Oops, Make VS2010 project compile
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@ -50,7 +50,7 @@
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<DefineConstants>TRACE;VS2010</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<PlatformTarget>x86</PlatformTarget>
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@ -51,7 +51,7 @@
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<DefineConstants>TRACE;VS2012</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<PlatformTarget>x86</PlatformTarget>
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@ -301,7 +301,9 @@ namespace BizHawk.Emulation.Consoles.Nintendo
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static ByteBuffer cpu_sequence_PAL = new ByteBuffer(new byte[]{4,3,3,3,3,4,3,3,3,3,4,3,3,3,3,4,3,3,3,3,4,3,3,3,3,4,3,3,3,3,4,3,3,3,3,4,3,3,3,3});
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public int cpu_step, cpu_stepcounter, cpu_deadcounter;
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#if VS2012
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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#endif
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protected void RunCpuOne()
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{
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cpu_stepcounter++;
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@ -336,7 +338,9 @@ namespace BizHawk.Emulation.Consoles.Nintendo
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}
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}
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#if VS2012
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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#endif
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public byte ReadReg(int addr)
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{
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switch (addr)
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@ -144,7 +144,9 @@ namespace BizHawk.Emulation.Consoles.Nintendo
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idleSynch = true;
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}
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#if VS2012
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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#endif
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void TriggerNMI()
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{
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nes.cpu.NMI = true;
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@ -165,7 +167,9 @@ namespace BizHawk.Emulation.Consoles.Nintendo
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}
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}
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#if VS2012
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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#endif
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void runppu(int x)
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{
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//run one ppu cycle at a time so we can interact with the ppu and clockPPU at high granularity
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