Remove NES _iskeyboard - This is implemented (although not well tested) already
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@ -69,7 +69,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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case "HVC-FAMILYBASIC":
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// we don't emulate the controller, so this won't work
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AssertPrg(32); AssertChr(8); AssertWram(2, 4);
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NES._iskeyboard = true;
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break;
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default:
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@ -35,8 +35,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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//user configuration
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int[] palette_compiled = new int[64 * 8];
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//variable to change controller read/write behaviour when keyboard is attached
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public bool _iskeyboard = false;
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//variable set when VS system games are running
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internal bool _isVS = false;
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//some VS games have a ppu that switches 2000 and 2001, so keep trcak of that
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@ -577,12 +575,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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}
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case 0x4017:
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{
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if (_iskeyboard)
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{
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// eventually this will be the keyboard function, but for now it is a place holder (no keys pressed)
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return 0x1E;
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}
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else if (_isVS)
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if (_isVS)
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{
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byte ret = 0;
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// for whatever reason, in VS left and right controller have swapped regs
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@ -674,11 +667,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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case 0x4014: Exec_OAMDma(val); break;
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case 0x4015: apu.WriteReg(addr, val); break;
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case 0x4016:
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if (_iskeyboard)
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{
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// eventually keyboard emulation will go here
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}
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else if (_isVS)
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if (_isVS)
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{
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write_joyport(val);
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VS_chr_reg = (byte)((val & 0x4)>>2);
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@ -63,7 +63,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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ser.Sync("cpu_step", ref cpu_step);
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ser.Sync("cpu_stepcounter", ref cpu_stepcounter);
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ser.Sync("cpu_deadcounter", ref cpu_deadcounter);
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ser.Sync("keyboard", ref _iskeyboard);
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//oam related
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ser.Sync("Oam_Dma_Index", ref oam_dma_index);
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