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Updated to support new IRender3D interface and added FrameTimings object.
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@ -1374,6 +1374,9 @@ void CModel3::Write16(UINT32 addr, UINT16 data)
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void CModel3::Write32(UINT32 addr, UINT32 data)
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{
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// Debugging VF3 missing stage textures
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//if ((addr == 0xb4000)) printf("B4000 written @ pc=%08x lr=%08x\n", ppc_get_pc(), ppc_get_lr());
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if ((addr&3))
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{
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Write16(addr+0,data>>16);
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@ -1516,7 +1519,7 @@ void CModel3::Write32(UINT32 addr, UINT32 data)
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case 0xF1:
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if (addr < 0xF1120000)
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{
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// Tile generator accesses its RAM as little endian, must flip for big endian PowerPC
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// Tile generator accesses its RAM as little endian, must flip for big endian PowerPC
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data = FLIPENDIAN32(data);
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TileGen.WriteRAM(addr&0x1FFFFF,data);
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break;
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@ -1729,7 +1732,7 @@ UINT32 CModel3::Read32(UINT32 addr)
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UINT64 CModel3::Read64(UINT32 addr)
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{
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UINT64 data;
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UINT64 data;
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data = Read32(addr+0);
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data <<= 32;
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@ -3206,7 +3209,7 @@ bool CModel3::LoadROMSet(const struct GameInfo *GameList, const char *zipFile)
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return OKAY;
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}
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void CModel3::AttachRenderers(CRender2D *Render2DPtr, CRender3D *Render3DPtr)
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void CModel3::AttachRenderers(CRender2D *Render2DPtr, IRender3D *Render3DPtr)
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{
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TileGen.AttachRenderer(Render2DPtr);
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GPU.AttachRenderer(Render3DPtr);
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@ -273,7 +273,7 @@ public:
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* Render2DPtr Pointer to a tile renderer object.
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* Render3DPtr Same as above but for a 3D renderer.
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*/
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void AttachRenderers(CRender2D *Render2DPtr, CRender3D *Render3DPtr);
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void AttachRenderers(CRender2D *Render2DPtr, IRender3D *Render3DPtr);
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/*
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* AttachInputs(InputsPtr):
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