load 512-entry palettes, but dont do anything with them yet
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@ -22,12 +22,16 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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/// <summary>
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/// <summary>
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/// Loads a simple 192 byte (64 entry RGB888) palette which is FCEUX format (and probably other emulators as well)
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/// Loads a simple 192 byte (64 entry RGB888) or 1536 byte (64*8 = 512 entry) palette which is FCEUX format (and probably other emulators as well)
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/// The 512-entry format is new and backwards compatible. (actually, the 512-entry format extra data isnt used yet, I just edited this to support the larger quicknes file i committed)
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/// </summary>
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/// </summary>
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/// <param name="fileContents">192 bytes, the contents of the palette file</param>
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/// <param name="fileContents">192 or 1536 bytes, the contents of the palette file</param>
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public static int[,] Load_FCEUX_Palette(byte[] fileContents)
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public static int[,] Load_FCEUX_Palette(byte[] fileContents)
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{
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{
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if (fileContents.Length != 192) return null;
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//'validate' file, solely by length
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if (fileContents.Length == 1536) { }
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else if (fileContents.Length != 192) return null;
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int[,] ret = new int[64, 3];
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int[,] ret = new int[64, 3];
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int i = 0;
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int i = 0;
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for (int c = 0; c < 64; c++)
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for (int c = 0; c < 64; c++)
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