2008-08-06 03:09:59 +02:00
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/**********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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2008-09-10 07:57:37 +02:00
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
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2008-08-06 03:09:59 +02:00
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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2008-09-10 07:57:37 +02:00
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(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2007 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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2008-08-06 03:09:59 +02:00
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zones (kasumitokoduck@yahoo.com)
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2008-09-10 07:57:37 +02:00
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(c) Copyright 2006 - 2007 nitsuja
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2008-08-06 03:09:59 +02:00
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com)
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley,
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001-2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight,
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound DSP emulator code is derived from SNEeSe and OpenSPC:
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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2008-09-10 07:57:37 +02:00
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HQ2x, HQ3x, HQ4x filters
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2008-08-06 03:09:59 +02:00
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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2008-09-10 07:57:37 +02:00
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2007 zones
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2008-08-06 03:09:59 +02:00
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Specific ports contains the works of other authors. See headers in
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individual files.
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2008-09-10 07:57:37 +02:00
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2008-08-06 03:09:59 +02:00
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Snes9x homepage: http://www.snes9x.com
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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2008-09-10 07:57:37 +02:00
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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2008-08-06 03:09:59 +02:00
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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**********************************************************************************/
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2008-09-10 07:57:37 +02:00
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2008-08-06 03:09:59 +02:00
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#ifndef FOO_H
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#define FOO_H
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#include "port.h"
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#define S9xNoMapping 0
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#define S9xButtonJoypad 1
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#define S9xButtonMouse 2
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#define S9xButtonSuperscope 3
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#define S9xButtonJustifier 4
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#define S9xButtonCommand 5
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#define S9xButtonMulti 6
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#define S9xAxisJoypad 7
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#define S9xPointer 8
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#define S9xButtonPseudopointer 254
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#define S9xAxisPseudopointer 253
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#define S9xAxisPseudobuttons 252
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// These are automatically kicked out to the S9xHandlePortCommand function. If
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// your port wants to define port-specific commands or whatever, use these
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// values for the s9xcommand_t type field.
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#define S9xButtonPort 251
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#define S9xAxisPort 250
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#define S9xPointerPort 249
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#define S9xBadMapping 255
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#define InvalidControlID ((uint32)-1)
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// S9xButtonPseudopointer and S9xAxisPseudopointer will report pointer motion
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// using IDs PseudoPointerBase through PseudoPointerBase+7.
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// S9xAxisPseudopointer command types. S9xAxisPseudobuttons will report buttons
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// with IDs PseudoButtonBase to PseudoButtonBase+255.
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#define PseudoPointerBase (InvalidControlID-8)
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#define PseudoButtonBase (PseudoPointerBase-256)
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// Yes, this struct looks huge. But gcc makes it 6 bytes (the minimum), so it's
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// not that bad.
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typedef struct {
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uint8 type;
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uint8 multi_press:2;
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uint8 button_norpt:1;
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union {
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union {
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struct {
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uint8 idx:3; // Pad number 0-7
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uint8 toggle:1; // If set, toggle turbo/sticky for the button
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uint8 turbo:1; // If set, be a 'turbo' button
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uint8 sticky:1; // If set, toggle button state (on/turbo or off)
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// when pressed and do nothing on release
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uint16 buttons; // Which buttons to actuate.
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// Use SNES_*_MASK constants from snes9x.h
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} joypad;
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struct {
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uint8 idx:1; // Mouse number 0-1
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uint8 left:1; // buttons
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uint8 right:1;
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} mouse;
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struct {
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uint8 fire:1;
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uint8 cursor:1;
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uint8 turbo:1;
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uint8 pause:1;
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uint8 aim_offscreen:1; // Pretend we're pointing the gun
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// offscreen (ignore the pointer)
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} scope;
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struct {
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uint8 idx:3; // Pseudo-pointer number 0-7
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uint8 speed_type:2; // 0=variable, 1=slow, 2=med, 3=fast
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int8 UD:2; // -1=up, 1=down, 0=no vertical motion
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int8 LR:2; // -1=left, 1=right, 0=no horizontal motion
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} pointer;
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struct {
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uint8 idx:1; // Justifier number 0-1
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uint8 trigger:1; // buttons
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uint8 start:1;
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uint8 aim_offscreen:1; // Pretend we're pointing the gun
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// offscreen (ignore the pointer)
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} justifier;
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int32 multi_idx;
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uint16 command;
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} button;
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union {
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struct {
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uint8 idx:3; // Pad number 0-7
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uint8 invert:1; // 1 = positive is Left/Up/Y/X/L
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uint8 axis:3; // 0=Left/Right, 1=Up/Down,
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// 2=Y/A, 3=X/B, 4=L/R
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uint8 threshold; // (threshold+1)/256% deflection is a
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// button press
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} joypad;
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struct {
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uint8 idx:3; // Pseudo-pointer number 0-7
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uint8 speed_type:2; // 0=variable, 1=slow, 2=med, 3=fast
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uint8 invert:1; // 1 = invert axis, so positive is up/left
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uint8 HV:1; // 0=horizontal, 1=vertical
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} pointer;
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struct {
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uint8 threshold; // (threshold+1)/256% deflection is a
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// button press
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uint8 negbutton; // Button ID for negative deflection
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uint8 posbutton; // Button ID for positive deflection
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} button;
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} axis;
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struct {
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// Which SNES-pointers to control with this pointer
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uint16 aim_mouse0:1;
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uint16 aim_mouse1:1;
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uint16 aim_scope:1;
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uint16 aim_justifier0:1;
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uint16 aim_justifier1:1;
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} pointer;
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uint8 port[4];
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};
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} s9xcommand_t;
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/* Starting out... */
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void S9xUnmapAllControls(void);
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/* Setting which controllers are plugged in */
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enum controllers {
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CTL_NONE, /* all ids ignored */
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CTL_JOYPAD, /* use id1 to specify 0-7 */
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CTL_MOUSE, /* use id1 to specify 0-1 */
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CTL_SUPERSCOPE,
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CTL_JUSTIFIER, /* use id1: 0=one justifier, 1=two justifiers */
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CTL_MP5 /* use id1-id4 to specify pad 0-7 (or -1) */
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};
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void S9xSetController(int port, enum controllers controller, int8 id1, int8 id2, int8 id3, int8 id4); /* port=0-1 */
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void S9xGetController(int port, enum controllers *controller, int8 *id1, int8 *id2, int8 *id3, int8 *id4);
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void S9xReportControllers(void);
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/* Call this when you're done with S9xSetController, or if you change any of
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* the controller Settings.*Master flags. Returns true if something was
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* disabled */
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bool S9xVerifyControllers(void);
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/*
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* Functions for translation s9xcommand_t's into strings, and vice versa.
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* free() the returned string after you're done with it.
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*/
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char *S9xGetCommandName(s9xcommand_t command);
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s9xcommand_t S9xGetCommandT(const char *name);
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/*
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* Returns an array of strings naming all the snes9x commands. Note that this
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* is only the strings for S9xButtonCommand! The idea is that this would be
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* used for a pull-down list in a config GUI. DO NOT free() the returned value.
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*/
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const char **S9xGetAllSnes9xCommands(void);
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/*
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* Generic mapping functions
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*/
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s9xcommand_t S9xGetMapping(uint32 id);
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void S9xUnmapID(uint32 id);
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2008-09-10 07:57:37 +02:00
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/*
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* Button mapping functions. If a button is mapped with poll=TRUE, then
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* S9xPollButton will be called whenever snes9x feels a need for that mapping.
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* Otherwise, snes9x will assume you will call S9xReportButton() whenever the
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* button state changes. S9xMapButton() will fail and return FALSE if
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* mapping.type isn't a S9xButton* type.
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*/
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bool S9xMapButton(uint32 id, s9xcommand_t mapping, bool poll);
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void S9xReportButton(uint32 id, bool pressed);
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2008-09-10 07:57:37 +02:00
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/*
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* Pointer mapping functions. If a button is mapped with poll=TRUE, then
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* S9xPollPointer will be called whenever snes9x feels a need for that mapping.
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* Otherwise, snes9x will assume you will call S9xReportPointer() whenever the
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* pointer position changes. S9xMapPointer() will fail and return FALSE if
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* mapping.type isn't S9xPointer.
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*
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* Note that position [0,0] is considered the upper-left corner of the
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* 'screen', and either [255,223] or [255,239] is the lower-right. Note that
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* the SNES mouse doesn't aim at a particular point, so the SNES's idea of
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* where the mouse pointer is will probably differ from your OS's idea.
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*/
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bool S9xMapPointer(uint32 id, s9xcommand_t mapping, bool poll);
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void S9xReportPointer(uint32 id, int16 x, int16 y);
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2008-09-10 07:57:37 +02:00
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/*
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2008-08-06 03:09:59 +02:00
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* Axis mapping functions. If a button is mapped with poll=TRUE, then
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* S9xPollAxis will be called whenever snes9x feels a need for that mapping.
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* Otherwise, snes9x will assume you will call S9xReportAxis() whenever the
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* axis deflection changes. S9xMapAxis() will fail and return FALSE if
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* mapping.type isn't a S9xAxis* type.
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*
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* Note that value is linear -32767 through 32767 with 0 being no
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* deflection. If your axis reports differently you should transform the
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* value before passing it to S9xReportAxis().
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*/
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bool S9xMapAxis(uint32 id, s9xcommand_t mapping, bool poll);
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void S9xReportAxis(uint32 id, int16 value);
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/*
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* Do whatever the s9xcommand_t says to do. If cmd.type is a button type, data1
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* should be TRUE (non-0) or FALSE (0) to indicate whether the 'button' is
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* pressed or released. If cmd.type is an axis, data1 holds the deflection
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* value. If cmd.type is a pointer, data1 and data2 are the positions of the
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* pointer.
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*/
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void S9xApplyCommand(s9xcommand_t cmd, int16 data1, int16 data2);
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/*******
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* These functions are called by snes9x into your port, so each port should
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* implement them.
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*/
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/*
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* If something was mapped with poll=TRUE, these functions will be called when
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* snes9x needs the button/axis/pointer state. Fill in the reference options as
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* appropriate.
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*/
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bool S9xPollButton(uint32 id, bool *pressed);
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bool S9xPollPointer(uint32 id, int16 *x, int16 *y);
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bool S9xPollAxis(uint32 id, int16 *value);
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/*
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* These are called when snes9x tries to apply a command with a S9x*Port type.
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* data1 and data2 are filled in like S9xApplyCommand.
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*/
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void S9xHandlePortCommand(s9xcommand_t cmd, int16 data1, int16 data2);
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2008-09-10 07:57:37 +02:00
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/*
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* Called before already-read SNES joypad data is being used by the game
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* if your port defines SNES_JOY_READ_CALLBACKS
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*/
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#ifdef SNES_JOY_READ_CALLBACKS
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void S9xOnSNESPadRead();
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#endif
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2008-08-06 03:09:59 +02:00
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/* These are for your use */
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s9xcommand_t S9xGetPortCommandT(const char *name);
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char *S9xGetPortCommandName(s9xcommand_t command);
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void S9xSetupDefaultKeymap(void);
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bool8 S9xMapInput(const char *name, s9xcommand_t *cmd);
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/*******
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* These functions are called from snes9x into this subsystem. No need to use
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* them from a port.
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*/
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/* Use when resetting snes9x */
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void S9xControlsReset(void);
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void S9xControlsSoftReset(void);
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/* Use when writing to $4016 */
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void S9xSetJoypadLatch(bool latch);
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/* Use when reading $4016/7 (JOYSER0 and JOYSER1) */
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uint8 S9xReadJOYSERn(int n);
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/* End-Of-Frame processing. Sets gun latch variables and tries to draw
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* crosshairs */
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void S9xControlEOF(void);
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struct SControlSnapshot {
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uint8 ver;
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uint8 port1_read_idx[2];
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uint8 dummy1[4]; // for future expansion
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uint8 port2_read_idx[2];
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uint8 dummy2[4];
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uint8 mouse_speed[2];
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uint8 justifier_select;
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2008-09-10 07:57:37 +02:00
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uint8 dummy3[8];
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bool8 pad_read, pad_read_last;
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uint8 internal[60]; // yes, we need to save this!
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2008-08-06 03:09:59 +02:00
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};
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void S9xControlPreSave(struct SControlSnapshot *s);
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void S9xControlPostLoad(struct SControlSnapshot *s);
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#endif
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