void konamiWrite(UINT16 address, UINT8 data); UINT8 konamiRead(UINT16 address); UINT8 konamiFetch(UINT16 address); UINT32 konamiGetPC(INT32); void konamiMapMemory(UINT8 *src, UINT16 start, UINT16 finish, INT32 type); void konamiSetIrqCallbackHandler(INT32 (*callback)(INT32)); void konamiSetlinesCallback(void (*setlines_callback)(INT32 lines)); void konamiSetWriteHandler(void (*write)(UINT16, UINT8)); void konamiSetReadHandler(UINT8 (*read)(UINT16)); void konamiInit(INT32 nCpu); void konamiOpen(INT32 ); void konamiReset(); INT32 konamiRun(INT32 cycles); void konamiClose(); void konamiExit(); extern INT32 nKonamiCpuCount; #define KONAMI_IRQ_LINE 0 #define KONAMI_FIRQ_LINE 1 #define KONAMI_INPUT_LINE_NMI 0x20 void konamiSetIrqLine(INT32 line, INT32 state); INT32 konamiCpuScan(INT32 nAction); INT32 konamiTotalCycles(); void konamiNewFrame(); void konamiRunEnd(); INT32 konamiIdle(INT32 cycles); INT32 konamiGetActive(); UINT8 konami_cheat_read(UINT32 a); // cheat void konami_write_rom(UINT32 address, UINT8 data); extern cpu_core_config konamiCPUConfig; // depreciate this and use BurnTimerAttach directly! #define BurnTimerAttachKonami(clock) \ BurnTimerAttach(&konamiCPUConfig, clock)