4 void asmcpu_unpack(void);
5 void asmcpu_pack(void);
9 void ResetGameLoaded(void);
11 #define DECLFR(x) uint8 FP_FASTAPASS(1) x (uint32 A)
12 #define DECLFW(x) void FP_FASTAPASS(2) x (uint32 A, uint8 V)
14 void FASTAPASS(3) SetReadHandler(int32 start, int32 end, readfunc func);
15 void FASTAPASS(3) SetWriteHandler(int32 start, int32 end, writefunc func);
16 writefunc FASTAPASS(1) GetWriteHandler(int32 a);
17 readfunc FASTAPASS(1) GetReadHandler(int32 a);
19 int AllocGenieRW(void);
20 void FlushGenieRW(void);
22 void FCEU_ResetVidSys(void);
24 void ResetMapping(void);
29 extern uint64 timestampbase;
30 extern uint32 MMC5HackVROMMask;
31 extern uint8 *MMC5HackExNTARAMPtr;
33 extern uint8 *MMC5HackVROMPTR;
34 extern uint8 MMC5HackCHRMode;
35 extern uint8 MMC5HackSPMode;
36 extern uint8 MMC5HackSPScroll;
37 extern uint8 MMC5HackSPPage;
39 extern uint8 GameMemBlock[131072];
40 extern uint8 NTARAM[0x800],PALRAM[0x20];
42 extern uint8 RAM[0x800];
45 extern uint32 RefreshAddr,TempAddr;
46 extern uint8 vtoggle,XOffset,VRAMBuffer,PPUGenLatch;
50 extern uint8 *vnapage[4];
52 extern uint8 PPUNTARAM;
53 extern uint8 PPUCHRRAM;
57 extern readfunc ARead[0x10000];
58 extern writefunc BWrite[0x10000];
60 #define VBlankON (PPU[0]&0x80) /* Generate VBlank NMI */
61 #define SpHitON (PPU[0]&0x40)
62 #define Sprite16 (PPU[0]&0x20) /* Sprites 8x16/8x8 */
63 #define BGAdrHI (PPU[0]&0x10) /* BG pattern adr $0000/$1000 */
64 #define SpAdrHI (PPU[0]&0x08) /* Sprite pattern adr $0000/$1000 */
65 #define INC32 (PPU[0]&0x04) /* auto increment 1/32 */
66 #define NameTable (PPU[0]&0x3) /* name table $2000/$2400/$2800/$2C00 */
68 #define SpriteON (PPU[1]&0x10) /* Show Sprite */
69 #define ScreenON (PPU[1]&0x08) /* Show screen */
70 #define PPU_status (PPU[2])
73 extern void (*GameInterface)(int h);
74 extern void FP_FASTAPASS(1) (*PPU_hook)(uint32 A);
75 extern void (*GameHBIRQHook)(void);
76 extern void (*GameStateRestore)(int version);
83 extern FCEUGI FCEUGameInfo;
84 extern int GameAttributes;