/* FCE Ultra - NES/Famicom Emulator * * Copyright notice for this file: * * Copyright (C) 2008 -2020 dragon2snow,loong2snow from www.nesbbs.com * * 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 * * */ #include "mapinc.h" static uint8 regs[4]; static uint8 hrd_flag; static SFORMAT StateRegs[] = { { &hrd_flag, 1, "FLAG" }, { regs, 4, "REGS" }, { 0 } }; static void Sync(void) { int mask = regs[2] >> 6; /* There is an CNROM mode that takes either two or four inner CHR banks from a CNROM-like latch register at $8000-$FFFF. */ if (regs[1] & 0x10) setprg32(0x8000,(regs[1] & 0xC0) >> 6); else { setprg16(0x8000, (regs[1] & 0xE0) >> 5); setprg16(0xC000, (regs[1] & 0xE0) >> 5); } setchr8(((regs[1] & 0x07) & ~mask) | regs[0] & mask); setmirror((regs[1] & 0x8) ? 0 : 1); } static DECLFW(WriteHi) { regs[0] = V; Sync(); } static DECLFW(WriteLo) { regs[A & 0x03] = V; Sync(); } static DECLFR(ReadLo) { return hrd_flag; } static void Power(void) { hrd_flag = 0; /* Solder pad, selecting different menus */ regs[0] = 0; regs[1] = 0; regs[2] = 0; Sync(); SetWriteHandler(0x8000, 0xFFFF, WriteHi); SetWriteHandler(0x6001, 0x6002, WriteLo); SetReadHandler(0x6000, 0x7FFF, ReadLo); SetReadHandler(0x8000, 0xFFFF, CartBR); } static void StateRestore(int version) { Sync(); } static void Reset(void) { hrd_flag++; hrd_flag &= 3; regs[0] = 0; regs[1] = 0; regs[2] = 0; Sync(); } void Mapper428_Init(CartInfo *info) { hrd_flag = 0; Sync(); info->Power = Power; info->Reset = Reset; AddExState(&StateRegs, ~0, 0, 0); GameStateRestore = StateRestore; }