#include "fce.h"
#include "fceu098.h"
#include "sound.h"
-#include "sound098.h"
-#include "svga.h"
+#include "svga.h"
#include "netplay.h"
#include "general.h"
#include "endian.h"
#include "file.h"
#include "crc32.h"
#include "ppu.h"
+#include "ppu098.h"
#include "palette.h"
#include "movie.h"
#include "dprintf.h"
-#ifdef GP2X
-#include "drivers/gp2x/asmutils.h"
+#ifdef __arm__
+#include "drivers/arm/asmutils.h"
#endif
#define Pal (PALRAM)
static int deempcnt[8];
FCEUGI FCEUGameInfo;
+FCEUGI *GameInfo = &FCEUGameInfo;
void (*GameInterface)(int h, void *param);
void FP_FASTAPASS(1) (*PPU_hook)(uint32 A);
static int RWWrap=0;
#ifdef ASM_6502
+#ifdef DEBUG_ASM_6502
+extern uint8 nes_internal_ram[0x800];
+#else
static void asmcpu_update(int32 cycles)
{
// some code from x6502.c
}
}
}
+#endif
void asmcpu_unpack(void)
{
nes_registers[4]|= X.P & 0x5d;
nes_registers[5] = X.P << 24; // N
if (!(X.P&0x02)) nes_registers[5] |= 1; // Z
+
+#ifdef DEBUG_ASM_6502
+ memcpy(nes_internal_ram, RAM, 0x800);
+#endif
}
void asmcpu_pack(void)
DECLFR(ANull)
{
+ //printf("open [%04x] %02x @ %04x (%04x)\n", A, X.DB, X.PC, X.PC&0x7ff);
return(X.DB);
}
return;
}
- if(scanline < FSettings.FirstSLine || scanline > FSettings.LastSLine)
+ if(!ScreenON)
+ {
+ tem=Pal[0]|0x40;
+ tem|=tem << 8;
+ tem|=tem << 16;
+ FCEU_dwmemset(target,tem,256);
+ }
+ else if(scanline < FSettings.FirstSLine || scanline > FSettings.LastSLine)
{
if(PPU_hook)
PRefreshLine();
}
else
{
- if(ScreenON)
- {
- BGRender(target);
- }
- else
- {
- tem=Pal[0]|0x40;
- tem|=tem << 8;
- tem|=tem << 16;
- FCEU_dwmemset(target,tem,256);
- }
+ BGRender(target);
}
if(InputScanlineHook)
static void LineUpdateEnd(uint8 *target)
{
-#ifdef GP2X
+#ifdef __arm__
if(ScreenON || SpriteON) // Yes, very el-cheapo.
{
if(PPU[1]&0x01)
char lastLoadedGameName [2048];
int LoadGameLastError = 0;
int UNIFLoad(const char *name, int fp);
-int iNESLoad(const char *name, int fp);
+int iNESLoad(const char *name, int fp, int OverwriteVidMode);
int FDSLoad(const char *name, int fp);
int NSFLoad(int fp);
}
GetFileBase(name2);
- if(iNESLoad(name2,fp))
+ if(iNESLoad(name2,fp,1))
goto endlseq;
if(NSFLoad(fp))
goto endlseq;
int use098code = 0;
void (*ResetNES)(void) = 0;
-void (*PowerNES)(void) = 0;
void (*FCEUI_Emulate)(void) = 0;
void FCEUI_SetEmuMode(int is_new)
if (is_new)
{
ResetNES=ResetNES098;
- PowerNES=PowerNES098;
- SetSoundVariables=SetSoundVariables098;
FCEUI_Emulate=FCEUI_Emulate098;
}
else
{
ResetNES=ResetNES081;
- PowerNES=PowerNES081;
- SetSoundVariables=SetSoundVariables081;
FCEUI_Emulate=EmLoop;
}
}
X6502_Reset();
}
-static void FCEU_MemoryRand(uint8 *ptr, uint32 size)
+void FCEU_MemoryRand(uint8 *ptr, uint32 size)
{
+#ifndef DEBUG_ASM_6502
int x=0;
while(size)
{
size--;
ptr++;
}
+#endif
}
-void PowerNES081(void)
+void PowerNES(void)
{
if(!GameLoaded) return;
GeniePower();
-#ifndef DEBUG_ASM_6502
FCEU_MemoryRand(RAM,0x800);
-#else
+#ifdef DEBUG_ASM_6502
memset(RAM,0x00,0x800);
+ memset(nes_internal_ram,0x00,0x800);
#endif
ResetMapping();
PowerSound();
PowerPPU();
+
+ if (use098code)
+ FCEUPPU_Power();
+
+ /* Have the external game hardware "powered" after the internal NES stuff.
+ Needed for the NSF code and VS System code.
+ */
GameInterface(GI_POWER, 0);
if(FCEUGameInfo.type==GIT_VSUNI)
FCEU_VSUniPower();