#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