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