add a stub for a GBA GPU Viewer
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parent
efbdd58839
commit
b2b3715468
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@ -220,6 +220,12 @@
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</Compile>
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<Compile Include="DisplayManager\DisplayManager.cs" />
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<Compile Include="DisplayManager\Filters\Hq2x.cs" />
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<Compile Include="GBAtools\GBAGPUView.cs">
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<SubType>Form</SubType>
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</Compile>
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<Compile Include="GBAtools\GBAGPUView.Designer.cs">
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<DependentUpon>GBAGPUView.cs</DependentUpon>
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</Compile>
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<Compile Include="GBtools\BmpView.cs">
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<SubType>Component</SubType>
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</Compile>
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@ -491,6 +497,9 @@
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<EmbeddedResource Include="config\PathInfo.resx">
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<DependentUpon>PathInfo.cs</DependentUpon>
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</EmbeddedResource>
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<EmbeddedResource Include="GBAtools\GBAGPUView.resx">
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<DependentUpon>GBAGPUView.cs</DependentUpon>
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</EmbeddedResource>
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<EmbeddedResource Include="GBtools\CGBColorChooserForm.resx">
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<DependentUpon>CGBColorChooserForm.cs</DependentUpon>
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</EmbeddedResource>
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@ -0,0 +1,60 @@
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namespace BizHawk.MultiClient.GBAtools
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{
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partial class GBAGPUView
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Windows Form Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent()
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{
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this.label1 = new System.Windows.Forms.Label();
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this.SuspendLayout();
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//
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// label1
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//
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this.label1.AutoSize = true;
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this.label1.Location = new System.Drawing.Point(42, 21);
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this.label1.Name = "label1";
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this.label1.Size = new System.Drawing.Size(115, 13);
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this.label1.TabIndex = 0;
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this.label1.Text = "Doesn\'t exist yet, sorry!";
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//
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// GBAGPUView
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//
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this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
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this.ClientSize = new System.Drawing.Size(292, 273);
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this.Controls.Add(this.label1);
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this.Name = "GBAGPUView";
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this.Text = "GBA GPU Viewer";
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this.ResumeLayout(false);
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this.PerformLayout();
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}
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#endregion
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private System.Windows.Forms.Label label1;
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}
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}
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@ -0,0 +1,36 @@
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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namespace BizHawk.MultiClient.GBAtools
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{
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public partial class GBAGPUView : Form
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{
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public GBAGPUView()
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{
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InitializeComponent();
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}
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public void Restart()
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{
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if (Global.Emulator is Emulation.Consoles.Nintendo.GBA.GBA)
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{
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}
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else
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{
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if (Visible)
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Close();
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}
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}
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/// <summary>belongs in ToolsBefore</summary>
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public void UpdateValues()
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{
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}
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}
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}
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@ -0,0 +1,120 @@
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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</root>
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File diff suppressed because it is too large
Load Diff
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@ -81,6 +81,7 @@ namespace BizHawk.MultiClient
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public NESPPU NESPPU1 = new NESPPU();
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public NESDebugger NESDebug1 = new NESDebugger();
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public GBtools.GBGPUView GBGPUView1 = new GBtools.GBGPUView();
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public GBAtools.GBAGPUView GBAGPUView1 = new GBAtools.GBAGPUView();
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public PCEBGViewer PCEBGViewer1 = new PCEBGViewer();
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public Cheats Cheats1 = new Cheats();
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public ToolBox ToolBox1 = new ToolBox();
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pCEToolStripMenuItem.Visible = false;
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sMSToolStripMenuItem.Visible = false;
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gBToolStripMenuItem.Visible = false;
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gBAToolStripMenuItem.Visible = false;
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atariToolStripMenuItem.Visible = false;
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sNESToolStripMenuItem.Visible = false;
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colecoToolStripMenuItem.Visible = false;
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@ -1389,6 +1391,9 @@ namespace BizHawk.MultiClient
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case "GBC":
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gBToolStripMenuItem.Visible = true;
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break;
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case "GBA":
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gBAToolStripMenuItem.Visible = true;
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break;
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case "A26":
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atariToolStripMenuItem.Visible = true;
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break;
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@ -1966,6 +1971,7 @@ namespace BizHawk.MultiClient
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NESNameTableViewer1.Restart();
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NESDebug1.Restart();
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GBGPUView1.Restart();
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GBAGPUView1.Restart();
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PCEBGViewer1.Restart();
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TI83KeyPad1.Restart();
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TAStudio1.Restart();
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NESPPU1.UpdateValues();
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PCEBGViewer1.UpdateValues();
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GBGPUView1.UpdateValues();
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GBAGPUView1.UpdateValues();
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}
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public void UpdateToolsLoadstate()
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GBGPUView1.Focus();
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}
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public void LoadGBAGPUView()
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{
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if (!GBAGPUView1.IsHandleCreated || GBAGPUView1.IsDisposed)
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{
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GBAGPUView1 = new GBAtools.GBAGPUView();
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GBAGPUView1.Show();
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}
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else
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GBAGPUView1.Focus();
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}
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public void LoadTI83KeyPad()
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{
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if (!TI83KeyPad1.IsHandleCreated || TI83KeyPad1.IsDisposed)
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NESNameTableViewer1.Restart();
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NESDebug1.Restart();
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GBGPUView1.Restart();
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GBAGPUView1.Restart();
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PCEBGViewer1.Restart();
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TI83KeyPad1.Restart();
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Cheats1.Restart();
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CloseForm(NESPPU1);
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CloseForm(NESDebug1);
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CloseForm(GBGPUView1);
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CloseForm(GBAGPUView1);
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CloseForm(PCEBGViewer1);
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CloseForm(Cheats1);
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CloseForm(TI83KeyPad1);
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}
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}
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}
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private void gPUViewToolStripMenuItem_Click(object sender, EventArgs e)
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{
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LoadGBAGPUView();
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}
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}
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}
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