Update to v102r23 release.
byuu says:
Changelog:
- rewrote the 6502 CPU core from scratch. Now called MOS6502,
supported BCD mode
- Famicom core disables BCD mode via MOS6502::BCD = 0;
- renamed r65816 folder to wdc65816 (still need to rename the actual
class, though ...)
Note: need to remove build rules for the now renamed r6502, r65816
objects from processor/GNUmakefile.
So this'll seem like a small WIP, but it was a solid five hours to
rewrite the entire 6502 core. The reason I wanted to do this was because
the old 6502 core was pretty sloppy. My coding style improved a lot, and
I really liked how the HuC6280 CPU core came out, so I wanted the 6502
core to be like that one.
The core can now support BCD mode, so hopefully that will prove useful
to hex\_usr and allow one core to run both the NES and his Atari 2600
cores at some point.
Note that right now, the core doesn't support any illegal instructions.
The old core supported a small number of them, but were mostly the no
operation ones. The goal is support all of the illegal instructions at
some point.
It's very possible the rewrite introduced some regressions, so thorough
testing of the NES core would be appreciated if anyone were up for it.
2017-06-11 01:51:53 +00:00
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//MOS Technologies MOS6502
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#pragma once
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namespace Processor {
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struct MOS6502 {
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virtual auto read(uint16 addr) -> uint8 = 0;
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virtual auto write(uint16 addr, uint8 data) -> void = 0;
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virtual auto lastCycle() -> void = 0;
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virtual auto nmi(uint16& vector) -> void = 0;
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virtual auto readDebugger(uint16 addr) -> uint8 { return 0; }
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//mos6502.cpp
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auto mdr() const -> uint8;
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auto power() -> void;
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//memory.cpp
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auto idle() -> void;
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auto idlePageCrossed(uint16, uint16) -> void;
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auto idlePageAlways(uint16, uint16) -> void;
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auto opcode() -> uint8;
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auto operand() -> uint8;
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auto load(uint8 addr) -> uint8;
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auto store(uint8 addr, uint8 data) -> void;
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auto push(uint8 data) -> void;
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auto pull() -> uint8;
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//instruction.cpp
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Update to v102r24 release.
byuu says
Changelog:
- FC: fixed three MOS6502 regressions [hex\_usr]
- GBA: return fetched instruction instead of 0 for unmapped MMIO
(passes all of endrift's I/O tests)
- MD: fix VDP control port read Vblank bit to test screen height
instead of hard-code 240 (fixes Phantasy Star IV)
- MD: swap USP,SSP when executing an exception (allows Super Street
Fighter II to run; but no sprites visible yet)
- MD: grant 68K access to Z80 bus on reset (fixes vdpdoc demo ROM from
freezing immediately)
- SFC: reads from $00-3f,80-bf:4000-43ff no longer update MDR
[p4plus2]
- SFC: massive, eight-hour cleanup of WDC65816 CPU core ... still not
complete
The big change this time around is the SFC CPU core. I've renamed
everything from R65816 to WDC65816, and then went through and tried to
clean up the code as much as possible. This core is so much larger than
the 6502 core that I chose cleaning up the code to rewriting it.
First off, I really don't care for the BitRange style functionality. It
was an interesting experiment, but its fatal flaw are that the types are
just bizarre, which makes them hard to pass around generically to other
functions as arguments. So I went back to the list of bools for flags,
and union/struct blocks for the registers.
Next, I renamed all of the functions to be more descriptive: eg
`op_read_idpx_w` becomes `instructionIndexedIndirectRead16`. `op_adc_b`
becomes `algorithmADC8`. And so forth.
I eliminated about ten instructions because they were functionally
identical sans the index, so I just added a uint index=0 parameter to
said functions. I added a few new ones (adjust→INC,DEC;
pflag→REP,SEP) where it seemed appropriate.
I cleaned up the disaster of the instruction switch table into something
a whole lot more elegant without all the weird argument decoding
nonsense (still need M vs X variants to avoid having to have 4-5
separate switch tables, but all the F/I flags are gone now); and made
some things saner, like the flag clear/set and branch conditions, now
that I have normal types for flags and registers once again.
I renamed all of the memory access functions to be more descriptive to
what they're doing: eg writeSP→push, readPC→fetch,
writeDP→writeDirect, etc. Eliminated some of the special read/write
modes that were only used in one single instruction.
I started to clean up some of the actual instructions themselves, but
haven't really accomplished much here. The big thing I want to do is get
rid of the global state (aa, rd, iaddr, etc) and instead use local
variables like I am doing with my other 65xx CPU cores now. But this
will take some time ... the algorithm functions depend on rd to be set
to work on them, rather than taking arguments. So I'll need to rework
that.
And then lastly, the disassembler is still a mess. I want to finish the
CPU cleanups, and then post a new WIP, and then rewrite the disassembler
after that. The reason being ... I want a WIP that can generate
identical trace logs to older versions, in case the CPU cleanup causes
any regressions. That way I can more easily spot the errors.
Oh ... and a bit of good news. v102 was running at ~140fps on the SNES
core. With the new support to suspend/resume WAI/STP, plus the internal
CPU registers not updating the MDR, the framerate dropped to ~132fps.
But with the CPU cleanups, performance went back to ~140fps. So, hooray.
Of course, without those two other improvements, we'd have ended up at
possibly ~146-148fps, but oh well.
2017-06-13 01:42:31 +00:00
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auto interrupt() -> void;
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Update to v102r23 release.
byuu says:
Changelog:
- rewrote the 6502 CPU core from scratch. Now called MOS6502,
supported BCD mode
- Famicom core disables BCD mode via MOS6502::BCD = 0;
- renamed r65816 folder to wdc65816 (still need to rename the actual
class, though ...)
Note: need to remove build rules for the now renamed r6502, r65816
objects from processor/GNUmakefile.
So this'll seem like a small WIP, but it was a solid five hours to
rewrite the entire 6502 core. The reason I wanted to do this was because
the old 6502 core was pretty sloppy. My coding style improved a lot, and
I really liked how the HuC6280 CPU core came out, so I wanted the 6502
core to be like that one.
The core can now support BCD mode, so hopefully that will prove useful
to hex\_usr and allow one core to run both the NES and his Atari 2600
cores at some point.
Note that right now, the core doesn't support any illegal instructions.
The old core supported a small number of them, but were mostly the no
operation ones. The goal is support all of the illegal instructions at
some point.
It's very possible the rewrite introduced some regressions, so thorough
testing of the NES core would be appreciated if anyone were up for it.
2017-06-11 01:51:53 +00:00
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auto instruction() -> void;
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//instructions.cpp
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using fp = auto (MOS6502::*)(uint8) -> uint8;
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auto ADC(uint8) -> uint8;
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auto AND(uint8) -> uint8;
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auto ASL(uint8) -> uint8;
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auto BIT(uint8) -> uint8;
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auto CMP(uint8) -> uint8;
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auto CPX(uint8) -> uint8;
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auto CPY(uint8) -> uint8;
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auto DEC(uint8) -> uint8;
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auto EOR(uint8) -> uint8;
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auto INC(uint8) -> uint8;
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auto LD (uint8) -> uint8;
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auto LSR(uint8) -> uint8;
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auto ORA(uint8) -> uint8;
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auto ROL(uint8) -> uint8;
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auto ROR(uint8) -> uint8;
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auto SBC(uint8) -> uint8;
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auto instructionAbsoluteModify(fp alu) -> void;
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auto instructionAbsoluteModify(fp alu, uint8 index) -> void;
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auto instructionAbsoluteRead(fp alu, uint8& data) -> void;
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auto instructionAbsoluteRead(fp alu, uint8& data, uint8 index) -> void;
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auto instructionAbsoluteWrite(uint8& data) -> void;
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auto instructionAbsoluteWrite(uint8& data, uint8 index) -> void;
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auto instructionBranch(bool take) -> void;
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auto instructionClear(bool& flag) -> void;
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auto instructionImmediate(fp alu, uint8& data) -> void;
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auto instructionImplied(fp alu, uint8& data) -> void;
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auto instructionIndirectXRead(fp alu, uint8& data) -> void;
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auto instructionIndirectXWrite(uint8& data) -> void;
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auto instructionIndirectYRead(fp alu, uint8& data) -> void;
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auto instructionIndirectYWrite(uint8& data) -> void;
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auto instructionPull(uint8& data) -> void;
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auto instructionPush(uint8& data) -> void;
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auto instructionSet(bool& flag) -> void;
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auto instructionTransfer(uint8& source, uint8& target, bool flag) -> void;
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auto instructionZeroPageModify(fp alu) -> void;
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auto instructionZeroPageModify(fp alu, uint8 index) -> void;
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auto instructionZeroPageRead(fp alu, uint8& data) -> void;
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auto instructionZeroPageRead(fp alu, uint8& data, uint8 index) -> void;
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auto instructionZeroPageWrite(uint8& data) -> void;
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auto instructionZeroPageWrite(uint8& data, uint8 index) -> void;
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auto instructionBRK() -> void;
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auto instructionJMPAbsolute() -> void;
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auto instructionJMPIndirect() -> void;
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auto instructionJSRAbsolute() -> void;
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auto instructionNOP() -> void;
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auto instructionPHP() -> void;
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auto instructionPLP() -> void;
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auto instructionRTI() -> void;
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auto instructionRTS() -> void;
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//serialization.cpp
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auto serialize(serializer&) -> void;
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//disassembler.cpp
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auto disassemble(uint16 pc) -> string;
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Update to v102r24 release.
byuu says
Changelog:
- FC: fixed three MOS6502 regressions [hex\_usr]
- GBA: return fetched instruction instead of 0 for unmapped MMIO
(passes all of endrift's I/O tests)
- MD: fix VDP control port read Vblank bit to test screen height
instead of hard-code 240 (fixes Phantasy Star IV)
- MD: swap USP,SSP when executing an exception (allows Super Street
Fighter II to run; but no sprites visible yet)
- MD: grant 68K access to Z80 bus on reset (fixes vdpdoc demo ROM from
freezing immediately)
- SFC: reads from $00-3f,80-bf:4000-43ff no longer update MDR
[p4plus2]
- SFC: massive, eight-hour cleanup of WDC65816 CPU core ... still not
complete
The big change this time around is the SFC CPU core. I've renamed
everything from R65816 to WDC65816, and then went through and tried to
clean up the code as much as possible. This core is so much larger than
the 6502 core that I chose cleaning up the code to rewriting it.
First off, I really don't care for the BitRange style functionality. It
was an interesting experiment, but its fatal flaw are that the types are
just bizarre, which makes them hard to pass around generically to other
functions as arguments. So I went back to the list of bools for flags,
and union/struct blocks for the registers.
Next, I renamed all of the functions to be more descriptive: eg
`op_read_idpx_w` becomes `instructionIndexedIndirectRead16`. `op_adc_b`
becomes `algorithmADC8`. And so forth.
I eliminated about ten instructions because they were functionally
identical sans the index, so I just added a uint index=0 parameter to
said functions. I added a few new ones (adjust→INC,DEC;
pflag→REP,SEP) where it seemed appropriate.
I cleaned up the disaster of the instruction switch table into something
a whole lot more elegant without all the weird argument decoding
nonsense (still need M vs X variants to avoid having to have 4-5
separate switch tables, but all the F/I flags are gone now); and made
some things saner, like the flag clear/set and branch conditions, now
that I have normal types for flags and registers once again.
I renamed all of the memory access functions to be more descriptive to
what they're doing: eg writeSP→push, readPC→fetch,
writeDP→writeDirect, etc. Eliminated some of the special read/write
modes that were only used in one single instruction.
I started to clean up some of the actual instructions themselves, but
haven't really accomplished much here. The big thing I want to do is get
rid of the global state (aa, rd, iaddr, etc) and instead use local
variables like I am doing with my other 65xx CPU cores now. But this
will take some time ... the algorithm functions depend on rd to be set
to work on them, rather than taking arguments. So I'll need to rework
that.
And then lastly, the disassembler is still a mess. I want to finish the
CPU cleanups, and then post a new WIP, and then rewrite the disassembler
after that. The reason being ... I want a WIP that can generate
identical trace logs to older versions, in case the CPU cleanup causes
any regressions. That way I can more easily spot the errors.
Oh ... and a bit of good news. v102 was running at ~140fps on the SNES
core. With the new support to suspend/resume WAI/STP, plus the internal
CPU registers not updating the MDR, the framerate dropped to ~132fps.
But with the CPU cleanups, performance went back to ~140fps. So, hooray.
Of course, without those two other improvements, we'd have ended up at
possibly ~146-148fps, but oh well.
2017-06-13 01:42:31 +00:00
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//set to false to disable BCD mode in ADC, SBC instructions
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bool BCD = true;
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Update to v102r23 release.
byuu says:
Changelog:
- rewrote the 6502 CPU core from scratch. Now called MOS6502,
supported BCD mode
- Famicom core disables BCD mode via MOS6502::BCD = 0;
- renamed r65816 folder to wdc65816 (still need to rename the actual
class, though ...)
Note: need to remove build rules for the now renamed r6502, r65816
objects from processor/GNUmakefile.
So this'll seem like a small WIP, but it was a solid five hours to
rewrite the entire 6502 core. The reason I wanted to do this was because
the old 6502 core was pretty sloppy. My coding style improved a lot, and
I really liked how the HuC6280 CPU core came out, so I wanted the 6502
core to be like that one.
The core can now support BCD mode, so hopefully that will prove useful
to hex\_usr and allow one core to run both the NES and his Atari 2600
cores at some point.
Note that right now, the core doesn't support any illegal instructions.
The old core supported a small number of them, but were mostly the no
operation ones. The goal is support all of the illegal instructions at
some point.
It's very possible the rewrite introduced some regressions, so thorough
testing of the NES core would be appreciated if anyone were up for it.
2017-06-11 01:51:53 +00:00
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struct Flags {
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bool c; //carry
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bool z; //zero
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bool i; //interrupt disable
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bool d; //decimal mode
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bool v; //overflow
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bool n; //negative
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inline operator uint() const {
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return c << 0 | z << 1 | i << 2 | d << 3 | v << 6 | n << 7;
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}
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inline auto& operator=(uint8 data) {
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c = data.bit(0);
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z = data.bit(1);
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i = data.bit(2);
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d = data.bit(3);
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v = data.bit(6);
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n = data.bit(7);
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return *this;
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}
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};
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struct Registers {
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uint8 a;
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uint8 x;
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uint8 y;
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uint8 s;
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uint16 pc;
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Flags p;
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uint8 mdr;
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} r;
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};
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}
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