reverted all fceu_emulate changes
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a962ff65de
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30
src/fceu.cpp
30
src/fceu.cpp
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@ -526,19 +526,14 @@ void FCEUI_Emulate(uint8 **pXBuf, int32 **SoundBuf, int32 *SoundBufSize, int ski
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JustFrameAdvanced = false;
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if(frameAdvanceRequested)
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{
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if(frameAdvanceDelay==0)
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{
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if(frameAdvanceRequested) {
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if(frameAdvanceDelay==0) {
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EmulationPaused = 3;
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frameAdvanceDelay++;
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}
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else
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{
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if(frameAdvanceDelay>=10)
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} else {
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if(frameAdvanceDelay>=10) {
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EmulationPaused = 3;
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else
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frameAdvanceDelay++;
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} else frameAdvanceDelay++;
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}
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}
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@ -593,25 +588,21 @@ void FCEUI_Emulate(uint8 **pXBuf, int32 **SoundBuf, int32 *SoundBufSize, int ski
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*SoundBufSize=0; // keep sound muted
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#endif
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JustFrameAdvanced = true;
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frameAdvanceRequested = false;
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}
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}
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}
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else
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{
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if(EmulationPaused&2)
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{
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if(EmulationPaused&2)
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{
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EmulationPaused = 1; // restore paused flag
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#ifdef WIN32
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if(soundoptions&SO_MUTEFA) //mute the frame advance if the user requested it
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*SoundBufSize=0; // keep sound muted
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#endif
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JustFrameAdvanced = true;
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frameAdvanceRequested = false;
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}
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#endif
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JustFrameAdvanced = true;
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}
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} //I apologize to anyone who comes in and tries to fgiure this if branching out
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if (JustFrameAdvanced)
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frameAdvanceRequested = false;
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currMovieData.TryDumpIncremental();
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if (lagFlag)
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{
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@ -619,7 +610,6 @@ void FCEUI_Emulate(uint8 **pXBuf, int32 **SoundBuf, int32 *SoundBufSize, int ski
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justLagged = true;
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}
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else justLagged = false;
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}
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