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Lines Matching refs:ROM

35   rom = null;
168 sumROM : sum(gameboy.fromTypedArray(gameboy.ROM)),
1367 this.ROMImage = ROMImage; //The game's ROM.
1388 this.inBootstrap = true; //Whether we're in the GBC boot ROM.
1389 this.usedBootROM = false; //Updated upon ROM loading...
1390 this.usedGBCBootROM = false; //Did we boot to the GBC boot ROM?
1408 this.ROM = []; //The full ROM file dumped to an array.
1422 this.ROMBank1offs = 0; //Offset of the ROM bank switching.
1423 this.currentROMBank = 0; //The parsed current ROM bank selection.
1541 //ROM Cartridge Components:
1619 // Start of code changed for benchmarking (removed ROM):
5303 this.fromTypedArray(this.ROM),
5513 this.ROM = this.toTypedArray(state[index++], "uint8");
5514 this.ROMBankEdge = Math.floor(this.ROM.length / 0x4000);
5753 this.ROMLoad(); //Load the ROM into memory and get cartridge information from it.
5776 //Fill in the boot ROM set register values
5777 //Default values to the GB boot ROM values, then fill in the GBC boot ROM values after ROM loading
5811 cout("Starting without the GBC boot ROM.", 0);
5924 cout("Starting the selected boot ROM.", 0);
5952 //Load the first two ROM banks (0x0000 - 0x7FFF) into regular gameboy memory:
5953 this.ROM = [];
5957 throw(new Error("ROM image size too small."));
5959 this.ROM = this.getTypedArray(maxLength, 0, "uint8");
5963 //Patch in the GBC boot ROM into the memory map:
5965 this.memory[romIndex] = this.GBCBOOTROM[romIndex]; //Load in the GameBoy Color BOOT ROM.
5966 this.ROM[romIndex] = (this.ROMImage.charCodeAt(romIndex) & 0xFF); //Decode the ROM binary for the switch out.
5969 this.memory[romIndex] = this.ROM[romIndex] = (this.ROMImage.charCodeAt(romIndex) & 0xFF); //Load in the game ROM.
5972 this.memory[romIndex] = this.GBCBOOTROM[romIndex - 0x100]; //Load in the GameBoy Color BOOT ROM.
5973 this.ROM[romIndex] = (this.ROMImage.charCodeAt(romIndex) & 0xFF); //Decode the ROM binary for the switch out.
5978 //Patch in the GBC boot ROM into the memory map:
5980 this.memory[romIndex] = this.GBBOOTROM[romIndex]; //Load in the GameBoy Color BOOT ROM.
5981 this.ROM[romIndex] = (this.ROMImage.charCodeAt(romIndex) & 0xFF); //Decode the ROM binary for the switch out.
5985 this.memory[romIndex] = this.ROM[romIndex] = (this.ROMImage.charCodeAt(romIndex) & 0xFF); //Load in the game ROM.
5989 //Don't load in the boot ROM:
5991 this.memory[romIndex] = this.ROM[romIndex] = (this.ROMImage.charCodeAt(romIndex) & 0xFF); //Load in the game ROM.
5994 //Finish the decoding of the ROM binary:
5996 this.ROM[romIndex] = (this.ROMImage.charCodeAt(romIndex) & 0xFF);
5998 this.ROMBankEdge = Math.floor(this.ROM.length / 0x4000);
6005 //Return the binary version of the ROM image currently running:
6009 var length = this.ROM.length;
6011 this.ROMImage += String.fromCharCode(this.ROM[index]);
6016 // ROM name
6022 // ROM game code (for newer games)
6031 this.cartridgeType = this.ROM[0x147];
6033 //Map out ROM cartridge sub-types.
6037 //ROM w/o bank switching
6039 MBCType = "ROM";
6068 MBCType = "ROM + SRAM";
6073 MBCType = "ROM + SRAM + BATT";
6176 // ROM and RAM banks
6177 this.numROMBanks = this.ROMBanks[this.ROM[0x148]];
6178 cout(this.numROMBanks + " ROM banks.", 0);
6179 switch (this.RAMBanks[this.ROM[0x149]]) {
6197 switch (this.ROM[0x143]) {
6203 if (!settings[2] && this.name + this.gameCode + this.ROM[0x143] == "Game and Watch 50") {
6221 cout("Unknown GameBoy game type code #" + this.ROM[0x143] + ", defaulting to GB mode (Old games don't have a type code).", 1);
6229 this.cGBC = this.usedGBCBootROM; //Allow the GBC boot ROM to run in GBC mode...
6235 var cOldLicense = this.ROM[0x14B];
6236 var cNewLicense = (this.ROM[0x144] & 0xFF00) | (this.ROM[0x145] & 0xFF);
6248 //Remove any traces of the boot ROM from ROM memory.
6250 this.memory[index] = this.ROM[index]; //Replace the GameBoy or GameBoy Color boot ROM with the game ROM.
6253 //Remove any traces of the boot ROM from ROM memory.
6255 this.memory[index] = this.ROM[index]; //Replace the GameBoy Color boot ROM with the game ROM.
6292 //For ROM and unknown MBC cartridges using the external RAM:
9115 return parentObj.ROM[parentObj.currentROMBank + address];
9216 //Read the cartridge ROM data from RAM memory:
9230 //Read the cartridge ROM data from RAM memory:
9235 //Read the cartridge ROM data from RAM memory:
9389 //MBC1 ROM bank switching:
9419 //MBC2 ROM bank switching:
9424 //MBC3 ROM bank switching:
9450 //MBC5 ROM bank switching:
9455 //MBC5 ROM bank switching (by least significant bit):
10486 if (data > 0x7F && data < 0xE0) { //DMG cannot DMA from the ROM banks.
10553 cout("Boot ROM reads blocked: Bootstrap process has ended.", 0);
10555 parentObj.disableBootROM(); //Fill in the boot ROM ranges with ROM bank 0 ROM ranges
10563 if (parentObj.name + parentObj.gameCode + parentObj.ROM[0x143] == "Game and Watch 50") {
10574 //Lockout the ROMs from accessing the BOOT ROM control register:
10690 false, //Boot with boot ROM first? (set to false for benchmarking)
10698 false, //Override to allow for MBC1 instead of ROM only (compatibility for broken 3rd-party cartridges).
10700 false, //Use the GameBoy boot ROM instead of the GameBoy Color boot ROM.
10705 function start(canvas, ROM) {
10708 gameboy = new GameBoyCore(canvas, ROM);
10843 cout("Could not find any previous SRAM copy for the current ROM.", 0);
10858 cout("Could not find any previous RTC copy for the current ROM.", 0);
11104 // ROM code from Public Domain LPC2000 Demo "realtime" by AGO.