = cpu.frequency / 4; break; //fast (glitchy, even on real hardware)
case 1: frequency = cpu.frequency / 5; break; //normal
case 2: frequency = cpu.frequency / 7; break; //slow
case 3: frequency = cpu.frequency / 9; break; //very slow
}
r6003 = data;
return;
}
if(addr == 0x6004) { r6004 = data; return; } //joypad 1
if(addr == 0x6005) { r6005 = data; return; } //joypad 2
if(addr == 0x6006) { r6006 = data; return; } //joypad 3
if(addr == 0x6007) { r6007 = data; return; } //joypad 4
}