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https://github.com/libretro/Mesen.git
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70 lines
1.7 KiB
C++
70 lines
1.7 KiB
C++
#pragma once
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#include "BaseMapper.h"
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#include "VrcIrq.h"
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class Waixing252 : public BaseMapper
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{
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private:
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uint8_t _chrRegs[8];
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unique_ptr<VrcIrq> _irq;
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protected:
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uint16_t GetPRGPageSize() override { return 0x2000; }
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uint16_t GetCHRPageSize() override { return 0x400; }
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void InitMapper() override
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{
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_irq.reset(new VrcIrq(_console));
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memset(_chrRegs, 0, sizeof(_chrRegs));
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SelectPRGPage(2, -2);
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SelectPRGPage(3, -1);
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}
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void StreamState(bool saving) override
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{
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BaseMapper::StreamState(saving);
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SnapshotInfo irq{ _irq.get() };
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ArrayInfo<uint8_t> chrRegs{ _chrRegs,8 };
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Stream(chrRegs, irq);
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if(!saving) {
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UpdateState();
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}
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}
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void ProcessCpuClock() override
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{
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_irq->ProcessCpuClock();
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}
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void UpdateState()
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{
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for(int i = 0; i < 8; i++) {
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//CHR needs to be writeable (according to Nestopia's source, and this does remove visual glitches from the game)
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SetPpuMemoryMapping(0x400 * i, 0x400 * i + 0x3FF, _chrRegs[i], ChrMemoryType::Default, MemoryAccessType::ReadWrite);
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}
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}
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void WriteRegister(uint16_t addr, uint8_t value) override
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{
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if(addr <= 0x8FFF) {
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SelectPRGPage(0, value);
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} else if(addr >= 0xA000 && addr <= 0xAFFF) {
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SelectPRGPage(1, value);
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} else if(addr >= 0xB000 && addr <= 0xEFFF) {
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uint8_t shift = addr & 0x4;
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uint8_t bank = (((addr - 0xB000) >> 1 & 0x1800) | (addr << 7 & 0x0400)) / 0x400;
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_chrRegs[bank] = ((_chrRegs[bank] & (0xF0 >> shift)) | ((value & 0x0F) << shift));
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UpdateState();
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} else {
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switch(addr & 0xF00C) {
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case 0xF000: _irq->SetReloadValueNibble(value, false); break;
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case 0xF004: _irq->SetReloadValueNibble(value, true); break;
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case 0xF008: _irq->SetControlValue(value); break;
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case 0xF00C: _irq->AcknowledgeIrq(); break;
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}
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}
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}
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}; |