Converted some NULLs to zeros to fix build on some systems.
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1543a02585
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115c39154d
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@ -40,15 +40,15 @@ bool skipSaveGameCheats = false;
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// 0x0000 to 0x7FFF: set custom 15 bit color
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int customBackdropColor = -1;
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u8 *bios = NULL;
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u8 *rom = NULL;
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u8 *internalRAM = NULL;
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u8 *workRAM = NULL;
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u8 *paletteRAM = NULL;
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u8 *vram = NULL;
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u8 *pix = NULL;
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u8 *oam = NULL;
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u8 *ioMem = NULL;
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u8 *bios = 0;
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u8 *rom = 0;
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u8 *internalRAM = 0;
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u8 *workRAM = 0;
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u8 *paletteRAM = 0;
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u8 *vram = 0;
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u8 *pix = 0;
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u8 *oam = 0;
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u8 *ioMem = 0;
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u16 DISPCNT = 0x0080;
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u16 DISPSTAT = 0x0000;
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@ -56,7 +56,7 @@ struct {
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}
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static const astFilters[] =
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{
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{ "None", 1, { NULL, NULL } },
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{ "None", 1, { 0, 0 } },
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{ "2xSaI", 2, { _2xSaI, _2xSaI32 } },
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{ "Super 2xSaI", 2, { Super2xSaI, Super2xSaI32 } },
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{ "Super Eagle", 2, { SuperEagle, SuperEagle32 } },
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@ -76,7 +76,7 @@ struct {
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}
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static const astFiltersIB[] =
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{
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{ "None", { NULL, NULL } },
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{ "None", { 0, 0 } },
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{ "Smart interframe blending", { SmartIB, SmartIB32 } },
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{ "Interframe motion blur", { MotionBlurIB, MotionBlurIB32 } }
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};
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@ -452,7 +452,7 @@ void sdlMakeStretcher(int width, int sizeOption)
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#else // C_CORE
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void (*sdlStretcher)(u8 *, u8*, int) = NULL;
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void (*sdlStretcher)(u8 *, u8*, int) = 0;
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#define SDL_CALL_STRETCHER \
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sdlStretcher(srcPtr, dstPtr, width)
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