Add 42-in-80000 multicart (m380)
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96
src/boards/380.c
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96
src/boards/380.c
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/* FCEUmm - NES/Famicom Emulator
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*
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* Copyright notice for this file:
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* Copyright (C) 2020 negativeExponent
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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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/* NES 2.0 Mapper 380 denotes the 970630C circuit board,
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* used on a 512 KiB multicart having 42 to 80,000 listed NROM and UNROM games. */
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#include "mapinc.h"
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static uint16 latche;
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static uint8 dipswitch;
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static SFORMAT StateRegs[] = {
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{ &latche, 2 | FCEUSTATE_RLSB, "LATC" },
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{ &dipswitch, 1, "DPSW" },
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{ 0 }
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};
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static void Sync(void)
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{
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if (latche & 0x200)
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{
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if (latche & 1) /* NROM 128 */
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{
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setprg16(0x8000, latche >> 2);
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setprg16(0xC000, latche >> 2);
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}
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else /* NROM-256 */
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setprg32(0x8000, latche >> 3);
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}
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else /* UxROM */
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{
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setprg16(0x8000, latche >> 2);
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setprg16(0xC000, (latche >> 2) | 7);
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}
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setmirror(((latche >> 1) & 1) ^ 1);
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}
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static DECLFR(M380Read)
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{
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if (latche & 0x100)
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return dipswitch;
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return CartBR(A);
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}
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static DECLFW(M380Write)
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{
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latche = A;
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Sync();
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}
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static void M380Reset(void)
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{
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dipswitch = (dipswitch + 1) & 0xF;
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latche = 0;
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Sync();
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}
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static void M380Power(void)
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{
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dipswitch = 0;
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latche = 0;
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Sync();
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setchr8(0);
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SetReadHandler(0x8000, 0xFFFF, M380Read);
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SetWriteHandler(0x8000, 0xFFFF, M380Write);
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}
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static void StateRestore(int version)
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{
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Sync();
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}
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void Mapper380_Init(CartInfo *info)
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{
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info->Power = M380Power;
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info->Reset = M380Reset;
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GameStateRestore = StateRestore;
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AddExState(&StateRegs, ~0, 0, 0);
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}
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