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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.
53 lines
1.0 KiB
C++
53 lines
1.0 KiB
C++
//NES-BN-ROM-01
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struct NES_BNROM : Board {
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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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uint2 prg_bank;
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uint8 prg_read(unsigned addr) {
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if(addr & 0x8000) return prgrom.read((prg_bank << 15) | (addr & 0x7fff));
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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) prg_bank = data & 0x03;
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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);
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}
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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, data);
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}
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return 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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prg_bank = 0;
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}
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void serialize(serializer& s) {
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Board::serialize(s);
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s.integer(prg_bank);
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}
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NES_BNROM(Markup::Node& document) : Board(document) {
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settings.mirror = document["cartridge/mirror/mode"].text() == "vertical" ? 1 : 0;
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}
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};
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