// Emu.cpp\r
extern unsigned short *EmuScreen;\r
extern int EmuWidth,EmuHeight;\r
+extern RECT EmuScreenRect;\r
int EmuInit();\r
void EmuExit();\r
int EmuRomLoad(char *name);\r
int InputUpdate();\r
int InputLightCal(int cx,int cy,int ux,int uy);\r
\r
-// LightCal.cpp\r
-int LightCalReset();\r
-int LightCalUpdate();\r
-int LightCalRender();\r
-\r
// Loop.cpp\r
-extern char LoopQuit;\r
+extern char LoopQuit,LoopWait,LoopWaiting;\r
extern int LoopMode;\r
\r
int LoopInit();\r
extern HWND FrameWnd;\r
extern RECT FrameRectMy;\r
extern int MainWidth,MainHeight;\r
+extern int lock_to_1_1;\r
extern void error(char *text);\r
\r
-// Rom.cpp\r
-extern unsigned char *RomData;\r
-extern int RomLen;\r
-extern char RomName[260];\r
-int RomLoad();\r
-void RomFree();\r
-\r
// --------------------------------------------\r
// Direct.cpp\r
extern IDirect3DDevice8 *Device;\r
void DSoundExit();\r
int DSoundUpdate();\r
extern short *DSoundNext; // Buffer for next sound data to put in loop\r
-//extern int DSoundSeg; // Seg length in samples\r
-void DSoundMute();\r
-void DSoundUnMute();\r
-\r
-// Font.cpp\r
-int FontInit();\r
-void FontExit();\r
-int FontSetColour(unsigned int colour);\r
-int FontText(WCHAR *,int,int);\r
\r
// TexScreen.cpp\r
extern IDirect3DTexture8 *TexScreen;\r