wow what a mess, fixed SOME compile errors; looks like this might need to be rewritten from scratch
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1ebff1d250
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a8f2d7e57d
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@ -1,8 +1,9 @@
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#include "sdl.h"
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#include <SDL/SDL_net.h>
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#include <SDL_net.h>
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#include "sdl-netplay.h"
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char *ServerHost;
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int magic;
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static int LocalPortTCP=0xFCE;
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static int LocalPortUDP=0xFCE;
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@ -35,7 +36,7 @@ int FCEUD_NetworkConnect(void)
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IPaddress rip;
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SDLNet_Init();
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int netplay =1;
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if(netplay==1) /* Be a server. */
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{
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TCPsocket tmp;
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@ -43,15 +44,14 @@ int FCEUD_NetworkConnect(void)
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SDLNet_ResolveHost(&rip,NULL,LocalPortTCP);
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UDPSocket=SDLNet_UDP_Open(&p);
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UDPSocket=SDLNet_UDP_Open(p);
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tmp=SDLNet_TCP_Open(&rip);
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Socket=SDLNet_TCP_Accept(&tmp);
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Socket=SDLNet_TCP_Accept(tmp);
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memcpy(&rip,SDLNet_TCP_GetPeerAddress(Socket),sizeof(IPaddress));
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{
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uint8 buf[12];
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Uint32 buf[12];
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uint32 player=1;
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magic=SDL_GetTicks();
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@ -76,7 +76,7 @@ int FCEUD_NetworkConnect(void)
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Uint16 p=LocalPortUDP;
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uint8 buf[12];
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UDPSocket=SDLNet_UDP_Open(&p);
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UDPSocket=SDLNet_UDP_Open(p);
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/* Now, tell the server what local UDP port it should send to. */
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en32(buf,p);
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@ -88,7 +88,7 @@ int FCEUD_NetworkConnect(void)
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magic=de32(buf+8);
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}
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set=SDLNet_AllocSocketSet(1);
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SDLNet_TCP_AddSocket(set,TCPSocket);
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SDLNet_TCP_AddSocket(set,Socket);
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SDLNet_UDP_AddSocket(set,UDPSocket);
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} // End client connect code.
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@ -201,7 +201,6 @@ int FCEUD_GetDataFromServer(uint8 *data)
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}
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if(SDLNet_SocketReady(Socket))
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{
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SDLNet_TCP_Recv
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if(de32(buf)==incounter) /* New packet, keep. */
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{
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unsigned long beefie;
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