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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2008-10-16 03:49:58 +02:00
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and
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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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2008-10-16 03:49:58 +02:00
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(c) Copyright 2002 - 2006 Brad Jorsch (anomie@users.sourceforge.net),
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funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com),
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Nach (n-a-c-h@users.sourceforge.net), and
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2008-08-06 03:09:59 +02:00
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zones (kasumitokoduck@yahoo.com)
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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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2008-10-16 03:49:58 +02:00
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HQ2x filter
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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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Specific ports contains the works of other authors. See headers in
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individual files.
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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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2008-10-16 03:49:58 +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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#ifndef CROSSHAIRS_H
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#define CROSSHAIRS_H
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/*
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* Read in the specified crosshair file, replacing whatever data might be in
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* that slot. Available slots are 1-31. The input file must be a PNG file,
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* 15x15 pixels, palettized, with 3 colors: white, black, and transparent. Or a
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* text file, 15 lines of 16 characters (counting the \n), consisting of ' ',
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* '#', or '.'.
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*/
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bool S9xLoadCrosshairFile(int idx, const char *filename);
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/*
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* Return the specified crosshair. Woo-hoo. char * to a 225-byte string, with
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* '#' marking foreground, '.' marking background, and anything else
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* transparent.
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*/
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const char *S9xGetCrosshair(int idx);
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/*
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* In controls.cpp. Sets the crosshair for the specified device. Defaults are:
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* cross fgcolor bgcolor
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* Mouse 1: 1 White Black
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* Mouse 2: 1 Purple White
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* Superscope: 2 White Black
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* Justifier 1: 4 Blue Black
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* Justifier 2: 4 MagicPink Black
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*
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* Available colors are: Trans, Black, 25Grey, 50Grey, 75Grey, White, Red,
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* Orange, Yellow, Green, Cyan, Sky, Blue, Violet, MagicPink, and Purple. You
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* may also prefix a 't' (e.g. tBlue) for a 50%-transparent version.
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*
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* Use idx=-1 or fg/bg=NULL to keep the current setting.
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*/
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enum crosscontrols {
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X_MOUSE1,
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X_MOUSE2,
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X_SUPERSCOPE,
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X_JUSTIFIER1,
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X_JUSTIFIER2
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};
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void S9xSetControllerCrosshair(enum crosscontrols ctl, int8 idx, const char *fg, const char *bg);
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void S9xGetControllerCrosshair(enum crosscontrols ctl, int8 *idx, const char **fg, const char **bg);
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/*
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* In gfx.cpp, much like DisplayChar() except it takes the parameters listed
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* and looks up GFX.Screen. The 'crosshair' arg is a 15x15 image, with '#'
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* meaning fgcolor, '.' meaning bgcolor, and anything else meaning transparent.
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* Color values should be (RGB):
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* 0 = transparent 4=23 23 23 8=31 31 0 12= 0 0 31
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* 1 = 0 0 0 5=31 31 31 9= 0 31 0 13=23 0 31
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* 2 = 8 8 8 6=31 00 00 10= 0 31 31 14=31 0 31
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* 3 = 16 16 16 7=31 16 00 11= 0 23 31 15=31 0 16
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* 16-31 are 50% transparent versions of 0-15.
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*/
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void S9xDrawCrosshair(const char *crosshair, uint8 fgcolor, uint8 bgcolor, int16 x, int16 y);
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#endif
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