1 /* FCE Ultra - NES/Famicom Emulator
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3 * Copyright notice for this file:
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4 * Copyright (C) 2005 CaH4e3
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6 * This program is free software; you can redistribute it and/or modify
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7 * it under the terms of the GNU General Public License as published by
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8 * the Free Software Foundation; either version 2 of the License, or
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9 * (at your option) any later version.
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11 * This program is distributed in the hope that it will be useful,
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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14 * GNU General Public License for more details.
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16 * You should have received a copy of the GNU General Public License
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17 * along with this program; if not, write to the Free Software
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18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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20 * BMC 42-in-1 "reset switch" type
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25 static uint8 bank_mode;
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26 static uint8 bank_value;
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27 static uint8 prgb[4];
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28 static SFORMAT StateRegs[]=
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33 static void Sync(void)
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35 FCEU_printf("%02x: %02x %02x\n", bank_mode, bank_value, prgb[0]);
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39 setprg32(0x8000,bank_value&7); break;
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41 setprg16(0x8000,((8+(bank_value&7))>>1)+prgb[1]);
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42 setprg16(0xC000,(bank_value&7)>>1);
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44 setprg32(0x8000,8+(bank_value&7)); break;
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46 setprg16(0x8000,((8+(bank_value&7))>>1)+prgb[1]);
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47 setprg16(0xC000,((8+(bank_value&7))>>1)+prgb[3]);
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49 setprg8(0x8000,prgb[0]>>2);
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50 setprg8(0xa000,prgb[1]);
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51 setprg8(0xc000,prgb[2]);
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55 setprg8(0x8000,prgb[0]);
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56 setprg8(0xa000,prgb[1]);
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57 setprg8(0xc000,prgb[2]);
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58 setprg8(0xe000,prgb[3]);
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63 static DECLFW(BMC13in1JY110Write)
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65 FCEU_printf("%04x:%04x\n",A,V);
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71 case 0x8003: prgb[A&3]=V; break;
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72 case 0xD000: bank_mode=V; break;
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73 case 0xD001: setmirror(V&3);
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75 case 0xD003: bank_value=V; break;
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80 static void BMC13in1JY110Power(void)
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82 prgb[0]=prgb[1]=prgb[2]=prgb[3]=0;
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87 SetWriteHandler(0x8000,0xFFFF,BMC13in1JY110Write);
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88 SetReadHandler(0x8000,0xFFFF,CartBR);
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91 static void StateRestore(int version)
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96 void BMC13in1JY110_Init(CartInfo *info)
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98 info->Power=BMC13in1JY110Power;
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99 AddExState(&StateRegs, ~0, 0, 0);
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100 GameStateRestore=StateRestore;
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