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byuu says: Changelog: - Game Boy (Color): STAT OAM+HBlank IRQs only trigger during LY=0-143 with display enabled - fixes backgrounds and text in Wacky Races - Game Boy (Color): fixed underflow in window clamping - fixes Wacky Races, Prehistorik Man, Alleyway, etc - Game Boy (Color): LCD OAM DMA was running too slow - fixes Shin Megami Tensei - Devichil - Kuro no Sho - Game Boy Advance: removed built-in frame blending; display emulation shaders will handle this going forward - Game Boy Advance: added Game Boy Player emulation - currently the screen is tinted red during rumble, no actual gamepad rumble support yet - this is going to be slow, as we have to hash the frame to detect the GBP logo, it'll be optional later on - Emulator::Interface::Palette can now output a raw palette (for Display Emulation shaders only) - color channels are not yet split up, it's just the raw packed value
24 lines
376 B
C++
24 lines
376 B
C++
struct Player {
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struct Status {
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bool enable;
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bool rumble;
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bool logoDetected;
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unsigned logoCounter;
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unsigned packet;
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uint32 send;
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uint32 recv;
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} status;
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void power();
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void frame();
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optional<uint16> keyinput();
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optional<uint32> read();
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void write(uint8 byte, uint2 addr);
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void serialize(serializer& s);
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};
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extern Player player;
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