bsnes/nall/string.hpp

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#pragma once
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <algorithm>
#include <initializer_list>
#include <memory>
#include <nall/platform.hpp>
#include <nall/atoi.hpp>
#include <nall/function.hpp>
#include <nall/intrinsics.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/memory.hpp>
#include <nall/primitives.hpp>
#include <nall/shared-pointer.hpp>
#include <nall/stdint.hpp>
#include <nall/utility.hpp>
2011-11-17 12:05:35 +00:00
#include <nall/varint.hpp>
#include <nall/vector.hpp>
namespace nall {
struct string;
struct format;
struct lstring;
struct string_view {
inline string_view();
inline string_view(const string_view& source);
inline string_view(string_view&& source);
inline string_view(const char* data);
inline string_view(const char* data, uint size);
inline string_view(const string& source);
template<typename... P> inline string_view(P&&... p);
inline ~string_view();
inline auto operator=(const string_view& source) -> string_view&;
inline auto operator=(string_view&& source) -> string_view&;
inline operator const char*() const;
inline auto data() const -> const char*;
inline auto size() const -> uint;
protected:
string* _string;
const char* _data;
mutable int _size;
};
#define NALL_STRING_ALLOCATOR_ADAPTIVE
//#define NALL_STRING_ALLOCATOR_COPY_ON_WRITE
//#define NALL_STRING_ALLOCATOR_SMALL_STRING_OPTIMIZATION
//#define NALL_STRING_ALLOCATOR_VECTOR
//cast.hpp
template<typename T> struct stringify;
//format.hpp
template<typename... P> inline auto print(P&&...) -> void;
template<typename... P> inline auto print(FILE*, P&&...) -> void;
inline auto integer(intmax value, long precision = 0, char padchar = '0') -> string;
inline auto natural(uintmax value, long precision = 0, char padchar = '0') -> string;
inline auto hex(uintmax value, long precision = 0, char padchar = '0') -> string;
inline auto octal(uintmax value, long precision = 0, char padchar = '0') -> string;
inline auto binary(uintmax value, long precision = 0, char padchar = '0') -> string;
template<typename T> inline auto pointer(const T* value, long precision = 0) -> string;
inline auto pointer(uintptr value, long precision = 0) -> string;
inline auto real(long double value) -> string;
//match.hpp
inline auto tokenize(const char* s, const char* p) -> bool;
inline auto tokenize(lstring& list, const char* s, const char* p) -> bool;
//path.hpp
inline auto pathname(string_view self) -> string;
inline auto filename(string_view self) -> string;
inline auto dirname(string_view self) -> string;
inline auto basename(string_view self) -> string;
inline auto prefixname(string_view self) -> string;
inline auto suffixname(string_view self) -> string;
//utility.hpp
inline auto slice(string_view self, int offset = 0, int length = -1) -> string;
inline auto integer(char* result, intmax value) -> char*;
inline auto natural(char* result, uintmax value) -> char*;
inline auto real(char* str, long double value) -> uint;
struct string {
using type = string;
protected:
#if defined(NALL_STRING_ALLOCATOR_ADAPTIVE)
enum : uint { SSO = 24 };
union {
struct { //copy-on-write
char* _data;
uint* _refs;
};
struct { //small-string-optimization
char _text[SSO];
};
};
inline auto _allocate() -> void;
inline auto _copy() -> void;
inline auto _resize() -> void;
#endif
#if defined(NALL_STRING_ALLOCATOR_COPY_ON_WRITE)
char* _data;
mutable uint* _refs;
inline auto _allocate() -> char*;
inline auto _copy() -> char*;
#endif
#if defined(NALL_STRING_ALLOCATOR_SMALL_STRING_OPTIMIZATION)
enum : uint { SSO = 24 };
union {
char* _data;
char _text[SSO];
};
#endif
#if defined(NALL_STRING_ALLOCATOR_VECTOR)
char* _data;
#endif
uint _capacity;
uint _size;
public:
inline string();
template<typename T = char> inline auto get() -> T*;
template<typename T = char> inline auto data() const -> const T*;
inline auto reset() -> type&;
inline auto reserve(uint) -> type&;
inline auto resize(uint) -> type&;
inline auto operator=(const string&) -> type&;
inline auto operator=(string&&) -> type&;
template<typename T, typename... P> string(T&& s, P&&... p) : string() {
append(forward<T>(s), forward<P>(p)...);
}
~string() { reset(); }
explicit operator bool() const { return _size; }
operator const char*() const { return (const char*)data(); }
auto size() const -> uint { return _size; }
auto capacity() const -> uint { return _capacity; }
auto operator==(const string& source) const -> bool {
return size() == source.size() && memory::compare(data(), source.data(), size()) == 0;
}
auto operator!=(const string& source) const -> bool {
return size() != source.size() || memory::compare(data(), source.data(), size()) != 0;
}
auto operator==(const char* source) const -> bool { return strcmp(data(), source) == 0; }
auto operator!=(const char* source) const -> bool { return strcmp(data(), source) != 0; }
auto operator==(string_view source) const -> bool { return compare(source) == 0; }
auto operator!=(string_view source) const -> bool { return compare(source) != 0; }
auto operator< (string_view source) const -> bool { return compare(source) < 0; }
auto operator<=(string_view source) const -> bool { return compare(source) <= 0; }
auto operator> (string_view source) const -> bool { return compare(source) > 0; }
auto operator>=(string_view source) const -> bool { return compare(source) >= 0; }
string(const string& source) : string() { operator=(source); }
string(string&& source) : string() { operator=(move(source)); }
auto begin() -> char* { return &get()[0]; }
auto end() -> char* { return &get()[size()]; }
auto begin() const -> const char* { return &data()[0]; }
auto end() const -> const char* { return &data()[size()]; }
//atoi.hpp
inline auto integer() const -> intmax;
inline auto natural() const -> uintmax;
inline auto real() const -> double;
//core.hpp
inline auto operator[](int) const -> const char&;
template<typename... P> inline auto assign(P&&...) -> type&;
template<typename T, typename... P> inline auto append(const T&, P&&...) -> type&;
template<typename... P> inline auto append(const nall::format&, P&&...) -> type&;
inline auto append() -> type&;
template<typename T> inline auto _append(const stringify<T>&) -> string&;
inline auto length() const -> uint;
//datetime.hpp
inline static auto date(time_t = 0) -> string;
inline static auto time(time_t = 0) -> string;
inline static auto datetime(time_t = 0) -> string;
//find.hpp
template<bool, bool> inline auto _find(int, string_view) const -> maybe<uint>;
inline auto find(string_view source) const -> maybe<uint>;
inline auto ifind(string_view source) const -> maybe<uint>;
inline auto qfind(string_view source) const -> maybe<uint>;
inline auto iqfind(string_view source) const -> maybe<uint>;
inline auto findFrom(int offset, string_view source) const -> maybe<uint>;
inline auto ifindFrom(int offset, string_view source) const -> maybe<uint>;
//format.hpp
inline auto format(const nall::format& params) -> type&;
//compare.hpp
template<bool> inline static auto _compare(const char*, uint, const char*, uint) -> int;
inline static auto compare(string_view, string_view) -> int;
inline static auto icompare(string_view, string_view) -> int;
inline auto compare(string_view source) const -> int;
inline auto icompare(string_view source) const -> int;
inline auto equals(string_view source) const -> bool;
inline auto iequals(string_view source) const -> bool;
inline auto beginsWith(string_view source) const -> bool;
inline auto ibeginsWith(string_view source) const -> bool;
inline auto endsWith(string_view source) const -> bool;
inline auto iendsWith(string_view source) const -> bool;
//convert.hpp
inline auto downcase() -> type&;
inline auto upcase() -> type&;
inline auto qdowncase() -> type&;
inline auto qupcase() -> type&;
inline auto transform(string_view from, string_view to) -> type&;
//match.hpp
inline auto match(string_view source) const -> bool;
inline auto imatch(string_view source) const -> bool;
//replace.hpp
template<bool, bool> inline auto _replace(string_view, string_view, long) -> type&;
inline auto replace(string_view from, string_view to, long limit = LONG_MAX) -> type&;
inline auto ireplace(string_view from, string_view to, long limit = LONG_MAX) -> type&;
inline auto qreplace(string_view from, string_view to, long limit = LONG_MAX) -> type&;
inline auto iqreplace(string_view from, string_view to, long limit = LONG_MAX) -> type&;
//split.hpp
inline auto split(string_view key, long limit = LONG_MAX) const -> lstring;
inline auto isplit(string_view key, long limit = LONG_MAX) const -> lstring;
inline auto qsplit(string_view key, long limit = LONG_MAX) const -> lstring;
inline auto iqsplit(string_view key, long limit = LONG_MAX) const -> lstring;
//trim.hpp
inline auto trim(string_view lhs, string_view rhs, long limit = LONG_MAX) -> type&;
inline auto trimLeft(string_view lhs, long limit = LONG_MAX) -> type&;
inline auto trimRight(string_view rhs, long limit = LONG_MAX) -> type&;
inline auto itrim(string_view lhs, string_view rhs, long limit = LONG_MAX) -> type&;
inline auto itrimLeft(string_view lhs, long limit = LONG_MAX) -> type&;
inline auto itrimRight(string_view rhs, long limit = LONG_MAX) -> type&;
inline auto strip() -> type&;
inline auto stripLeft() -> type&;
inline auto stripRight() -> type&;
//utility.hpp
inline static auto read(string_view filename) -> string;
inline static auto repeat(string_view pattern, uint times) -> string;
inline auto fill(char fill = ' ') -> type&;
inline auto hash() const -> uint;
inline auto remove(uint offset, uint length) -> type&;
inline auto reverse() -> type&;
inline auto size(int length, char fill = ' ') -> type&;
};
struct lstring : vector<string> {
using type = lstring;
lstring(const lstring& source) { vector::operator=(source); }
lstring(lstring& source) { vector::operator=(source); }
lstring(lstring&& source) { vector::operator=(move(source)); }
template<typename... P> lstring(P&&... p) { append(forward<P>(p)...); }
//list.hpp
inline auto operator==(const lstring&) const -> bool;
inline auto operator!=(const lstring&) const -> bool;
inline auto operator=(const lstring& source) -> type& { return vector::operator=(source), *this; }
inline auto operator=(lstring& source) -> type& { return vector::operator=(source), *this; }
inline auto operator=(lstring&& source) -> type& { return vector::operator=(move(source)), *this; }
inline auto isort() -> type&;
template<typename... P> inline auto append(const string&, P&&...) -> type&;
inline auto append() -> type&;
inline auto find(string_view source) const -> maybe<uint>;
inline auto ifind(string_view source) const -> maybe<uint>;
inline auto match(string_view pattern) const -> lstring;
inline auto merge(string_view separator) const -> string;
inline auto strip() -> type&;
//split.hpp
template<bool, bool> inline auto _split(string_view, string_view, long) -> lstring&;
};
struct format : vector<string> {
using type = format;
template<typename... P> format(P&&... p) { reserve(sizeof...(p)); append(forward<P>(p)...); }
template<typename T, typename... P> inline auto append(const T&, P&&... p) -> type&;
inline auto append() -> type&;
};
}
#include <nall/string/view.hpp>
#include <nall/string/atoi.hpp>
#include <nall/string/cast.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/string/compare.hpp>
#include <nall/string/convert.hpp>
#include <nall/string/core.hpp>
#include <nall/string/datetime.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/string/find.hpp>
#include <nall/string/format.hpp>
#include <nall/string/list.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/string/match.hpp>
#include <nall/string/path.hpp>
#include <nall/string/replace.hpp>
#include <nall/string/split.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/string/trim.hpp>
#include <nall/string/utility.hpp>
#include <nall/string/eval/node.hpp>
#include <nall/string/eval/literal.hpp>
#include <nall/string/eval/parser.hpp>
#include <nall/string/eval/evaluator.hpp>
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
#include <nall/string/markup/node.hpp>
#include <nall/string/markup/find.hpp>
Update to v091r05 release. [No prior releases were posted to the WIP thread. -Ed.] byuu says: Super Famicom mapping system has been reworked as discussed with the mask= changes. offset becomes base, mode is gone. Also added support for comma-separated fields in the address fields, to reduce the number of map lines needed. <?xml version="1.0" encoding="UTF-8"?> <cartridge region="NTSC"> <superfx revision="2"> <rom name="program.rom" size="0x200000"/> <ram name="save.rwm" size="0x8000"/> <map id="io" address="00-3f,80-bf:3000-32ff"/> <map id="rom" address="00-3f:8000-ffff" mask="0x8000"/> <map id="rom" address="40-5f:0000-ffff"/> <map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/> <map id="ram" address="70-71:0000-ffff"/> </superfx> </cartridge> Or in BML: cartridge region=NTSC superfx revision=2 rom name=program.rom size=0x200000 ram name=save.rwm size=0x8000 map id=io address=00-3f,80-bf:3000-32ff map id=rom address=00-3f:8000-ffff mask=0x8000 map id=rom address=40-5f:0000-ffff map id=ram address=00-3f,80-bf:6000-7fff size=0x2000 map id=ram address=70-71:0000-ffff As a result of the changes, old mappings will no longer work. The above XML example will run Super Mario World 2: Yoshi's Island. Otherwise, you'll have to write your own. All that's left now is to work some sort of database mapping system in, so I can start dumping carts en masse. The NES changes that FitzRoy asked for are mostly in as well. Also, part of the reason I haven't released a WIP ... but fuck it, I'm not going to wait forever to post a new WIP. I've added a skeleton driver to emulate Campus Challenge '92 and Powerfest '94. There's no actual emulation, except for the stuff I can glean from looking at the pictures of the board. It has a DSP-1 (so SR/DR registers), four ROMs that map in and out, RAM, etc. I've also added preliminary mapping to upload high scores to a website, but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
#include <nall/string/markup/bml.hpp>
#include <nall/string/markup/xml.hpp>
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
#include <nall/string/transform/cml.hpp>
#include <nall/string/transform/dml.hpp>