2012-04-29 06:16:44 +00:00
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#include <sfc/sfc.hpp>
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2011-01-08 09:58:41 +00:00
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2012-04-26 10:51:13 +00:00
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namespace SuperFamicom {
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2011-01-08 09:58:41 +00:00
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2016-02-25 10:38:03 +00:00
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ICD2 icd2;
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#if defined(SFC_SUPERGAMEBOY)
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2011-01-08 09:58:41 +00:00
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#include "interface/interface.cpp"
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#include "mmio/mmio.cpp"
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Update to v073r03 release.
byuu says:
Changelog:
- much tighter SGB integration, but this is still a work-in-progress
- memory::gb(rom,ram,rtc) is gone, uses GameBoy:: memory structures
directly (a big gain, no need to copy memory to save and load)
- UI-based cartridge loading works with GameBoy:: directly as well
- libsnes will need to be updated internally to reflect this
- games can save and load (even before bgameboy can, hah)
- save states hooked up, but they crash the DMG. I don't know why, as
if it was hard enough saving states with libco, try doing it for an
emulator inside an emulator >_<
- last remnants of old SGB stuff removed, <sueprgameboy> XML converted
to <icd2>
- looks like the XML list idea is looking pretty useless for
SNES::Cartridge now that bgameboy handles its own XML mapping
2011-01-08 10:06:09 +00:00
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#include "serialization.cpp"
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2011-01-08 09:58:41 +00:00
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2016-02-09 11:51:12 +00:00
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auto ICD2::Enter() -> void {
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2011-01-08 09:58:41 +00:00
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while(true) {
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2016-02-09 11:51:12 +00:00
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if(scheduler.synchronizing()) GameBoy::system.runToSave();
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scheduler.synchronize();
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icd2.main();
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}
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}
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Update to v073r03 release.
byuu says:
Changelog:
- much tighter SGB integration, but this is still a work-in-progress
- memory::gb(rom,ram,rtc) is gone, uses GameBoy:: memory structures
directly (a big gain, no need to copy memory to save and load)
- UI-based cartridge loading works with GameBoy:: directly as well
- libsnes will need to be updated internally to reflect this
- games can save and load (even before bgameboy can, hah)
- save states hooked up, but they crash the DMG. I don't know why, as
if it was hard enough saving states with libco, try doing it for an
emulator inside an emulator >_<
- last remnants of old SGB stuff removed, <sueprgameboy> XML converted
to <icd2>
- looks like the XML list idea is looking pretty useless for
SNES::Cartridge now that bgameboy handles its own XML mapping
2011-01-08 10:06:09 +00:00
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2016-02-09 11:51:12 +00:00
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auto ICD2::main() -> void {
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if(r6003 & 0x80) {
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GameBoy::system.run();
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step(GameBoy::system._clocksExecuted);
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GameBoy::system._clocksExecuted = 0;
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} else { //DMG halted
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Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
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stream->sample(0, 0);
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2016-02-09 11:51:12 +00:00
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step(1);
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2011-01-08 09:58:41 +00:00
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}
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2016-02-09 11:51:12 +00:00
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synchronizeCPU();
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2011-01-08 09:58:41 +00:00
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}
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2015-11-14 00:52:51 +00:00
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auto ICD2::init() -> void {
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2011-01-08 09:58:41 +00:00
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}
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2015-11-14 00:52:51 +00:00
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auto ICD2::load() -> void {
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2012-05-09 23:35:29 +00:00
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bind = GameBoy::interface->bind;
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hook = GameBoy::interface->hook;
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Update to v088r15 release.
byuu says:
Changelog:
- default placement of presentation window optimized for 1024x768
displays or larger (sorry if yours is smaller, move the window
yourself.)
- Direct3D waits until a previous Vblank ends before waiting for the
next Vblank to begin (fixes video timing analysis, and ---really---
fast computers.)
- Window::setVisible(false) clears modality, but also fixed in Browser
code as well (fixes loading images on Windows hanging)
- Browser won't consume full CPU resources (but timing analysis will,
I don't want stalls to affect the results.)
- closing settings window while analyzing stops analysis
- you can load the SGB BIOS without a game (why the hell you would want
to ...)
- escape closes the Browser window (it won't close other dialogs, it has
to be hooked up per-window)
- just for fun, joypad hat up/down moves in Browser file list, any
joypad button loads selected game [not very useful, lacks repeat, and
there aren't GUI load file open buttons]
- Super Scope and Justifier crosshairs render correctly (probably
doesn't belong in the core, but it's not something I suspect people
want to do themselves ...)
- you can load GB, SGB, GB, SGB ... without problems (not happy with how
I did this, but I don't want to add an Interface::setInterface()
function yet)
- PAL timing works as I want now (if you want 50fps on a 60hz monitor,
you must not use sync video) [needed to update the DSP frequency when
toggling video/audio sync]
- not going to save input port selection for now (lot of work), but it
will properly keep your port setting across cartridge loads at least
[just goes to controller on emulator restart]
- SFC overscan on and off both work as expected now (off centers image,
on shows entire image)
- laevateinn compiles properly now
- ethos goes to ~/.config/bsnes now that target-ui is dead [honestly,
I recommend deleting the old folder and starting over]
- Emulator::Interface callbacks converted to virtual binding structure
that GUI inherits from (simplifies binding callbacks)
- this breaks Super Game Boy for a bit, I need to rethink
system-specific bindings without direct inheritance
Timing analysis works spectacularly well on Windows, too. You won't get
your 100% perfect rate (unless maybe you leave the analysis running
overnight?), but it'll get really freaking close this way.
2012-05-07 23:29:03 +00:00
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GameBoy::interface->bind = this;
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2012-05-09 23:35:29 +00:00
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GameBoy::interface->hook = this;
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Update to v097r12 release.
byuu says:
Nothing WS-related this time.
First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)
Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.
Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.
The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.
I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.
This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
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interface->loadRequest(ID::GameBoy, "Game Boy", "gb", false);
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GameBoy::interface->load(GameBoy::ID::SuperGameBoy);
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cartridge.loadGameBoy();
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2011-01-08 09:58:41 +00:00
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}
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2015-11-14 00:52:51 +00:00
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auto ICD2::unload() -> void {
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Update to v097r12 release.
byuu says:
Nothing WS-related this time.
First, I fixed expansion port device mapping. On first load, it was
mapping the expansion port device too late, so it ended up not taking
effect. I had to spin out the logic for that into
Program::connectDevices(). This was proving to be quite annoying while
testing eBoot (SNES-Hook simulation.)
Second, I fixed the audio->set(Frequency, Latency) functions to take
(uint) parameters from the configuration file, so the weird behavior
around changing settings in the audio panel should hopefully be gone
now.
Third, I rewrote the interface->load,unload functions to call into the
(Emulator)::System::load,unload functions. And I have those call out to
Cartridge::load,unload. Before, this was inverted, and Cartridge::load()
was invoking System::load(), which I felt was kind of backward.
The Super Game Boy really didn't like this change, however. And it took
me a few hours to power through it. Before, I had the Game Boy core
dummying out all the interface->(load,save)Request calls, and having the
SNES core make them for it. This is because the folder paths and IDs
will be different between the two cores.
I've redesigned things so that ICD2's Emulator::Interface overloads
loadRequest and saveRequest, and translates the requests into new
requests for the SuperFamicom core. This allows the Game Boy code to do
its own loading for everything without a bunch of Super Game Boy special
casing, and without any awkwardness around powering on with no cartridge
inserted.
This also lets the SNES side of things simply call into higher-level
GameBoy::interface->load,save(id, stream) functions instead of stabbing
at the raw underlying state inside of various Game Boy core emulation
classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
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GameBoy::interface->unload();
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2012-05-09 23:35:29 +00:00
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GameBoy::interface->bind = bind;
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GameBoy::interface->hook = hook;
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Update to v075 release.
byuu says:
This release brings improved Super Game Boy emulation, the final SHA256
hashes for the DSP-(1,1B,2,3,4) and ST-(0010,0011) coprocessors, user
interface improvements, and major internal code restructuring.
Changelog (since v074):
- completely rewrote memory sub-system to support 1-byte granularity in
XML mapping
- removed Memory inheritance and MMIO class completely, any address can
be mapped to any function now
- SuperFX: removed SuperFXBus : Bus, now implemented manually
- SA-1: removed SA1Bus : Bus, now implemented manually
- entire bus mapping is now static, happens once on cartridge load
- as a result, read/write handlers now handle MMC mapping; slower
average case, far faster worst case
- namespace memory is no more, RAM arrays are stored inside the chips
they are owned by now
- GameBoy: improved CPU HALT emulation, fixes Zelda: Link's Awakening
scrolling
- GameBoy: added serial emulation (cannot connect to another GB yet),
fixes Shin Megami Tensei - Devichil
- GameBoy: improved LCD STAT emulation, fixes Sagaia
- ui: added fullscreen support (F11 key), video settings allows for
three scale settings
- ui: fixed brightness, contrast, gamma, audio volume, input frequency
values on program startup
- ui: since Qt is dead, config file becomes bsnes.cfg once again
- Super Game Boy: you can now load the BIOS without a game inserted to
see a pretty white box
- ui-gameboy: can be built without SNES components now
- libsnes: now a UI target, compile with 'make ui=ui-libsnes'
- libsnes: added WRAM, APURAM, VRAM, OAM, CGRAM access (cheat search,
etc)
- source: removed launcher/, as the Qt port is now gone
- source: Makefile restructuring to better support new ui targets
- source: lots of other internal code cleanup work
2011-01-27 08:52:34 +00:00
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}
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2015-11-14 00:52:51 +00:00
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auto ICD2::power() -> void {
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2011-01-08 09:58:41 +00:00
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}
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Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
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auto ICD2::reset(bool soft) -> void {
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2011-01-08 09:58:41 +00:00
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create(ICD2::Enter, cpu.frequency / 5);
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2016-04-23 07:55:59 +00:00
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if(!soft) stream = Emulator::audio.createStream(2, 4194304.0 / 2.0);
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2011-01-08 09:58:41 +00:00
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r6003 = 0x00;
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r6004 = 0xff;
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r6005 = 0xff;
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r6006 = 0xff;
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r6007 = 0xff;
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2013-05-05 09:21:30 +00:00
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for(auto& r : r7000) r = 0x00;
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2011-01-08 09:58:41 +00:00
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mlt_req = 0;
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2014-01-28 10:04:58 +00:00
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for(auto& n : output) n = 0xff;
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read_bank = 0;
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read_addr = 0;
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write_bank = 0;
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write_addr = 0;
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2011-01-08 09:58:41 +00:00
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packetsize = 0;
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joyp_id = 3;
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joyp15lock = 0;
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joyp14lock = 0;
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pulselock = true;
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2012-04-26 10:51:13 +00:00
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GameBoy::system.init();
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GameBoy::system.power();
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2011-01-08 09:58:41 +00:00
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}
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2016-02-25 10:38:03 +00:00
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#endif
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2011-01-08 09:58:41 +00:00
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}
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