Fixed the input display auto hold code I put in yesterday, and optimized the code slightly.
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@ -253,7 +253,7 @@ void FCEU_PutImage(void)
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if(input_display)
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if(input_display)
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{
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{
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extern uint32 JSAutoHeld;
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extern uint32 JSAutoHeld;
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uint32 held = JSAutoHeld;
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uint32 held;
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int controller, c, ci, color;
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int controller, c, ci, color;
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int i, j;
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int i, j;
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@ -275,16 +275,13 @@ void FCEU_PutImage(void)
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t[i+j*256] = 0xCF;
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t[i+j*256] = 0xCF;
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c = cur_input_display >> (controller * 8);
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c = cur_input_display >> (controller * 8);
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// Do this before shifting away data
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held &= 255;
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// This doesn't work in anything except windows for now.
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// This doesn't work in anything except windows for now.
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// It doesn't get set anywhere in other ports.
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// It doesn't get set anywhere in other ports.
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#ifdef WIN32
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#ifdef WIN32
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if (!oldInputDisplay) ci = FCEUMOV_Mode(MOVIEMODE_PLAY) ? 0:GetGamepadPressedImmediate() >> (controller * 8);
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if (!oldInputDisplay) ci = FCEUMOV_Mode(MOVIEMODE_PLAY) ? 0:GetGamepadPressedImmediate() >> (controller * 8);
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else ci = 0;
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else ci = 0;
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if (!oldInputDisplay && !FCEUMOV_Mode(MOVIEMODE_PLAY)) held = (held >> 8);
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if (!oldInputDisplay && !FCEUMOV_Mode(MOVIEMODE_PLAY)) held = (JSAutoHeld >> (controller * 8));
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else held = 0;
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else held = 0;
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#else
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#else
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// Put other port info here
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// Put other port info here
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@ -292,9 +289,6 @@ void FCEU_PutImage(void)
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held = 0;
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held = 0;
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#endif
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#endif
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c &= 255;
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ci &= 255;
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//adelikat: I apologize to anyone who ever sifts through this color assignment
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//adelikat: I apologize to anyone who ever sifts through this color assignment
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//A
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//A
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if (held&1) { //If auto-hold
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if (held&1) { //If auto-hold
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