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https://github.com/dborth/vbagx.git
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fix save states, sync with VBA-M, finalize 2.1.1
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@ -2,8 +2,8 @@
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<app version="1">
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<name>Visual Boy Advance GX</name>
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<coder>Tantric</coder>
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<version>2.1.0</version>
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<release_date>20091202</release_date>
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<version>2.1.1</version>
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<release_date>20091207</release_date>
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<short_description>GBA/GBC/GB Emulator</short_description>
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<long_description>A port of Visual Boy Advance - M to the Wii.</long_description>
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</app>
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@ -1,7 +1,7 @@
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¸,ø¤°`°¤ø,¸¸,ø¤°`°¤ø,¸,ø¤°`°¤ø,¸¸,ø¤°`°¤ø,¸,ø¤°`°¤ø,¸¸,ø¤°`°¤ø,¸,ø¤°`°¤ø,¸¸,ø¤
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- Visual Boy Advance GX -
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Version 2.1.0
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Version 2.1.1
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http://code.google.com/p/vba-wii
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(Under GPL License)
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@ -19,7 +19,7 @@ With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
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* IPS/UPS/PPF patch support
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* Custom controller configurations
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* SD, USB, DVD, SMB, Zip, and 7z support
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* Compatiblity based on VBA-M r847
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* Compatiblity based on VBA-M r927
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* MEM2 ROM Storage for fast access
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* Auto frame skip for those core heavy games
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* Turbo speed, video zooming, widescreen, and unfiltered video options
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@ -28,6 +28,10 @@ With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
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|0O×øo· UPDATE HISTORY ·oø×O0|
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`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
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[2.1.1 - December 7, 2009]
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* Save state corruption issues fixed
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[2.1.0 - December 2, 2009]
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* Fixed SMB (for real this time!)
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@ -16,7 +16,7 @@
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#include "filelist.h"
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#define APPNAME "Visual Boy Advance GX"
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#define APPVERSION "2.1.0"
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#define APPVERSION "2.1.1"
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#define APPFOLDER "vbagx"
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#define PREF_FILE_NAME "settings.xml"
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#define PAL_FILE_NAME "palettes.xml"
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@ -259,7 +259,7 @@ int MemCPUWriteBatteryFile(char * membuffer)
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bool LoadBatteryOrState(char * filepath, int action, bool silent)
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{
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bool result = false;
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size_t offset = 0;
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int offset = 0;
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int device;
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if(!FindDevice(filepath, &device))
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@ -349,9 +349,9 @@ bool LoadBatteryOrStateAuto(int action, bool silent)
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bool SaveBatteryOrState(char * filepath, int action, bool silent)
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{
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bool result = false;
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size_t offset = 0;
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size_t datasize = 0; // we need the actual size of the data written
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size_t imgSize = 0; // image screenshot bytes written
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int offset = 0;
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int datasize = 0; // we need the actual size of the data written
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int imgSize = 0; // image screenshot bytes written
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int device;
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if(!FindDevice(filepath, &device))
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@ -394,7 +394,8 @@ bool SaveBatteryOrState(char * filepath, int action, bool silent)
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}
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else
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{
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datasize = emulator.emuWriteMemState((char *)savebuffer, SAVEBUFFERSIZE);
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if(emulator.emuWriteMemState((char *)savebuffer, SAVEBUFFERSIZE))
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datasize = *((int *)(savebuffer+4)) + 8;
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}
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// write savebuffer into file
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@ -25,7 +25,7 @@ struct EmulatedSystem {
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// load memory state (rewind)
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bool (*emuReadMemState)(char *, int);
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// write memory state (rewind)
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int (*emuWriteMemState)(char *, int);
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bool (*emuWriteMemState)(char *, int);
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// write PNG file
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bool (*emuWritePNG)(const char *);
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// write BMP file
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@ -27,10 +27,17 @@ Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */
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int const silent_buf_size = 1; // size used for Silent_Blip_Buffer
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Blip_Buffer::Blip_Buffer():
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factor_(LONG_MAX), buffer_(0), buffer_size_(0), bass_shift_(0),
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sample_rate_(0), clock_rate_(0), bass_freq_(16),length_(0)
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Blip_Buffer::Blip_Buffer()
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{
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factor_ = LONG_MAX;
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buffer_ = 0;
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buffer_size_ = 0;
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sample_rate_ = 0;
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bass_shift_ = 0;
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clock_rate_ = 0;
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bass_freq_ = 16;
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length_ = 0;
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// assumptions code makes about implementation-defined features
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#ifndef NDEBUG
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// right shift of negative value preserves sign
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@ -196,13 +203,14 @@ void Blip_Synth_Fast_::volume_unit( double new_unit )
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Blip_Synth_::Blip_Synth_( short* p, int w ) :
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impulses( p ),
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width( w ),
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volume_unit_(0.0),
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kernel_unit(0),
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buf(0),
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last_amp(0),
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delta_factor(0)
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{}
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width( w )
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{
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volume_unit_ = 0.0;
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kernel_unit = 0;
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buf = 0;
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last_amp = 0;
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delta_factor = 0;
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}
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#undef PI
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#define PI 3.1415926535897932384626433832795029
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@ -3550,23 +3550,24 @@ static bool gbWriteSaveState(gzFile gzFile)
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return true;
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}
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int gbWriteMemSaveState(char *memory, int available)
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bool gbWriteMemSaveState(char *memory, int available)
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{
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int pos = 0;
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gzFile gzFile = utilMemGzOpen(memory, available, "w");
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gzFile gzFile = utilMemGzOpen(memory, available, "w");
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if(gzFile == NULL)
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return 0;
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if(gzFile == NULL) {
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return false;
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}
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if(gbWriteSaveState(gzFile))
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{
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pos = utilGzMemTell(gzFile)+8;
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bool res = gbWriteSaveState(gzFile);
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if(pos >= (available))
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pos = 0;
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}
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utilGzClose(gzFile);
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return pos;
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long pos = utilGzMemTell(gzFile)+8;
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if(pos >= (available))
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res = false;
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utilGzClose(gzFile);
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return res;
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}
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bool gbWriteSaveState(const char *name)
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@ -30,7 +30,7 @@ bool gbWriteBatteryFile(const char *);
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bool gbWriteBatteryFile(const char *, bool);
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bool gbReadBatteryFile(const char *);
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bool gbWriteSaveState(const char *);
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int gbWriteMemSaveState(char *, int);
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bool gbWriteMemSaveState(char *, int);
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bool gbReadSaveState(const char *);
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bool gbReadMemSaveState(char *, int);
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void gbSgbRenderBorder();
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@ -1,4 +1,5 @@
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#include <string.h>
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#include <string.h>
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#include <stdio.h>
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#include <ctype.h>
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@ -2677,6 +2678,8 @@ void cheatsReadGameSkip( gzFile file, int version )
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utilGzSeek( file, sizeof( cheatsList ), SEEK_CUR );
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}
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bool firstCodeBreaker = true;
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for( int i = 0; i < nCheats; i++ ) {
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if( version < 9 ) {
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utilGzSeek( file, ( 7 * sizeof(int) ) + ( 52 * sizeof(char) ), SEEK_CUR );
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@ -634,23 +634,24 @@ bool CPUWriteState(const char *file)
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return res;
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}
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int CPUWriteMemState(char *memory, int available)
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bool CPUWriteMemState(char *memory, int available)
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{
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int pos = 0;
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gzFile gzFile = utilMemGzOpen(memory, available, "w");
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gzFile gzFile = utilMemGzOpen(memory, available, "w");
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if(gzFile == NULL)
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return 0;
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if(gzFile == NULL) {
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return false;
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}
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if(CPUWriteState(gzFile))
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{
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pos = utilGzMemTell(gzFile)+8;
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bool res = CPUWriteState(gzFile);
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if(pos >= (available))
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pos = 0;
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}
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utilGzClose(gzFile);
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return pos;
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long pos = utilGzMemTell(gzFile)+8;
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if(pos >= (available))
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res = false;
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utilGzClose(gzFile);
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return res;
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}
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static bool CPUReadState(gzFile gzFile)
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@ -90,7 +90,7 @@ 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 int CPUWriteMemState(char *, int);
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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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@ -20,10 +20,6 @@ int gfxBG3Changed = 0;
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int gfxBG2X = 0;
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int gfxBG2Y = 0;
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int gfxBG2LastX = 0;
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int gfxBG2LastY = 0;
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int gfxBG3X = 0;
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int gfxBG3Y = 0;
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int gfxBG3LastX = 0;
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int gfxBG3LastY = 0;
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int gfxLastVCOUNT = 0;
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@ -87,12 +87,8 @@ extern int gfxBG3Changed;
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extern int gfxBG2X;
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extern int gfxBG2Y;
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extern int gfxBG2LastX;
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extern int gfxBG2LastY;
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extern int gfxBG3X;
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extern int gfxBG3Y;
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extern int gfxBG3LastX;
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extern int gfxBG3LastY;
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extern int gfxLastVCOUNT;
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static inline void gfxClearArray(u32 *array)
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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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return true;
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}
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void soundSetThrottle(unsigned short throttle)
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{
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if(!soundDriver)
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return;
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soundDriver->setThrottle(throttle);
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}
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long soundGetSampleRate()
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{
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return soundSampleRate;
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// current value in soundQuality global.
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bool soundInit();
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// sets the Sound throttle
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void soundSetThrottle(unsigned short throttle);
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// Manages sound volume, where 1.0 is normal
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void soundSetVolume( float );
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float soundGetVolume();
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int length = (data >> 12) + 3;
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int offset = (data & 0x0FFF);
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u32 windowOffset = dest - offset - 1;
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for(int i = 0; i < length; i++) {
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for(int i2 = 0; i2 < length; i2++) {
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CPUWriteByte(dest++, CPUReadByte(windowOffset++));
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len--;
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if(len == 0)
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@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<app version="2.1.0">
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<file url="http://vba-wii.googlecode.com/files/Visual%20Boy%20Advance%20GX%202.1.0%20-%20Wii.zip"></file>
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<app version="2.1.1">
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<file url="http://vba-wii.googlecode.com/files/Visual%20Boy%20Advance%20GX%202.1.1%20-%20Wii.zip"></file>
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</app>
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