Add mapper 495.
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83
src/boards/495.c
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83
src/boards/495.c
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/* FCE Ultra - NES/Famicom Emulator
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*
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* Copyright notice for this file:
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* Copyright (C) 2025 NewRisingSun
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "mapinc.h"
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static uint8 prg[3];
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static uint8 chr[4];
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static uint8 latch[2];
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static SFORMAT stateRegs[] = {
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{ prg, 3, "PRGR" },
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{ chr, 4, "CHRR" },
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{ latch, 2, "LATC" },
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{ 0 }
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};
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static void sync() {
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setprg8(0x8000, prg[0]);
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setprg8(0xA000, prg[1]);
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setprg8(0xC000, prg[2]);
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setprg8(0xE000, 0xFF);
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setchr4(0x0000, chr[0 | latch[0]]);
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setchr4(0x1000, chr[2 | latch[1]]);
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switch(chr[latch[0]] >>6) {
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case 0: setmirrorw(0, 0, 0, 1); break;
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case 1: setmirror(MI_H); break;
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case 2: setmirror(MI_V); break;
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case 3: setmirror(MI_1); break;
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}
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}
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static void FP_FASTAPASS(1) trapPPUAddressChange (uint32 A) {
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if ((A &0x2FF0) == 0xFD0 || (A &0x2FF0) == 0xFE0) {
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latch[A >>12 &1] = ~A >>5 &1;
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sync();
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}
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}
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static DECLFW(writeReg) {
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if (A <0xE000)
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prg[A >>13 &3] = V;
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else
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chr[A >>10 &3] = V;
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sync();
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}
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static void restore (int version) {
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sync();
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}
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static void power () {
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prg[0] = prg[1] = prg[2] = 0;
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chr[0] = chr[1] = chr[2] = chr[3] = 0;
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latch[0] = 0; latch[1] = 0;
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sync();
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SetReadHandler (0x8000, 0xFFFF, CartBR);
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SetWriteHandler(0x8000, 0xFFFF, writeReg);
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PPU_hook = trapPPUAddressChange;
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}
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void Mapper495_Init (CartInfo *info) {
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AddExState(stateRegs, ~0, 0, 0);
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info->Power = power;
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info->Reset = sync;
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GameStateRestore = restore;
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}
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