2016-02-04 10:29:08 +00:00
|
|
|
auto PPU::portRead(uint16 addr) -> uint8 {
|
|
|
|
//DISP_CTRL
|
|
|
|
if(addr == 0x0000) {
|
|
|
|
return (
|
|
|
|
r.screenTwoWindowEnable << 5
|
2016-03-01 12:23:18 +00:00
|
|
|
| r.screenTwoWindowInvert << 4
|
2016-02-04 10:29:08 +00:00
|
|
|
| r.spriteWindowEnable << 3
|
|
|
|
| r.spriteEnable << 2
|
|
|
|
| r.screenTwoEnable << 1
|
|
|
|
| r.screenOneEnable << 0
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
//BACK_COLOR
|
Update to v097r24 release.
byuu says:
Changelog:
- WS: fixed bug when IRQs triggered during a rep string instruction
- WS: added sprite attribute caching (per-scanline); absolutely massive
speed-up
- WS: emulated limit of 32 sprites per scanline
- WS: emulated the extended PPU register bit behavior based on the
DISP_CTRL tile bit-depth setting
- WS: added "Rotate" key binding; can be used to flip the WS display
between horizontal and vertical in real-time
The prefix emulation may not be 100% hardware-accurate, but the edge
cases should be extreme enough to not come up in the WS library. No way
to get the emulation 100% down without intensive hardware testing.
trap15 pointed me at a workflow diagram for it, but that diagram is
impossible without a magic internal stack frame that grows with every
IRQ, and can thus grow infinitely large.
The rotation thing isn't exactly the most friendly set-up, but oh well.
I'll see about adding a default rotation setting to manifests, so that
games like GunPey can start in the correct orientation. After that, if
the LCD orientation icon turns out to be reliable, then I'll start using
that. But if there are cases where it's not reliable, then I'll leave it
to manual button presses.
Speaking of icons, I'll need a set of icons to render on the screen.
Going to put them to the top right on vertical orientation, and on the
bottom left for horizontal orientation. Just outside of the video
output, of course.
Overall, WS is getting pretty far along, but still some major bugs in
various games. I really need sound emulation, though. Nobody's going to
use this at all without that.
2016-03-12 13:27:41 +00:00
|
|
|
if(addr == 0x0001) {
|
|
|
|
if(!system.depth()) {
|
|
|
|
return r.backColor.bits(0,2);
|
|
|
|
} else {
|
|
|
|
return r.backColor.bits(0,7);
|
|
|
|
}
|
|
|
|
}
|
2016-02-04 10:29:08 +00:00
|
|
|
|
2016-02-18 10:32:22 +00:00
|
|
|
//LINE_CUR
|
|
|
|
if(addr == 0x0002) return status.vclk;
|
|
|
|
|
|
|
|
//LINE_CMP
|
|
|
|
if(addr == 0x0003) return r.lineCompare;
|
|
|
|
|
2016-02-04 10:29:08 +00:00
|
|
|
//SPR_BASE
|
Update to v097r24 release.
byuu says:
Changelog:
- WS: fixed bug when IRQs triggered during a rep string instruction
- WS: added sprite attribute caching (per-scanline); absolutely massive
speed-up
- WS: emulated limit of 32 sprites per scanline
- WS: emulated the extended PPU register bit behavior based on the
DISP_CTRL tile bit-depth setting
- WS: added "Rotate" key binding; can be used to flip the WS display
between horizontal and vertical in real-time
The prefix emulation may not be 100% hardware-accurate, but the edge
cases should be extreme enough to not come up in the WS library. No way
to get the emulation 100% down without intensive hardware testing.
trap15 pointed me at a workflow diagram for it, but that diagram is
impossible without a magic internal stack frame that grows with every
IRQ, and can thus grow infinitely large.
The rotation thing isn't exactly the most friendly set-up, but oh well.
I'll see about adding a default rotation setting to manifests, so that
games like GunPey can start in the correct orientation. After that, if
the LCD orientation icon turns out to be reliable, then I'll start using
that. But if there are cases where it's not reliable, then I'll leave it
to manual button presses.
Speaking of icons, I'll need a set of icons to render on the screen.
Going to put them to the top right on vertical orientation, and on the
bottom left for horizontal orientation. Just outside of the video
output, of course.
Overall, WS is getting pretty far along, but still some major bugs in
various games. I really need sound emulation, though. Nobody's going to
use this at all without that.
2016-03-12 13:27:41 +00:00
|
|
|
if(addr == 0x0004) {
|
|
|
|
if(!system.depth()) {
|
|
|
|
return r.spriteBase.bits(0,4);
|
|
|
|
} else {
|
|
|
|
return r.spriteBase.bits(0,5);
|
|
|
|
}
|
|
|
|
}
|
2016-02-04 10:29:08 +00:00
|
|
|
|
|
|
|
//SPR_FIRST
|
|
|
|
if(addr == 0x0005) return r.spriteFirst;
|
|
|
|
|
|
|
|
//SPR_COUNT
|
|
|
|
if(addr == 0x0006) return r.spriteCount;
|
|
|
|
|
|
|
|
//MAP_BASE
|
Update to v097r24 release.
byuu says:
Changelog:
- WS: fixed bug when IRQs triggered during a rep string instruction
- WS: added sprite attribute caching (per-scanline); absolutely massive
speed-up
- WS: emulated limit of 32 sprites per scanline
- WS: emulated the extended PPU register bit behavior based on the
DISP_CTRL tile bit-depth setting
- WS: added "Rotate" key binding; can be used to flip the WS display
between horizontal and vertical in real-time
The prefix emulation may not be 100% hardware-accurate, but the edge
cases should be extreme enough to not come up in the WS library. No way
to get the emulation 100% down without intensive hardware testing.
trap15 pointed me at a workflow diagram for it, but that diagram is
impossible without a magic internal stack frame that grows with every
IRQ, and can thus grow infinitely large.
The rotation thing isn't exactly the most friendly set-up, but oh well.
I'll see about adding a default rotation setting to manifests, so that
games like GunPey can start in the correct orientation. After that, if
the LCD orientation icon turns out to be reliable, then I'll start using
that. But if there are cases where it's not reliable, then I'll leave it
to manual button presses.
Speaking of icons, I'll need a set of icons to render on the screen.
Going to put them to the top right on vertical orientation, and on the
bottom left for horizontal orientation. Just outside of the video
output, of course.
Overall, WS is getting pretty far along, but still some major bugs in
various games. I really need sound emulation, though. Nobody's going to
use this at all without that.
2016-03-12 13:27:41 +00:00
|
|
|
if(addr == 0x0007) {
|
|
|
|
if(!system.depth()) {
|
|
|
|
return r.screenTwoMapBase.bits(0,2) << 4 | r.screenOneMapBase.bits(0,2) << 0;
|
|
|
|
} else {
|
|
|
|
return r.screenTwoMapBase.bits(0,3) << 4 | r.screenOneMapBase.bits(0,3) << 0;
|
|
|
|
}
|
|
|
|
}
|
2016-02-04 10:29:08 +00:00
|
|
|
|
2016-02-18 10:32:22 +00:00
|
|
|
//SCR2_WIN_X0
|
|
|
|
if(addr == 0x0008) return r.screenTwoWindowX0;
|
|
|
|
|
|
|
|
//SCR2_WIN_Y0
|
|
|
|
if(addr == 0x0009) return r.screenTwoWindowY0;
|
|
|
|
|
|
|
|
//SCR2_WIN_X1
|
|
|
|
if(addr == 0x000a) return r.screenTwoWindowX1;
|
|
|
|
|
|
|
|
//SCR2_WIN_Y1
|
|
|
|
if(addr == 0x000b) return r.screenTwoWindowY1;
|
|
|
|
|
|
|
|
//SPR_WIN_X0
|
|
|
|
if(addr == 0x000c) return r.spriteWindowX0;
|
|
|
|
|
|
|
|
//SPR_WIN_Y0
|
|
|
|
if(addr == 0x000d) return r.spriteWindowY0;
|
|
|
|
|
|
|
|
//SPR_WIN_X1
|
|
|
|
if(addr == 0x000e) return r.spriteWindowX1;
|
|
|
|
|
|
|
|
//SPR_WIN_Y1
|
|
|
|
if(addr == 0x000f) return r.spriteWindowY1;
|
|
|
|
|
2016-02-04 10:29:08 +00:00
|
|
|
//SCR1_X
|
|
|
|
if(addr == 0x0010) return r.scrollOneX;
|
|
|
|
|
|
|
|
//SCR1_Y
|
|
|
|
if(addr == 0x0011) return r.scrollOneY;
|
|
|
|
|
|
|
|
//SCR2_X
|
|
|
|
if(addr == 0x0012) return r.scrollTwoX;
|
|
|
|
|
|
|
|
//SCR2_Y
|
|
|
|
if(addr == 0x0013) return r.scrollTwoY;
|
|
|
|
|
|
|
|
//LCD_CTRL
|
|
|
|
if(addr == 0x0014) return r.control;
|
|
|
|
|
|
|
|
//LCD_ICON
|
|
|
|
if(addr == 0x0015) {
|
|
|
|
return (
|
|
|
|
r.iconAux3 << 5
|
|
|
|
| r.iconAux2 << 4
|
|
|
|
| r.iconAux1 << 3
|
|
|
|
| r.iconHorizontal << 2
|
|
|
|
| r.iconVertical << 1
|
|
|
|
| r.iconSleep << 0
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
2016-02-18 10:32:22 +00:00
|
|
|
//LCD_VTOTAL
|
|
|
|
if(addr == 0x0016) return r.vtotal;
|
2016-02-04 10:29:08 +00:00
|
|
|
|
2016-02-18 10:32:22 +00:00
|
|
|
//LCD_VBLANK
|
|
|
|
if(addr == 0x0017) return r.vblank;
|
2016-02-04 10:29:08 +00:00
|
|
|
|
2016-02-18 10:32:22 +00:00
|
|
|
//PALMONO_POOL
|
|
|
|
if(addr >= 0x001c && addr <= 0x001f) {
|
|
|
|
return (
|
|
|
|
r.pool[addr.bits(1,0) * 2 + 1] << 4
|
|
|
|
| r.pool[addr.bits(1,0) * 2 + 0] << 0
|
|
|
|
);
|
|
|
|
}
|
2016-02-04 10:29:08 +00:00
|
|
|
|
2016-02-18 10:32:22 +00:00
|
|
|
//PALMONO
|
|
|
|
if(addr >= 0x0020 && addr <= 0x003f) {
|
|
|
|
return (
|
|
|
|
r.palette[addr.bits(3,1)].color[addr.bit(0) * 2 + 1] << 4
|
|
|
|
| r.palette[addr.bits(3,1)].color[addr.bit(0) * 2 + 0] << 0
|
|
|
|
);
|
|
|
|
}
|
2016-02-04 10:29:08 +00:00
|
|
|
|
2016-03-14 11:03:32 +00:00
|
|
|
//TMR_CTRL
|
|
|
|
if(addr == 0x00a2) return (
|
|
|
|
r.htimerEnable << 0
|
|
|
|
| r.htimerRepeat << 1
|
|
|
|
| r.vtimerEnable << 2
|
|
|
|
| r.vtimerRepeat << 3
|
|
|
|
);
|
|
|
|
|
|
|
|
//HTMR_FREQ
|
|
|
|
if(addr == 0x00a4) return r.htimerFrequency.byte(0);
|
|
|
|
if(addr == 0x00a5) return r.htimerFrequency.byte(1);
|
|
|
|
|
|
|
|
//VTMR_FREQ
|
|
|
|
if(addr == 0x00a6) return r.vtimerFrequency.byte(0);
|
|
|
|
if(addr == 0x00a7) return r.vtimerFrequency.byte(1);
|
|
|
|
|
|
|
|
//HTMR_CTR
|
|
|
|
if(addr == 0x00a8) return r.htimerCounter.byte(0);
|
|
|
|
if(addr == 0x00a9) return r.htimerCounter.byte(1);
|
|
|
|
|
|
|
|
//VTMR_CTR
|
|
|
|
if(addr == 0x00aa) return r.vtimerCounter.byte(0);
|
|
|
|
if(addr == 0x00ab) return r.vtimerCounter.byte(1);
|
|
|
|
|
2016-02-04 10:29:08 +00:00
|
|
|
return 0x00;
|
|
|
|
}
|
|
|
|
|
|
|
|
auto PPU::portWrite(uint16 addr, uint8 data) -> void {
|
|
|
|
//DISP_CTRL
|
|
|
|
if(addr == 0x0000) {
|
2016-02-18 10:32:22 +00:00
|
|
|
r.screenTwoWindowEnable = data.bit(5);
|
2016-03-01 12:23:18 +00:00
|
|
|
r.screenTwoWindowInvert = data.bit(4);
|
2016-02-18 10:32:22 +00:00
|
|
|
r.spriteWindowEnable = data.bit(3);
|
|
|
|
r.spriteEnable = data.bit(2);
|
|
|
|
r.screenTwoEnable = data.bit(1);
|
|
|
|
r.screenOneEnable = data.bit(0);
|
2016-02-04 10:29:08 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//BACK_COLOR
|
|
|
|
if(addr == 0x0001) {
|
Update to v097r24 release.
byuu says:
Changelog:
- WS: fixed bug when IRQs triggered during a rep string instruction
- WS: added sprite attribute caching (per-scanline); absolutely massive
speed-up
- WS: emulated limit of 32 sprites per scanline
- WS: emulated the extended PPU register bit behavior based on the
DISP_CTRL tile bit-depth setting
- WS: added "Rotate" key binding; can be used to flip the WS display
between horizontal and vertical in real-time
The prefix emulation may not be 100% hardware-accurate, but the edge
cases should be extreme enough to not come up in the WS library. No way
to get the emulation 100% down without intensive hardware testing.
trap15 pointed me at a workflow diagram for it, but that diagram is
impossible without a magic internal stack frame that grows with every
IRQ, and can thus grow infinitely large.
The rotation thing isn't exactly the most friendly set-up, but oh well.
I'll see about adding a default rotation setting to manifests, so that
games like GunPey can start in the correct orientation. After that, if
the LCD orientation icon turns out to be reliable, then I'll start using
that. But if there are cases where it's not reliable, then I'll leave it
to manual button presses.
Speaking of icons, I'll need a set of icons to render on the screen.
Going to put them to the top right on vertical orientation, and on the
bottom left for horizontal orientation. Just outside of the video
output, of course.
Overall, WS is getting pretty far along, but still some major bugs in
various games. I really need sound emulation, though. Nobody's going to
use this at all without that.
2016-03-12 13:27:41 +00:00
|
|
|
r.backColor = data;
|
2016-02-04 10:29:08 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2016-02-18 10:32:22 +00:00
|
|
|
//LINE_CMP
|
|
|
|
if(addr == 0x0003) {
|
|
|
|
r.lineCompare = data;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2016-02-04 10:29:08 +00:00
|
|
|
//SPR_BASE
|
|
|
|
if(addr == 0x0004) {
|
Update to v097r24 release.
byuu says:
Changelog:
- WS: fixed bug when IRQs triggered during a rep string instruction
- WS: added sprite attribute caching (per-scanline); absolutely massive
speed-up
- WS: emulated limit of 32 sprites per scanline
- WS: emulated the extended PPU register bit behavior based on the
DISP_CTRL tile bit-depth setting
- WS: added "Rotate" key binding; can be used to flip the WS display
between horizontal and vertical in real-time
The prefix emulation may not be 100% hardware-accurate, but the edge
cases should be extreme enough to not come up in the WS library. No way
to get the emulation 100% down without intensive hardware testing.
trap15 pointed me at a workflow diagram for it, but that diagram is
impossible without a magic internal stack frame that grows with every
IRQ, and can thus grow infinitely large.
The rotation thing isn't exactly the most friendly set-up, but oh well.
I'll see about adding a default rotation setting to manifests, so that
games like GunPey can start in the correct orientation. After that, if
the LCD orientation icon turns out to be reliable, then I'll start using
that. But if there are cases where it's not reliable, then I'll leave it
to manual button presses.
Speaking of icons, I'll need a set of icons to render on the screen.
Going to put them to the top right on vertical orientation, and on the
bottom left for horizontal orientation. Just outside of the video
output, of course.
Overall, WS is getting pretty far along, but still some major bugs in
various games. I really need sound emulation, though. Nobody's going to
use this at all without that.
2016-03-12 13:27:41 +00:00
|
|
|
r.spriteBase = data.bits(0,5);
|
2016-02-04 10:29:08 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//SPR_FIRST
|
|
|
|
if(addr == 0x0005) {
|
2016-02-18 10:32:22 +00:00
|
|
|
r.spriteFirst = data.bits(6,0);
|
2016-02-04 10:29:08 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//SPR_COUNT
|
|
|
|
if(addr == 0x0006) {
|
2016-02-18 10:32:22 +00:00
|
|
|
r.spriteCount = data; //0 - 128
|
2016-02-04 10:29:08 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//MAP_BASE
|
|
|
|
if(addr == 0x0007) {
|
Update to v097r24 release.
byuu says:
Changelog:
- WS: fixed bug when IRQs triggered during a rep string instruction
- WS: added sprite attribute caching (per-scanline); absolutely massive
speed-up
- WS: emulated limit of 32 sprites per scanline
- WS: emulated the extended PPU register bit behavior based on the
DISP_CTRL tile bit-depth setting
- WS: added "Rotate" key binding; can be used to flip the WS display
between horizontal and vertical in real-time
The prefix emulation may not be 100% hardware-accurate, but the edge
cases should be extreme enough to not come up in the WS library. No way
to get the emulation 100% down without intensive hardware testing.
trap15 pointed me at a workflow diagram for it, but that diagram is
impossible without a magic internal stack frame that grows with every
IRQ, and can thus grow infinitely large.
The rotation thing isn't exactly the most friendly set-up, but oh well.
I'll see about adding a default rotation setting to manifests, so that
games like GunPey can start in the correct orientation. After that, if
the LCD orientation icon turns out to be reliable, then I'll start using
that. But if there are cases where it's not reliable, then I'll leave it
to manual button presses.
Speaking of icons, I'll need a set of icons to render on the screen.
Going to put them to the top right on vertical orientation, and on the
bottom left for horizontal orientation. Just outside of the video
output, of course.
Overall, WS is getting pretty far along, but still some major bugs in
various games. I really need sound emulation, though. Nobody's going to
use this at all without that.
2016-03-12 13:27:41 +00:00
|
|
|
r.screenOneMapBase = data.bits(0,3);
|
|
|
|
r.screenTwoMapBase = data.bits(4,7);
|
2016-02-04 10:29:08 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2016-02-18 10:32:22 +00:00
|
|
|
//SCR2_WIN_X0
|
|
|
|
if(addr == 0x0008) {
|
|
|
|
r.screenTwoWindowX0 = data;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//SCR2_WIN_Y0
|
|
|
|
if(addr == 0x0009) {
|
|
|
|
r.screenTwoWindowY0 = data;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//SCR2_WIN_X1
|
|
|
|
if(addr == 0x000a) {
|
|
|
|
r.screenTwoWindowX1 = data;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//SCR2_WIN_Y1
|
|
|
|
if(addr == 0x000b) {
|
|
|
|
r.screenTwoWindowY1 = data;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//SPR_WIN_X0
|
|
|
|
if(addr == 0x000c) {
|
|
|
|
r.spriteWindowX0 = data;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//SPR_WIN_Y0
|
|
|
|
if(addr == 0x000d) {
|
|
|
|
r.spriteWindowY0 = data;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//SPR_WIN_X1
|
|
|
|
if(addr == 0x000e) {
|
|
|
|
r.spriteWindowX1 = data;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//SPR_WIN_Y1
|
|
|
|
if(addr == 0x000f) {
|
|
|
|
r.spriteWindowY1 = data;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2016-02-04 10:29:08 +00:00
|
|
|
//SCR1_X
|
|
|
|
if(addr == 0x0010) {
|
|
|
|
r.scrollOneX = data;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//SCR1_Y
|
|
|
|
if(addr == 0x0011) {
|
|
|
|
r.scrollOneY = data;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//SCR2_X
|
|
|
|
if(addr == 0x0012) {
|
|
|
|
r.scrollTwoX = data;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//SCR2_Y
|
|
|
|
if(addr == 0x0013) {
|
|
|
|
r.scrollTwoY = data;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//LCD_CTRL
|
|
|
|
if(addr == 0x0014) {
|
|
|
|
r.control = data;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//LCD_ICON
|
|
|
|
if(addr == 0x0015) {
|
2016-02-18 10:32:22 +00:00
|
|
|
r.iconAux3 = data.bit(5);
|
|
|
|
r.iconAux2 = data.bit(4);
|
|
|
|
r.iconAux1 = data.bit(3);
|
|
|
|
r.iconHorizontal = data.bit(2);
|
|
|
|
r.iconVertical = data.bit(1);
|
|
|
|
r.iconSleep = data.bit(0);
|
2016-02-04 10:29:08 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2016-02-18 10:32:22 +00:00
|
|
|
//LCD_VTOTAL
|
|
|
|
if(addr == 0x0016) {
|
|
|
|
r.vtotal = data;
|
2016-02-04 10:29:08 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2016-02-18 10:32:22 +00:00
|
|
|
//LCD_VBLANK
|
|
|
|
if(addr == 0x0017) {
|
|
|
|
r.vblank = data;
|
2016-02-04 10:29:08 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2016-02-18 10:32:22 +00:00
|
|
|
//PALMONO_POOL
|
|
|
|
if(addr >= 0x001c && addr <= 0x001f) {
|
|
|
|
r.pool[addr.bits(1,0) * 2 + 1] = data.bits(7,4);
|
|
|
|
r.pool[addr.bits(1,0) * 2 + 0] = data.bits(3,0);
|
2016-02-04 10:29:08 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2016-02-18 10:32:22 +00:00
|
|
|
//PALMONO
|
|
|
|
if(addr >= 0x0020 && addr <= 0x003f) {
|
2016-03-01 12:23:18 +00:00
|
|
|
r.palette[addr.bits(4,1)].color[addr.bit(0) * 2 + 1] = data.bits(6,4);
|
|
|
|
r.palette[addr.bits(4,1)].color[addr.bit(0) * 2 + 0] = data.bits(2,0);
|
2016-02-04 10:29:08 +00:00
|
|
|
return;
|
|
|
|
}
|
2016-03-14 11:03:32 +00:00
|
|
|
|
|
|
|
//TMR_CTRL
|
|
|
|
if(addr == 0x00a2) {
|
|
|
|
r.htimerEnable = data.bit(0);
|
|
|
|
r.htimerRepeat = data.bit(1);
|
|
|
|
r.vtimerEnable = data.bit(2);
|
|
|
|
r.vtimerRepeat = data.bit(3);
|
|
|
|
}
|
|
|
|
|
|
|
|
//HTMR_FREQ
|
|
|
|
if(addr == 0x00a4) r.htimerFrequency.byte(0) = data;
|
|
|
|
if(addr == 0x00a5) r.htimerFrequency.byte(1) = data;
|
|
|
|
|
|
|
|
//VTMR_FREQ
|
|
|
|
if(addr == 0x00a6) r.vtimerFrequency.byte(0) = data;
|
|
|
|
if(addr == 0x00a7) r.vtimerFrequency.byte(1) = data;
|
2016-02-04 10:29:08 +00:00
|
|
|
}
|