- had to change variable name from brk to brck in sl1632 to avoid linker conflict
- added newline to end of sound.h - updated Makefile to include the driver/pc stuff - updates to the driver/pc to solve some linker errors
This commit is contained in:
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@ -8,6 +8,7 @@ include $(srcdir)/input/Makefile.am.inc
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include $(srcdir)/mappers/Makefile.am.inc
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include $(srcdir)/mappers/Makefile.am.inc
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# include mbshare/Makefile.am.inc
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# include mbshare/Makefile.am.inc
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include $(srcdir)/drivers/common/Makefile.am.inc
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include $(srcdir)/drivers/common/Makefile.am.inc
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include $(srcdir)/drivers/pc/Makefile.am.inc
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fceu_SOURCES += $(sexyal_SOURCES)
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fceu_SOURCES += $(sexyal_SOURCES)
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fceu_SOURCES += $(fceud_SOURCES)
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fceu_SOURCES += $(fceud_SOURCES)
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@ -21,13 +21,13 @@
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#include "mapinc.h"
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#include "mapinc.h"
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#include "mmc3.h"
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#include "mmc3.h"
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static uint8 chrcmd[8], prg0, prg1, brk, mirr;
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static uint8 chrcmd[8], prg0, prg1, brck, mirr;
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static SFORMAT StateRegs[]=
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static SFORMAT StateRegs[]=
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{
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{
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{chrcmd, 8, "CHRCMD"},
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{chrcmd, 8, "CHRCMD"},
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{&prg0, 1, "PRG0"},
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{&prg0, 1, "PRG0"},
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{&prg1, 1, "PRG1"},
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{&prg1, 1, "PRG1"},
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{&brk, 1, "BRK"},
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{&brck, 1, "BRK"},
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{&mirr, 1, "MIRR"},
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{&mirr, 1, "MIRR"},
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{0}
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{0}
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};
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};
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@ -54,9 +54,9 @@ static DECLFW(UNLSL1632CMDWrite)
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// FCEU_printf("bs %04x %02x %3d\n",A,V,scanline);
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// FCEU_printf("bs %04x %02x %3d\n",A,V,scanline);
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if((A&0xA131)==0xA131)
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if((A&0xA131)==0xA131)
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{
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{
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brk=V;
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brck=V;
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}
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}
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if(brk&2)
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if(brck&2)
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{
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{
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FixMMC3PRG(MMC3_cmd);
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FixMMC3PRG(MMC3_cmd);
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FixMMC3CHR(MMC3_cmd);
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FixMMC3CHR(MMC3_cmd);
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@ -86,7 +86,7 @@ static DECLFW(UNLSL1632CMDWrite)
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static void StateRestore(int version)
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static void StateRestore(int version)
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{
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{
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if(brk&2)
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if(brck&2)
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{
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{
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FixMMC3PRG(MMC3_cmd);
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FixMMC3PRG(MMC3_cmd);
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FixMMC3CHR(MMC3_cmd);
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FixMMC3CHR(MMC3_cmd);
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@ -33,7 +33,7 @@ int UsrInputType[3]={SI_GAMEPAD,SI_GAMEPAD,SIFC_NONE};
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int InputType[3]={0,0,0};
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int InputType[3]={0,0,0};
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static int cspec=0;
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static int cspec=0;
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int gametype=0;
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extern int gametype;
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/* Necessary for proper GUI functioning(configuring when a game isn't loaded). */
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/* Necessary for proper GUI functioning(configuring when a game isn't loaded). */
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void InputUserActiveFix(void)
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void InputUserActiveFix(void)
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@ -70,7 +70,7 @@ int eoptions=0;
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static void DriverKill(void);
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static void DriverKill(void);
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static int DriverInitialize(FCEUGI *gi);
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static int DriverInitialize(FCEUGI *gi);
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int gametype;
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int gametype = 0;
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FCEUGI *CurGame=NULL;
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FCEUGI *CurGame=NULL;
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@ -543,11 +543,8 @@ void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count)
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/* Maybe ifndef WXWINDOWS would be better? ^_^ */
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/* Maybe ifndef WXWINDOWS would be better? ^_^ */
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#ifndef EXTGUI
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FILE *FCEUD_UTF8fopen(const char *fn, const char *mode)
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FILE *FCEUD_UTF8fopen(const char *fn, const char *mode)
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{
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{
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return(fopen(fn,mode));
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return(fopen(fn,mode));
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}
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}
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#endif
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2
sound.h
2
sound.h
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@ -65,4 +65,4 @@ void FCEUSND_LoadState(int version);
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void FASTAPASS(1) FCEU_SoundCPUHook(int);
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void FASTAPASS(1) FCEU_SoundCPUHook(int);
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void FP_FASTAPASS(2) Write_IRQFM (uint32 A, uint8 V); //mbg merge 7/17/06 brought over from latest mmbuild
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void FP_FASTAPASS(2) Write_IRQFM (uint32 A, uint8 V); //mbg merge 7/17/06 brought over from latest mmbuild
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#endif
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#endif
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