////////////////////////////////////////////////////////////////////////////////////////
//
// Nestopia - NES/Famicom emulator written in C++
//
// Copyright (C) 2003-2008 Martin Freij
//
// This file is part of Nestopia.
//
// Nestopia 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.
//
// Nestopia 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 Nestopia; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
//
////////////////////////////////////////////////////////////////////////////////////////

#include "NstBoard.hpp"
#include "NstBoardVsSystem.hpp"

namespace Nes
{
	namespace Core
	{
		namespace Boards
		{
			#ifdef NST_MSVC_OPTIMIZE
			#pragma optimize("s", on)
			#endif

			void VsSystem::SubReset(const bool hard)
			{
				p4016 = cpu.Map( 0x4016 );
				cpu.Map( 0x4016 ).Set( this, &VsSystem::Peek_4016, &VsSystem::Poke_4016 );

				if (hard)
					prg.SwapBank<SIZE_32K,0x0000>(0);
			}

			#ifdef NST_MSVC_OPTIMIZE
			#pragma optimize("", on)
			#endif

			NES_POKE_D(VsSystem,4016)
			{
				ppu.Update();
				chr.SwapBank<SIZE_8K,0x0000>( data >> 2 );
				prg.SwapBank<SIZE_8K,0x0000>( data & 0x4 );
				p4016.Poke( 0x4016, data );
			}

			NES_PEEK_A(VsSystem,4016)
			{
				return p4016.Peek( address );
			}
		}
	}
}
