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VS game support, 480p on GameCube support
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@ -21,8 +21,6 @@
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extern unsigned int SMBTimer;
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extern unsigned int SMBTimer;
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//#define FORCE_PAL50 1
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#define TEX_WIDTH 256
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#define TEX_WIDTH 256
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#define TEX_HEIGHT 512
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#define TEX_HEIGHT 512
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#define WIDTH 640
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#define WIDTH 640
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@ -216,6 +214,15 @@ void initDisplay() {
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VIDEO_Init();
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VIDEO_Init();
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vmode = VIDEO_GetPreferredMode(NULL);
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vmode = VIDEO_GetPreferredMode(NULL);
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#ifdef HW_DOL
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/* we have component cables, but the preferred mode is interlaced
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* why don't we switch into progressive?
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* on the Wii, the user can do this themselves on their Wii Settings */
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if(VIDEO_HaveComponentCable() && vmode == &TVNtsc480IntDf)
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vmode = &TVNtsc480Prog;
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#endif
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VIDEO_Configure(vmode);
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VIDEO_Configure(vmode);
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screenheight = vmode->xfbHeight;
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screenheight = vmode->xfbHeight;
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@ -29,7 +29,8 @@ unsigned int nespadmap[] = {
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JOY_B, JOY_A,
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JOY_B, JOY_A,
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JOY_SELECT, JOY_START,
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JOY_SELECT, JOY_START,
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JOY_UP, JOY_DOWN,
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JOY_UP, JOY_DOWN,
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JOY_LEFT, JOY_RIGHT
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JOY_LEFT, JOY_RIGHT,
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0 // insert coin for VS games
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};
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};
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/*** Gamecube controller Padmap ***/
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/*** Gamecube controller Padmap ***/
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@ -37,28 +38,32 @@ unsigned int gcpadmap[] = {
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PAD_BUTTON_B, PAD_BUTTON_A,
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PAD_BUTTON_B, PAD_BUTTON_A,
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PAD_TRIGGER_L, PAD_TRIGGER_R,
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PAD_TRIGGER_L, PAD_TRIGGER_R,
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PAD_BUTTON_UP, PAD_BUTTON_DOWN,
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PAD_BUTTON_UP, PAD_BUTTON_DOWN,
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PAD_BUTTON_LEFT, PAD_BUTTON_RIGHT
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PAD_BUTTON_LEFT, PAD_BUTTON_RIGHT,
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PAD_TRIGGER_Z // insert coin for VS games
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};
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};
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/*** Wiimote Padmap ***/
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/*** Wiimote Padmap ***/
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unsigned int wmpadmap[] = {
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unsigned int wmpadmap[] = {
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WPAD_BUTTON_1, WPAD_BUTTON_2,
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WPAD_BUTTON_1, WPAD_BUTTON_2,
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WPAD_BUTTON_MINUS, WPAD_BUTTON_PLUS,
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WPAD_BUTTON_MINUS, WPAD_BUTTON_PLUS,
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WPAD_BUTTON_RIGHT, WPAD_BUTTON_LEFT,
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WPAD_BUTTON_RIGHT, WPAD_BUTTON_LEFT,
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WPAD_BUTTON_UP, WPAD_BUTTON_DOWN
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WPAD_BUTTON_UP, WPAD_BUTTON_DOWN,
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WPAD_BUTTON_A // insert coin for VS games
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};
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};
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/*** Classic Controller Padmap ***/
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/*** Classic Controller Padmap ***/
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unsigned int ccpadmap[] = {
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unsigned int ccpadmap[] = {
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WPAD_CLASSIC_BUTTON_Y, WPAD_CLASSIC_BUTTON_B,
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WPAD_CLASSIC_BUTTON_Y, WPAD_CLASSIC_BUTTON_B,
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WPAD_CLASSIC_BUTTON_MINUS, WPAD_CLASSIC_BUTTON_PLUS,
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WPAD_CLASSIC_BUTTON_MINUS, WPAD_CLASSIC_BUTTON_PLUS,
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WPAD_CLASSIC_BUTTON_UP, WPAD_CLASSIC_BUTTON_DOWN,
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WPAD_CLASSIC_BUTTON_UP, WPAD_CLASSIC_BUTTON_DOWN,
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WPAD_CLASSIC_BUTTON_LEFT, WPAD_CLASSIC_BUTTON_RIGHT
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WPAD_CLASSIC_BUTTON_LEFT, WPAD_CLASSIC_BUTTON_RIGHT,
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WPAD_CLASSIC_BUTTON_FULL_R // insert coin for VS games
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};
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};
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/*** Nunchuk + wiimote Padmap ***/
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/*** Nunchuk + wiimote Padmap ***/
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unsigned int ncpadmap[] = {
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unsigned int ncpadmap[] = {
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WPAD_NUNCHUK_BUTTON_C, WPAD_NUNCHUK_BUTTON_Z,
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WPAD_NUNCHUK_BUTTON_C, WPAD_NUNCHUK_BUTTON_Z,
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WPAD_BUTTON_MINUS, WPAD_BUTTON_PLUS,
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WPAD_BUTTON_MINUS, WPAD_BUTTON_PLUS,
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WPAD_BUTTON_UP, WPAD_BUTTON_DOWN,
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WPAD_BUTTON_UP, WPAD_BUTTON_DOWN,
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WPAD_BUTTON_LEFT, WPAD_BUTTON_RIGHT
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WPAD_BUTTON_LEFT, WPAD_BUTTON_RIGHT,
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WPAD_BUTTON_A // insert coin for VS games
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};
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};
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static uint32 JSReturn = 0;
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static uint32 JSReturn = 0;
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@ -367,7 +372,12 @@ unsigned char DecodeJoy( unsigned short pad )
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|| ( (exp_type == WPAD_EXP_NUNCHUK) && (wp & ncpadmap[i]) ) // nunchuk + wiimote
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|| ( (exp_type == WPAD_EXP_NUNCHUK) && (wp & ncpadmap[i]) ) // nunchuk + wiimote
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#endif
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#endif
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)
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)
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J |= nespadmap[i];
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{
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if(nespadmap[i] > 0)
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J |= nespadmap[i];
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else
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FCEU_DoSimpleCommand(0x07); // insert coin for VS Games
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}
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}
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}
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// zapper enabled
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// zapper enabled
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@ -382,6 +392,7 @@ unsigned char DecodeJoy( unsigned short pad )
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#ifdef HW_RVL
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#ifdef HW_RVL
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|| (wp & WPAD_BUTTON_A) // wiimote
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|| (wp & WPAD_BUTTON_A) // wiimote
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|| (wp & WPAD_BUTTON_B)
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|| (wp & WPAD_BUTTON_B)
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|| (wp & WPAD_CLASSIC_BUTTON_A) // classic controller
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#endif
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#endif
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)
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)
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{
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{
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