3 void ResetGameLoaded(void);
5 #define DECLFR(x) uint8 FP_FASTAPASS(1) x (uint32 A)
6 #define DECLFW(x) void FP_FASTAPASS(2) x (uint32 A, uint8 V)
8 void FASTAPASS(3) SetReadHandler(int32 start, int32 end, readfunc func);
9 void FASTAPASS(3) SetWriteHandler(int32 start, int32 end, writefunc func);
10 writefunc FASTAPASS(1) GetWriteHandler(int32 a);
11 readfunc FASTAPASS(1) GetReadHandler(int32 a);
13 int AllocGenieRW(void);
14 void FlushGenieRW(void);
16 void FCEU_ResetVidSys(void);
18 void ResetMapping(void);
23 extern uint64 timestampbase;
24 extern uint32 MMC5HackVROMMask;
25 extern uint8 *MMC5HackExNTARAMPtr;
27 extern uint8 *MMC5HackVROMPTR;
28 extern uint8 MMC5HackCHRMode;
29 extern uint8 MMC5HackSPMode;
30 extern uint8 MMC5HackSPScroll;
31 extern uint8 MMC5HackSPPage;
33 extern uint8 GameMemBlock[131072];
34 extern uint8 NTARAM[0x800],PALRAM[0x20];
36 extern uint8 RAM[0x800];
39 extern uint32 RefreshAddr,TempAddr;
40 extern uint8 vtoggle,XOffset,VRAMBuffer,PPUGenLatch;
44 extern uint8 *vnapage[4];
46 extern uint8 PPUNTARAM;
47 extern uint8 PPUCHRRAM;
51 extern readfunc ARead[0x10000];
52 extern writefunc BWrite[0x10000];
54 #define VBlankON (PPU[0]&0x80) /* Generate VBlank NMI */
55 #define SpHitON (PPU[0]&0x40)
56 #define Sprite16 (PPU[0]&0x20) /* Sprites 8x16/8x8 */
57 #define BGAdrHI (PPU[0]&0x10) /* BG pattern adr $0000/$1000 */
58 #define SpAdrHI (PPU[0]&0x08) /* Sprite pattern adr $0000/$1000 */
59 #define INC32 (PPU[0]&0x04) /* auto increment 1/32 */
60 #define NameTable (PPU[0]&0x3) /* name table $2000/$2400/$2800/$2C00 */
62 #define SpriteON (PPU[1]&0x10) /* Show Sprite */
63 #define ScreenON (PPU[1]&0x08) /* Show screen */
64 #define PPU_status (PPU[2])
67 extern void (*GameInterface)(int h);
68 extern void FP_FASTAPASS(1) (*PPU_hook)(uint32 A);
69 extern void (*GameHBIRQHook)(void);
70 extern void (*GameStateRestore)(int version);
77 extern FCEUGI FCEUGameInfo;
78 extern int GameAttributes;