static uint16 IRQCount;
static uint8 IRQa;
-static uint8 WRAM[8192] __attribute__ ((aligned (4)));
-static uint8 IRAM[128] __attribute__ ((aligned (4)));
+static uint8 WRAM[8192];
+static uint8 IRAM[128];
static DECLFR(AWRAM)
{
static void NamcoSound(int Count);
static void NamcoSoundHack(void);
static void DoNamcoSound(int32 *Wave, int Count);
-//static void DoNamcoSoundHQ(void);
+static void DoNamcoSoundHQ(void);
static void SyncHQ(int32 ts);
static int is210; /* Lesser mapper. */
{
uint8 ret=IRAM[dopol&0x7f];
/* Maybe I should call NamcoSoundHack() here? */
+ #ifdef FCEUDEF_DEBUGGER
if(!fceuindbg)
+ #endif
if(dopol&0x80)
dopol=(dopol&0x80)|((dopol+1)&0x7f);
return ret;
{
NamcoSoundHack();
GameExpSound.Fill=NamcoSound;
- GameExpSound.HiFill=0;//DoNamcoSoundHQ;
+ GameExpSound.HiFill=DoNamcoSoundHQ;
GameExpSound.HiSync=SyncHQ;
}
FixCache(dopol,V);
static void NamcoSoundHack(void)
{
int32 z,a;
-#if 0
if(FSettings.soundq>=1)
{
DoNamcoSoundHQ();
return;
}
-#endif
z=((SOUNDTS<<16)/soundtsinc)>>4;
a=z-dwave;
- if(a) DoNamcoSound((int32 *)&Wave[dwave], a);
+ if(a) DoNamcoSound(&Wave[dwave], a);
dwave+=a;
}
int32 z,a;
z=((SOUNDTS<<16)/soundtsinc)>>4;
a=z-dwave;
- if(a) DoNamcoSound((int32 *)&Wave[dwave], a);
+ if(a) DoNamcoSound(&Wave[dwave], a);
dwave=0;
}
return(duff);
}
-#if 0
static void DoNamcoSoundHQ(void)
{
int32 P,V;
}
CVBC=SOUNDTS;
}
-#endif
+
static void DoNamcoSound(int32 *Wave, int Count)
{
Mapper19_ESI();
AddExState(WRAM, 8192, 0, "WRAM");
- AddExState(IRAM, 128, 0, "WRAM");
+ AddExState(IRAM, 128, 0, "IRAM");
AddExState(N106_StateRegs, ~0, 0, 0);
if(info->battery)
GameStateRestore=Mapper210_StateRestore;
info->Power=N106_Power;
AddExState(WRAM, 8192, 0, "WRAM");
+ AddExState(N106_StateRegs, ~0, 0, 0);
}