SameBoy/Core/sgb.h

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#ifndef sgb_h
#define sgb_h
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#include "gb_struct_def.h"
#include <stdint.h>
#include <stdbool.h>
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typedef struct GB_sgb_s GB_sgb_t;
typedef struct {
uint8_t tiles[0x100 * 8 * 8]; /* High nibble not used*/
union {
struct {
uint16_t map[32 * 32];
uint16_t palette[16 * 4];
};
uint16_t raw_data[0x440];
};
} GB_sgb_border_t;
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#ifdef GB_INTERNAL
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struct GB_sgb_s {
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uint8_t command[16 * 7];
uint16_t command_write_index;
bool ready_for_pulse;
bool ready_for_write;
bool ready_for_stop;
bool disable_commands;
/* Screen buffer */
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uint8_t screen_buffer[160 * 144]; // Live image from the Game Boy
uint8_t effective_screen_buffer[160 * 144]; // Image actually rendered to the screen
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/* Multiplayer Input */
uint8_t player_count, current_player;
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/* Mask */
uint8_t mask_mode;
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/* Data Transfer */
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uint8_t vram_transfer_countdown, transfer_dest;
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/* Border */
GB_sgb_border_t border, pending_border;
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uint8_t border_animation;
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/* Colorization */
uint16_t effective_palettes[4 * 4];
uint16_t ram_palettes[4 * 512];
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uint8_t attribute_map[20 * 18];
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uint8_t attribute_files[0xFE0];
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/* Intro */
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int16_t intro_animation;
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/* GB Header */
uint8_t received_header[0x54];
/* Multiplayer (cont) */
bool mlt_lock;
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};
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void GB_sgb_write(GB_gameboy_t *gb, uint8_t value);
void GB_sgb_render(GB_gameboy_t *gb);
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void GB_sgb_load_default_data(GB_gameboy_t *gb);
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#endif
#endif