added files
D:\Projects\VisualBoy Advance-M-1.8.0 source\src\agb\agbprint.cpp D:\Projects\VisualBoy Advance-M-1.8.0 source\src\agb\GBA.cpp D:\Projects\VisualBoy Advance-M-1.8.0 source\src\agb\GBA-arm.cpp D:\Projects\VisualBoy Advance-M-1.8.0 source\src\agb\gbafilter.cpp D:\Projects\VisualBoy Advance-M-1.8.0 source\src\agb\GBAGfx.cpp D:\Projects\VisualBoy Advance-M-1.8.0 source\src\agb\GBALink.cpp D:\Projects\VisualBoy Advance-M-1.8.0 source\src\agb\GBA-thumb.cpp D:\Projects\VisualBoy Advance-M-1.8.0 source\src\agb\agbprint.h D:\Projects\VisualBoy Advance-M-1.8.0 source\src\agb\GBA.h D:\Projects\VisualBoy Advance-M-1.8.0 source\src\agb\GBAcpu.h D:\Projects\VisualBoy Advance-M-1.8.0 source\src\agb\gbafilter.h D:\Projects\VisualBoy Advance-M-1.8.0 source\src\agb\GBAGfx.h D:\Projects\VisualBoy Advance-M-1.8.0 source\src\agb\GBAinline.h D:\Projects\VisualBoy Advance-M-1.8.0 source\src\agb\GBALink.h git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@404 a31d4220-a93d-0410-bf67-fe4944624d44
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// -*- C++ -*-
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// VisualBoyAdvance - Nintendo Gameboy/GameboyAdvance (TM) emulator.
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// Copyright (C) 1999-2003 Forgotten
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// Copyright (C) 2005 Forgotten and the VBA development team
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2, or(at your option)
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// any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef VBA_GBA_H
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#define VBA_GBA_H
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#include "../System.h"
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#define SAVE_GAME_VERSION_1 1
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#define SAVE_GAME_VERSION_2 2
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#define SAVE_GAME_VERSION_3 3
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#define SAVE_GAME_VERSION_4 4
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#define SAVE_GAME_VERSION_5 5
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#define SAVE_GAME_VERSION_6 6
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#define SAVE_GAME_VERSION_7 7
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#define SAVE_GAME_VERSION_8 8
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#define SAVE_GAME_VERSION_9 9
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#define SAVE_GAME_VERSION_10 10
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#define SAVE_GAME_VERSION SAVE_GAME_VERSION_10
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typedef struct {
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u8 *address;
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u32 mask;
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} memoryMap;
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typedef union {
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struct {
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#ifdef WORDS_BIGENDIAN
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u8 B3;
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u8 B2;
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u8 B1;
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u8 B0;
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#else
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u8 B0;
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u8 B1;
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u8 B2;
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u8 B3;
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#endif
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} B;
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struct {
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#ifdef WORDS_BIGENDIAN
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u16 W1;
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u16 W0;
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#else
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u16 W0;
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u16 W1;
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#endif
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} W;
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#ifdef WORDS_BIGENDIAN
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volatile u32 I;
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#else
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u32 I;
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#endif
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} reg_pair;
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#ifndef NO_GBA_MAP
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extern memoryMap map[256];
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#endif
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extern reg_pair reg[45];
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extern u8 biosProtected[4];
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extern bool N_FLAG;
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extern bool Z_FLAG;
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extern bool C_FLAG;
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extern bool V_FLAG;
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extern bool armIrqEnable;
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extern bool armState;
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extern int armMode;
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extern void (*cpuSaveGameFunc)(u32,u8);
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#ifdef BKPT_SUPPORT
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extern u8 freezeWorkRAM[0x40000];
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extern u8 freezeInternalRAM[0x8000];
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extern u8 freezeVRAM[0x18000];
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extern u8 freezeOAM[0x400];
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extern u8 freezePRAM[0x400];
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extern bool debugger_last;
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extern int oldreg[17];
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extern char oldbuffer[10];
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#endif
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extern bool CPUReadGSASnapshot(const char *);
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extern bool CPUWriteGSASnapshot(const char *, const char *, const char *, const char *);
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extern bool CPUWriteBatteryFile(const char *);
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extern bool CPUReadBatteryFile(const char *);
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extern bool CPUExportEepromFile(const char *);
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extern bool CPUImportEepromFile(const char *);
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extern bool CPUWritePNGFile(const char *);
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extern bool CPUWriteBMPFile(const char *);
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extern void CPUCleanUp();
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extern void CPUUpdateRender();
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extern void CPUUpdateRenderBuffers(bool);
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extern bool CPUReadMemState(char *, int);
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extern bool CPUReadState(const char *);
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extern bool CPUWriteMemState(char *, int);
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extern bool CPUWriteState(const char *);
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extern int CPULoadRom(const char *);
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extern void doMirroring(bool);
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extern void CPUUpdateRegister(u32, u16);
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extern void applyTimer ();
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extern void CPUInit(const char *,bool);
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extern void CPUReset();
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extern void CPULoop(int);
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extern void CPUCheckDMA(int,int);
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extern bool CPUIsGBAImage(const char *);
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extern bool CPUIsZipFile(const char *);
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#ifdef PROFILING
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#include "prof/prof.h"
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extern void cpuProfil(profile_segment *seg);
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extern void cpuEnableProfiling(int hz);
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#endif
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extern struct EmulatedSystem GBASystem;
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#define R13_IRQ 18
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#define R14_IRQ 19
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#define SPSR_IRQ 20
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#define R13_USR 26
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#define R14_USR 27
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#define R13_SVC 28
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#define R14_SVC 29
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#define SPSR_SVC 30
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#define R13_ABT 31
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#define R14_ABT 32
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#define SPSR_ABT 33
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#define R13_UND 34
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#define R14_UND 35
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#define SPSR_UND 36
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#define R8_FIQ 37
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#define R9_FIQ 38
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#define R10_FIQ 39
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#define R11_FIQ 40
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#define R12_FIQ 41
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#define R13_FIQ 42
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#define R14_FIQ 43
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#define SPSR_FIQ 44
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#include "../Cheats.h"
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#include "../Globals.h"
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#include "../EEprom.h"
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#include "../Flash.h"
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#endif //VBA_GBA_H
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