bugfix to windows debugger and mainloop, enhanced docs
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78
AUTHORS
78
AUTHORS
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@ -1,28 +1,68 @@
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A list of people who have contributed code to FCE Ultra, or have had their code placed in
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A list of people who have contributed code to FCE Ultra, or have had their code
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FCE Ultra by others.
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placed in FCE Ultra by others.
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Please note that the "Contributions" field may not be all inclusive;
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the coder may have done more than what is listed.
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Name/Alias Contributions Contact Information
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-----------------------------------------
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------------------------------------------------------------------------------
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<2.0 - These authors contributed exclusively to pre-2.0 versions,
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Aaron Oneal Many changes to compile http://www.morphgear.com
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but much of their code remains in 2.0 builds
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with MSVC and first frame
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skipping code.
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Lukas Sabota build system punkrockguy318 at comcast.net
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BERO - bero at geocities.co.jp
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Base FCE code.
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BERO Base FCE code. bero at geocities.co.jp
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Xodnizel
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Most of the base FCE Ultra code
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CaH4e3 Some mapper code. CaH4e3 at mail dot ru
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Aaron Oneal - http://www.morphgear.com
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Many changes to compile with MSVC and first frame skipping code
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Joe Nahmias man pages.
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Joe Nahmias
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Man pages
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Mitsutaka YM2413 emulator.
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Paul Kuliniewicz - kuliniew at purdue.edu
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Okazaki
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Various code for the official SDL port.
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Paul Various code for the official kuliniew at purdue.edu
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Quietust - quietust at ircN dot org
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Kuliniewicz SDL port.
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VRC7 "translation" code.
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Quietust VRC7 "translation" code. quietust at ircN dot org
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Ben Parnell
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Windows debugging tools
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Xodnizel Most of the FCE Ultra code. http://xodnizel.net/
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Parasyte & bbitmaster
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Enhanced Windows debugging tools
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blip & nitsuja
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Rerecording support
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-----------------------------------------
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>= 2.0 - Incorporates new contributions from:
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CaH4e3 - CaH4e3 at mail dot ru
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Mappers
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Luke Gustafson - document thyself
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Windows TAS and movie recording enhancements
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SP - document thyself
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Enhanced Windows debugging tools
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zeromus - mgambrell at gmail dot com
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Core architecture refactoring
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Windows driver maintenance
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Lukas Sabota - punkrockguy318 at comcast.net
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Build system
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Soules - document thyself
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Radsaq - document thyself
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-----------------------------------------
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Included components:
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Mitsutaka Okazaki
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YM2413 emulator.
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Andrea Mazzoleni
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Scale2x/Scale3x scalers
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Gilles Vollant
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unzip.c PKZIP fileio
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2
INSTALL
2
INSTALL
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@ -1,3 +1,3 @@
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To compile and install FCE Ultra, follow these steps:
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To compile and install FCE Ultra, follow these steps:
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1. Ensure that SCons is installed on your system.
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1. Ensure that SCons and SDL are installed on your system.
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2. Run "scons"
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2. Run "scons"
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@ -26,10 +26,10 @@ Configfile parsing - lukas
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* verify in windows - zeromus
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* verify in windows - zeromus
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Do we really need vc7 project? Cah4e3? - zeromus
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Do we really need vc7 project? Cah4e3? - zeromus
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Source code docs cleaning - zeromus
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Source code docs cleaning - zeromus
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Homepage docs - zeromus
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Homepage docs - zeromus
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Move to sourceforge SVN = zeromus
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What is the proper gnu way to do CREDITS from the homepage? e.g. Marat Fayzullin - General NES information
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Freenode registration - lukas
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Freenode registration - lukas
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* homepage update
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* homepage update
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@ -39,11 +39,15 @@ Default hotkey philosophy (there are different philosophies from XD and TAS) - A
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Netplay - FUTURE STUFF
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Netplay - FUTURE STUFF
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Move server code into tree - DONE
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Move server code into tree - DONE
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Ensure netplay compiles
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Ensure netplay compiles
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verify netplay
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----done-----
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Move to scons - DONE
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Move to scons - DONE
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Merge garnet and sf repos - DONE
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Merge garnet and sf repos - DONE
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* Ensure gnome frontend is in repo - DONE
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* Ensure gnome frontend is in repo - DONE
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* Move to sourceforge SVN - DONE
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--strategic--
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--strategic--
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@ -272,9 +272,13 @@ void FCEUI_FDSSelect(void);
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int FCEUI_DatachSet(const uint8 *rcode);
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int FCEUI_DatachSet(const uint8 *rcode);
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///returns flags indicating whether emulation is paused (bit0) and whether it is single-stepping (bit1)
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int FCEUI_EmulationPaused(void);
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int FCEUI_EmulationPaused(void);
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void FCEUI_SetEmulationPaused(int val); //mbg merge 7/18/06 added
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///sets the EmulationPaused flags
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void FCEUI_SetEmulationPaused(int val);
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///toggles the paused bit (bit0) for EmulationPaused. caused FCEUD_DebugUpdate() to fire if the emulation pauses
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void FCEUI_ToggleEmulationPause(void);
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void FCEUI_ToggleEmulationPause(void);
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void FCEUI_FrameAdvance(void);
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void FCEUI_FrameAdvance(void);
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/* AVI Output */
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/* AVI Output */
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@ -485,8 +485,12 @@ void UpdateRegs(HWND hwndDlg) {
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X.PC = GetEditHex(hwndDlg,307);
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X.PC = GetEditHex(hwndDlg,307);
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}
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}
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///indicates whether we're under the control of the debugger
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bool inDebugger = false;
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void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count); //HACK
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void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count); //HACK
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void FCEUD_DebugBreakpoint() {
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void FCEUD_DebugBreakpoint() {
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inDebugger = true;
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DoDebug(1);
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DoDebug(1);
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UpdateLogWindow();
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UpdateLogWindow();
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if(hMemView)UpdateMemoryView(0);
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if(hMemView)UpdateMemoryView(0);
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@ -494,6 +498,7 @@ void FCEUD_DebugBreakpoint() {
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FCEUD_Update(0,0,0);
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FCEUD_Update(0,0,0);
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//FCEUD_BlitScreen(XBuf+8); //this looks odd, I know. but the pause routine is in here!!
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//FCEUD_BlitScreen(XBuf+8); //this looks odd, I know. but the pause routine is in here!!
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//if(logging)LogInstruction(); //logging might have been started while we were paused
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//if(logging)LogInstruction(); //logging might have been started while we were paused
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inDebugger = false;
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}
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}
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void UpdateDebugger() {
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void UpdateDebugger() {
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@ -1128,7 +1133,6 @@ BOOL CALLBACK DebuggerCallB(HWND hwndDlg, UINT uMsg, WPARAM wParam, LPARAM lPara
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if (FCEUI_EmulationPaused()) {
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if (FCEUI_EmulationPaused()) {
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UpdateRegs(hwndDlg);
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UpdateRegs(hwndDlg);
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FCEUI_ToggleEmulationPause();
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FCEUI_ToggleEmulationPause();
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UpdateDebugger();
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}
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}
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break;
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break;
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case 105: //Step Into
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case 105: //Step Into
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@ -1151,7 +1155,7 @@ BOOL CALLBACK DebuggerCallB(HWND hwndDlg, UINT uMsg, WPARAM wParam, LPARAM lPara
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else dbgstate.jsrcount = 0;
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else dbgstate.jsrcount = 0;
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dbgstate.stepout = 1;
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dbgstate.stepout = 1;
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FCEUI_SetEmulationPaused(0);
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FCEUI_SetEmulationPaused(0);
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UpdateDebugger();
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//UpdateDebugger();
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}
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}
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break;
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break;
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case 107: //Step Over
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case 107: //Step Over
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void UpdateDebugger();
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void UpdateDebugger();
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void DoDebug(uint8 halt);
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void DoDebug(uint8 halt);
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extern bool inDebugger;
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#endif
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#endif
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#include "../../types.h"
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#include "../../types.h"
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#include "../../fceu.h"
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#include "../../fceu.h"
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#include "../../state.h"
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#include "../../state.h"
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#include "../../debug.h"
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#include "ppuview.h"
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#include "ppuview.h"
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#include "debugger.h"
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#include "debugger.h"
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#include "input.h"
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#include "input.h"
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int GetClientAbsRect(LPRECT lpRect);
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int GetClientAbsRect(LPRECT lpRect);
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void UpdateFCEUWindow(void);
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void UpdateFCEUWindow(void);
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HWND hAppWnd=0;
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HWND hAppWnd=0;
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HINSTANCE fceu_hInstance;
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HINSTANCE fceu_hInstance;
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FCEUD_BlitScreen(XBuf);
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FCEUD_BlitScreen(XBuf);
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_updateWindow();
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_updateWindow();
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//delay until we unpause
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//delay until we unpause. we will only stick here if we're paused by a breakpoint or debug command
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while(FCEUI_EmulationPaused())
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while(FCEUI_EmulationPaused() && inDebugger)
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{
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{
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Sleep(50);
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Sleep(50);
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BlockingCheck();
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BlockingCheck();
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}
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}
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//something of a hack, but straightforward:
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//if we were paused, but not in the debugger, then unpause ourselves and step.
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//this is so that the cpu won't cut off execution due to being paused, but the debugger _will_
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//cut off execution as soon as it makes it into the main cpu cycle loop
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if(FCEUI_EmulationPaused() && !inDebugger) {
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FCEUI_ToggleEmulationPause();
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FCEUI_Debugger().step = 1;
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}
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// if(soundo) //&& temp_fps_scale >= 64
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// if(soundo) //&& temp_fps_scale >= 64
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RelativePath="..\src\conddebug.h"
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RelativePath="..\src\conddebug.h"
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>
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>
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</File>
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</File>
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<File
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RelativePath="..\src\crc32.h"
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>
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</File>
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<File
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<File
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RelativePath="..\src\debug.h"
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RelativePath="..\src\debug.h"
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>
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>
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RelativePath="..\src\driver.h"
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RelativePath="..\src\driver.h"
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>
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>
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</File>
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</File>
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<File
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RelativePath="..\src\endian.h"
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>
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</File>
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<File
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<File
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RelativePath="..\src\fceu.h"
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RelativePath="..\src\fceu.h"
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>
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>
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RelativePath="..\src\filter.h"
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RelativePath="..\src\filter.h"
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>
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>
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</File>
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</File>
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<File
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RelativePath="..\src\general.h"
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>
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</File>
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<File
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<File
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RelativePath="..\src\git.h"
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RelativePath="..\src\git.h"
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>
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>
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RelativePath="..\src\input.h"
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RelativePath="..\src\input.h"
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>
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>
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</File>
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</File>
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<File
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RelativePath="..\src\md5.h"
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>
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</File>
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<File
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<File
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RelativePath="..\src\memory.h"
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RelativePath="..\src\memory.h"
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>
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>
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