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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2013-05-05 09:21:30 +00:00
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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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2013-05-05 09:21:30 +00:00
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NES_GxROM(Markup::Node& document) : Board(document) {
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Update to v094r17 release.
byuu says:
This updates higan to use the new Markup::Node changes. This is a really
big change, and one slight typo anywhere could break certain classes of
games from playing.
I don't have ananke hooked up again yet, so I don't have the ability to
test this much. If anyone with some v094 game folders wouldn't mind
testing, I'd help out a great deal.
I'm most concerned about testing one of each SNES special chip game.
Most notably, systems like the SA-1, HitachiDSP and NEC-DSP were using
the fancier lookups, eg node["rom[0]/name"], which I had to convert to
a rather ugly node["rom"].at(0)["name"], which I'm fairly confident
won't work. I'm going to blame that on the fumes from the shelves I just
stained >.> Might work with node.find("rom[0]/name")(0) though ...? But
so ugly ... ugh.
That aside, this WIP adds the accuracy-PPU inlining, so the accuracy
profile should run around 7.5% faster than before.
2015-05-02 13:05:46 +00:00
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settings.mirror = document["cartridge/mirror/mode"].text() == "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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