/* FCE Ultra - NES/Famicom Emulator * * Copyright notice for this file: * Copyright (C) 2005 CaH4e3 * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * BMC 42-in-1 "reset switch" type */ #include "mapinc.h" static uint8 regs[4]; static SFORMAT StateRegs[] = { { regs, 4, "REGS" }, { 0 } }; static void Sync(void) { int prg = regs[0] <<7 &0x80 | regs[1] <<1 &0x7E | regs[1] >>6 &0x01; if (regs[0] & 0x80) { /* NROM mode */ if (regs[1] & 0x80) setprg32(0x8000, prg >>1); else { setprg16(0x8000, prg); setprg16(0xC000, prg); } } else { /* UNROM mode */ setprg16(0x8000, prg &~7 | regs[3] &7); setprg16(0xC000, prg | 7); } if (regs[0] & 0x20) setmirror(MI_H); else setmirror(MI_V); setchr8((regs[2] << 2) | ((regs[0] >> 1) & 3)); } static DECLFW(BMC64in1nrWriteLo) { regs[A &(VROM_size? 3: 1)] = V; Sync(); } static DECLFW(BMC64in1nrWriteHi) { regs[3] = V; Sync(); } static void BMC64in1nrPower(void) { regs[0] = 0x80; regs[1] = 0x43; regs[2] = regs[3] = 0; Sync(); SetWriteHandler(0x5000, 0x5FFF, BMC64in1nrWriteLo); SetWriteHandler(0x8000, 0xFFFF, BMC64in1nrWriteHi); SetReadHandler(0x8000, 0xFFFF, CartBR); } static void BMC64in1nrReset(void) { /* Reset returns to menu */ regs[0] = 0x80; regs[1] = 0x43; regs[2] = regs[3] = 0; Sync(); } static void StateRestore(int version) { Sync(); } void BMC64in1nr_Init(CartInfo *info) { info->Power = BMC64in1nrPower; info->Reset = BMC64in1nrReset; AddExState(&StateRegs, ~0, 0, 0); GameStateRestore = StateRestore; }