2011-11-04 11:57:54 +00:00
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struct KonamiVRC1 : Board {
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VRC1 vrc1;
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uint8 prg_read(unsigned addr) {
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if(addr & 0x8000) return prgrom.read(vrc1.prg_addr(addr));
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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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if(addr & 0x8000) return vrc1.reg_write(addr, data);
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}
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uint8 chr_read(unsigned addr) {
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if(addr & 0x2000) return ppu.ciram_read(vrc1.ciram_addr(addr));
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return Board::chr_read(vrc1.chr_addr(addr));
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}
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void chr_write(unsigned addr, uint8 data) {
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if(addr & 0x2000) return ppu.ciram_write(vrc1.ciram_addr(addr), data);
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return Board::chr_write(vrc1.chr_addr(addr), data);
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}
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void power() {
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vrc1.power();
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}
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void reset() {
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vrc1.reset();
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}
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void serialize(serializer &s) {
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Board::serialize(s);
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vrc1.serialize(s);
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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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KonamiVRC1(Markup::Node &document) : Board(document), vrc1(*this) {
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2011-11-04 11:57:54 +00:00
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}
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};
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