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vb_set.h
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#ifndef VB_SET_H_
#define VB_SET_H_
#define D_VGA 0
#define D_VESA1 1
#define D_VESA2 2
#define DM_NORMAL 0
#define DM_3D 1
#define PAL_NORMAL 0
#define PAL_RED 1
#define PAL_RB 2
#define PAL_RG 3
#define PAL_RBG 4
#define CONFIG_FILENAME "rd_config.ini"
// vbkey positions
enum VB_KCFG {
VB_KCFG_LUP,
VB_KCFG_LDOWN,
VB_KCFG_LLEFT,
VB_KCFG_LRIGHT,
VB_KCFG_RUP,
VB_KCFG_RDOWN,
VB_KCFG_RLEFT,
VB_KCFG_RRIGHT,
VB_KCFG_A,
VB_KCFG_B,
VB_KCFG_START,
VB_KCFG_SELECT,
VB_KCFG_L,
VB_KCFG_R,
};
// Global Options list
typedef struct VB_OPT {
int MAXCYCLES; // Number of cycles before checking for interrupts
int FRMSKIP; // Frame Skip of course
int DSPMODE; // Normal, 3D, etc
int DSPSWAP; // Swap 3D effect, 0 normal, 1 swap
int DSP2X; // Double screen size
int PALMODE; // Select a palette Type: 0-normal, 1-red, etc...
int DEBUG; // Release vs Debug
int STDOUT; // File vs Screen (debug)
int BFACTOR; // User adjustable brightness (not implemented)
int SCR_X; // Display dimensions
int SCR_Y;
int FIXPAL; // Use a fixed pallet, no brightness...
int DISASM; // Interactive disassembly of all executed instructions...
int SCR_MODE; // 0-VGA, 1-VESA1, 2-VESA2
int SOUND;
int DYNAREC;
char *ROM_NAME; // Path\Name of game to open
char *PROG_NAME; // Path\Name of program
unsigned long CRC32; // CRC32 of ROM
} VB_OPT;
void setDefaults(void);
int loadFileOptions(void);
int saveFileOptions(void);
extern VB_OPT tVBOpt;
extern int vbkey[15];
#endif