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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
11 lines
247 B
C++
11 lines
247 B
C++
void Player::serialize(serializer& s) {
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s.integer(status.enable);
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s.integer(status.rumble);
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s.integer(status.logoDetected);
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s.integer(status.logoCounter);
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s.integer(status.packet);
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s.integer(status.send);
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s.integer(status.recv);
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}
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