mirror of https://github.com/bsnes-emu/bsnes.git
264 lines
4.3 KiB
C++
264 lines
4.3 KiB
C++
#include <sfc/sfc.hpp>
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namespace SuperFamicom {
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DSP dsp;
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#define REG(n) state.regs[n]
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#define VREG(n) state.regs[v.vidx + n]
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#include "gaussian.cpp"
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#include "counter.cpp"
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#include "envelope.cpp"
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#include "brr.cpp"
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#include "misc.cpp"
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#include "voice.cpp"
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#include "echo.cpp"
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#include "serialization.cpp"
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DSP::DSP() {
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static_assert(sizeof(int) >= 32 / 8, "int >= 32-bits");
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static_assert((int8_t)0x80 == -0x80, "8-bit sign extension");
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static_assert((int16_t)0x8000 == -0x8000, "16-bit sign extension");
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static_assert((uint16_t)0xffff0000 == 0, "16-bit unsigned clip");
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static_assert((-1 >> 1) == -1, "arithmetic shift right");
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//-0x8000 <= n <= +0x7fff
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assert(sclamp<16>(+0x8000) == +0x7fff);
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assert(sclamp<16>(-0x8001) == -0x8000);
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}
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/* timing */
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auto DSP::step(uint clocks) -> void {
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Thread::step(clocks);
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}
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auto DSP::Enter() -> void {
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while(true) scheduler.synchronize(), dsp.main();
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}
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auto DSP::main() -> void {
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voice5(voice[0]);
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voice2(voice[1]);
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tick();
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voice6(voice[0]);
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voice3(voice[1]);
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tick();
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voice7(voice[0]);
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voice4(voice[1]);
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voice1(voice[3]);
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tick();
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voice8(voice[0]);
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voice5(voice[1]);
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voice2(voice[2]);
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tick();
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voice9(voice[0]);
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voice6(voice[1]);
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voice3(voice[2]);
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tick();
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voice7(voice[1]);
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voice4(voice[2]);
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voice1(voice[4]);
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tick();
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voice8(voice[1]);
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voice5(voice[2]);
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voice2(voice[3]);
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tick();
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voice9(voice[1]);
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voice6(voice[2]);
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voice3(voice[3]);
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tick();
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voice7(voice[2]);
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voice4(voice[3]);
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voice1(voice[5]);
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tick();
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voice8(voice[2]);
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voice5(voice[3]);
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voice2(voice[4]);
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tick();
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voice9(voice[2]);
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voice6(voice[3]);
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voice3(voice[4]);
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tick();
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voice7(voice[3]);
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voice4(voice[4]);
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voice1(voice[6]);
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tick();
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voice8(voice[3]);
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voice5(voice[4]);
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voice2(voice[5]);
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tick();
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voice9(voice[3]);
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voice6(voice[4]);
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voice3(voice[5]);
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tick();
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voice7(voice[4]);
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voice4(voice[5]);
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voice1(voice[7]);
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tick();
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voice8(voice[4]);
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voice5(voice[5]);
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voice2(voice[6]);
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tick();
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voice9(voice[4]);
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voice6(voice[5]);
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voice3(voice[6]);
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tick();
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voice1(voice[0]);
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voice7(voice[5]);
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voice4(voice[6]);
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tick();
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voice8(voice[5]);
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voice5(voice[6]);
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voice2(voice[7]);
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tick();
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voice9(voice[5]);
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voice6(voice[6]);
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voice3(voice[7]);
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tick();
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voice1(voice[1]);
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voice7(voice[6]);
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voice4(voice[7]);
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tick();
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voice8(voice[6]);
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voice5(voice[7]);
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voice2(voice[0]);
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tick();
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voice3a(voice[0]);
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voice9(voice[6]);
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voice6(voice[7]);
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echo22();
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tick();
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voice7(voice[7]);
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echo23();
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tick();
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voice8(voice[7]);
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echo24();
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tick();
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voice3b(voice[0]);
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voice9(voice[7]);
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echo25();
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tick();
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echo26();
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tick();
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misc27();
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echo27();
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tick();
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misc28();
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echo28();
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tick();
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misc29();
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echo29();
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tick();
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misc30();
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voice3c(voice[0]);
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echo30();
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tick();
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voice4(voice[0]);
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voice1(voice[2]);
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tick();
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}
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auto DSP::tick() -> void {
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if(!system.fastDSP()) {
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step(3 * 8);
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synchronize(smp);
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}
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}
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auto DSP::sample(int16 left, int16 right) -> void {
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stream->sample(left / 32768.0, right / 32768.0);
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if(system.fastDSP()) {
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step(32 * 3 * 8);
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synchronize(smp);
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}
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}
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/* register interface for S-SMP $00f2,$00f3 */
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auto DSP::mute() const -> bool {
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return REG(FLG) & 0x40;
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}
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auto DSP::read(uint8 addr) -> uint8 {
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return REG(addr);
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}
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auto DSP::write(uint8 addr, uint8 data) -> void {
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REG(addr) = data;
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if((addr & 0x0f) == ENVX) {
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state.envxBuffer = data;
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} else if((addr & 0x0f) == OUTX) {
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state.outxBuffer = data;
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} else if(addr == KON) {
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state.konBuffer = data;
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} else if(addr == ENDX) {
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//always cleared, regardless of data written
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state.endxBuffer = 0;
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REG(ENDX) = 0;
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}
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}
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/* initialization */
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auto DSP::load(Markup::Node node) -> bool {
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return true;
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}
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auto DSP::power(bool reset) -> void {
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create(Enter, system.apuFrequency());
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stream = Emulator::audio.createStream(2, frequency() / 768.0);
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if(!reset) random.array(apuram, sizeof(apuram));
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state = {};
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for(auto n : range(8)) {
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voice[n] = {};
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voice[n].vbit = 1 << n;
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voice[n].vidx = n * 0x10;
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}
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//note: memory is pseudo-random at startup; but internal state is less so
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//exact differences are unknown. need to separate memory from internal state
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for(auto r : range(0x80)) REG(r) = 0x00;
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REG(FLG) = 0xe0;
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}
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#undef REG
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#undef VREG
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}
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