switch these all around, oops
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.Cores.Components.LR35902;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.Cores.Components.LR35902;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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using BizHawk.Emulation.Common;
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using System;
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using System.IO;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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public partial class Gameboy : ICodeDataLogger
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using BizHawk.Emulation.Common;
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using System;
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using System;
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using System.Collections.Generic;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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public partial class Gameboy : IDebuggable
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using BizHawk.Emulation.Common;
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using System;
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using System;
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using System.Diagnostics;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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public partial class Gameboy : IEmulator, IBoardInfo
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using BizHawk.Emulation.Common;
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using System;
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using System;
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using System.Collections.Generic;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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public partial class Gameboy
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using BizHawk.Emulation.Common;
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using System;
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using System;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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using BizHawk.Common;
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using BizHawk.Emulation.Common;
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using System;
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using System.ComponentModel;
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using Newtonsoft.Json;
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using System;
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using System.ComponentModel;
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using BizHawk.Common;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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using BizHawk.Emulation.Common;
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using System;
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using System;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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//#define USE_UPSTREAM_STATES // really more for testing due to needing to use these anyways for initial state code. could potentially be used outright for states
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using BizHawk.Emulation.Common;
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using Newtonsoft.Json;
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using System;
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using System.IO;
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using Newtonsoft.Json;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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public partial class Gameboy : ITextStatable
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.Cores.Components.LR35902;
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using System;
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using System;
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.Cores.Components.LR35902;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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using BizHawk.Emulation.Common;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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public partial class GambatteLink : IDebuggable
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using BizHawk.Emulation.Common;
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using System;
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using System;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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using BizHawk.Emulation.Common;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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using BizHawk.Emulation.Common;
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using System;
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using System;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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using BizHawk.Emulation.Common;
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using System;
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using System;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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using BizHawk.Emulation.Common;
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using System.IO;
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using Newtonsoft.Json;
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using System.IO;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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using BizHawk.Emulation.Common;
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using System;
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using System;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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@ -1,4 +1,4 @@
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using System;
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using System;
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using BizHawk.Emulation.Cores.Consoles.Nintendo.Gameboy;
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@ -1,6 +1,6 @@
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using BizHawk.Emulation.Common;
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using System;
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using System;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Consoles.Nintendo.Gameboy
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{
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using BizHawk.Emulation.Common;
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using System;
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using System;
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using System.Runtime.InteropServices;
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using BizHawk.Emulation.Common;
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namespace BizHawk.Emulation.Cores.Nintendo.Gameboy
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{
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/// <summary>
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