VS System initial commits
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@ -37,6 +37,17 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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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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public bool _isVS = false;
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//since prg reg for VS System is set in the controller regs, it is convenient to have it here
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//instead of in the board
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public byte VS_chr_reg;
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public byte VS_prg_reg;
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//various VS controls
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public byte[] VS_dips = new byte[8];
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public byte VS_service = 0;
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public byte VS_coin_inserted=0;
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public byte VS_ROM_control;
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// new input system
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NESControlSettings ControllerSettings; // this is stored internally so that a new change of settings won't replace
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@ -272,7 +283,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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ram[0x701] = 0xFF;
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}
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}
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}
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@ -516,6 +526,17 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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case 0x4014: /*OAM DMA*/ break;
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case 0x4015: return (byte)((byte)(apu.ReadReg(addr) & 0xDF) + (byte)(DB & 0x20));
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case 0x4016:
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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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ret = read_joyport(0x4017);
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ret &= 1;
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ret = (byte)(ret | (VS_service << 2) | (VS_dips[0] << 3) | (VS_dips[1] << 4) | (VS_coin_inserted << 5) | (VS_ROM_control<<7));
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return ret;
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}
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else
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{
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// special hardware glitch case
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ret_spec = read_joyport(addr);
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@ -534,6 +555,18 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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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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{
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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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ret = read_joyport(0x4016);
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ret &= 1;
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ret = (byte)(ret | (VS_dips[2] << 2) | (VS_dips[3] << 3) | (VS_dips[4] << 4) | (VS_dips[5] << 5) | (VS_dips[6] << 6) | (VS_dips[7] << 7));
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return ret;
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}
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else
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{
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return read_joyport(addr);
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@ -618,6 +651,17 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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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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{
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write_joyport(val);
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VS_chr_reg = (byte)((val & 0x4)>>2);
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//TODO: does other stuff for dual system
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//this is actually different then assignment
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VS_prg_reg = (byte)((val & 0x4)>>2);
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}
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else
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{
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write_joyport(val);
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@ -666,7 +710,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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/// Sets the provided palette as current.
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/// Applies the current deemph settings if needed to expand a 64-entry palette to 512
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/// </summary>
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private void SetPalette(byte[,] pal)
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public void SetPalette(byte[,] pal)
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{
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int nColors = pal.GetLength(0);
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int nElems = pal.GetLength(1);
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@ -76,8 +76,16 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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ser.Sync("special_case_delay", ref special_case_delay);
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ser.Sync("do_the_reread", ref do_the_reread);
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//VS related
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ser.Sync("VS", ref _isVS);
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ser.Sync("VS_CHR", ref VS_chr_reg);
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ser.Sync("VS_PRG", ref VS_prg_reg);
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ser.Sync("VS_DIPS", ref VS_dips, false);
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ser.Sync("VS_Service", ref VS_service);
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ser.Sync("VS_Coin", ref VS_coin_inserted);
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ser.Sync("VS_ROM_Control", ref VS_ROM_control);
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ser.BeginSection("Board");
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ser.BeginSection("Board");
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Board.SyncState(ser);
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if (Board is NESBoardBase && !((NESBoardBase)Board).SyncStateFlag)
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throw new InvalidOperationException("the current NES mapper didnt call base.SyncState");
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@ -57,6 +57,17 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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}
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PutSettings((NESSettings)Settings ?? new NESSettings());
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// we need to put this here because the line directly above will overwrite palette intialization anywhere else
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if (_isVS)
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{
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Console.WriteLine(palette_compiled[0]);
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//Settings.Palette = (byte[,])Palettes.palette_2c04.Clone();
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SetPalette(Palettes.palette_2c04_B);
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Console.WriteLine(palette_compiled[0]);
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Console.WriteLine(Palettes.QuickNESPalette[0, 0]);
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Console.WriteLine(Palettes.palette_2c04[0, 0]);
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}
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ser.Register<IDisassemblable>(cpu);
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@ -187,5 +187,74 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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{0, 0, 0},
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{0, 0, 0},
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};
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public static byte[,] palette_2c04_B =
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{
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{4<<5, 3<<5, 0<<5},
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{3<<5, 2<<5, 6<<5},
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{0<<5, 4<<5, 4<<5},
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{6<<5, 6<<5, 0<<5},
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{0<<5, 0<<5, 0<<5},
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{7<<5, 5<<5, 5<<5},
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{0<<5, 1<<5, 4<<5},
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{6<<5, 3<<5, 0<<5},
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{5<<5, 5<<5, 5<<5},
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{3<<5, 1<<5, 0<<5},
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{0<<5, 7<<5, 0<<5},
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{0<<5, 0<<5, 3<<5},
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{7<<5, 6<<5, 4<<5},
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{7<<5, 7<<5, 0<<5},
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{0<<5, 4<<5, 0<<5},
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{5<<5, 7<<5, 2<<5},
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{7<<5, 3<<5, 7<<5},
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{2<<5, 0<<5, 0<<5},
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{0<<5, 2<<5, 7<<5},
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{7<<5, 4<<5, 7<<5},
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{0<<5, 0<<5, 0<<5},
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{2<<5, 2<<5, 2<<5},
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{5<<5, 1<<5, 0<<5},
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{7<<5, 4<<5, 0<<5},
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{6<<5, 5<<5, 3<<5},
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{0<<5, 5<<5, 3<<5},
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{4<<5, 4<<5, 7<<5},
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{1<<5, 4<<5, 0<<5},
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{4<<5, 0<<5, 3<<5},
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{0<<5, 0<<5, 0<<5},
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{4<<5, 7<<5, 3<<5},
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{3<<5, 5<<5, 7<<5},
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{5<<5, 0<<5, 3<<5},
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{0<<5, 3<<5, 1<<5},
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{4<<5, 2<<5, 0<<5},
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{0<<5, 0<<5, 6<<5},
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{4<<5, 0<<5, 7<<5},
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{5<<5, 0<<5, 7<<5},
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{3<<5, 3<<5, 3<<5},
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{7<<5, 0<<5, 4<<5},
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{0<<5, 2<<5, 2<<5},
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{6<<5, 6<<5, 6<<5},
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{0<<5, 3<<5, 6<<5},
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{0<<5, 2<<5, 0<<5},
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{1<<5, 1<<5, 1<<5},
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{7<<5, 7<<5, 3<<5},
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{4<<5, 4<<5, 4<<5},
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{7<<5, 0<<5, 7<<5},
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{7<<5, 5<<5, 7<<5},
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{7<<5, 7<<5, 7<<5},
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{3<<5, 2<<5, 0<<5},
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{7<<5, 0<<5, 0<<5},
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{7<<5, 6<<5, 0<<5},
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{2<<5, 7<<5, 6<<5},
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{7<<5, 7<<5, 7<<5},
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{4<<5, 6<<5, 7<<5},
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{0<<5, 0<<5, 0<<5},
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{7<<5, 5<<5, 0<<5},
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{6<<5, 3<<5, 7<<5},
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{5<<5, 6<<5, 7<<5},
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{3<<5, 6<<5, 0<<5},
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{6<<5, 5<<5, 7<<5},
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{0<<5, 7<<5, 7<<5},
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{1<<5, 2<<5, 0<<5},
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};
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} //class palettes
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} //namespace
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