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https://github.com/holub/mame
synced 2025-04-19 23:12:11 +03:00
Fix MSVC build
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parent
b90fd35515
commit
3f0bf278b3
@ -726,7 +726,7 @@ void render_load_jpeg(bitmap_argb32 &bitmap, util::core_file &file)
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// finish decompression and frees the memory
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jpeg_finish_decompress(&cinfo);
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}
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catch (jpeg_error_mgr *err)
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catch (jpeg_error_mgr *)
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{
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char msg[1024];
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(cinfo.err->format_message)(reinterpret_cast<j_common_ptr>(&cinfo), msg);
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@ -937,7 +937,7 @@ ru_imgformat render_detect_image(util::core_file &file)
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file.seek(0, SEEK_SET);
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return RENDUTIL_IMGFORMAT_JPEG;
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}
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catch (jpeg_error_mgr *err)
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catch (jpeg_error_mgr *)
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{
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jpeg_destroy_decompress(&cinfo);
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file.seek(0, SEEK_SET);
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@ -1,150 +0,0 @@
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// license:BSD-3-Clause
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// copyright-holders:Zsolt Vasvari, Jim Hernandez
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/*
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* Tranquillizer Gun audio routines
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*/
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#include "emu.h"
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#include "includes/vicdual.h"
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/* output port 0x01 definitions - sound effect drive outputs */
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#define OUT_PORT_1_ANIMAL 0x01
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#define OUT_PORT_1_CRY 0x02
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#define OUT_PORT_1_WALK 0x04
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#define OUT_PORT_1_EMAR 0x08
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#define OUT_PORT_1_ANIMALHIT 0x10
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#define OUT_PORT_1_POINT 0x20
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#define OUT_PORT_1_JEEP 0x40
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#define OUT_PORT_1_GUN 0x80
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#define PLAY(samp,id,loop) samp->start( id, id, loop )
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#define STOP(samp,id) samp->stop( id )
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/* sample file names */
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static const char *const tranqgun_sample_names[] =
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{
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"*tranqgun",
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"cry",
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"walk",
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"emar",
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"animalhit",
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"point",
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"jeep",
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"gun",
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"animal",
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nullptr
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};
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/* sample IDs - must match sample file name table above */
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enum
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{
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SND_CRY = 0,
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SND_WALK,
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SND_EMAR,
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SND_ANIMALHIT,
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SND_POINT,
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SND_JEEP,
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SND_GUN,
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SND_ANIMAL,
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};
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void vicdual_state::tranqgun_audio_w(uint8_t data)
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{
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int bitsChanged;
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int bitsGoneHigh;
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int bitsGoneLow;
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bitsChanged = m_port1State ^ data;
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bitsGoneHigh = bitsChanged & data;
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bitsGoneLow = bitsChanged & ~data;
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m_port1State = data;
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if ( bitsGoneHigh & OUT_PORT_1_ANIMAL )
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{
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PLAY( m_samples, SND_ANIMAL, 0 );
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}
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if ( bitsGoneLow & OUT_PORT_1_ANIMAL )
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{
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STOP( m_samples, SND_ANIMAL );
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}
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if ( bitsGoneHigh & OUT_PORT_1_CRY )
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{
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PLAY( m_samples, SND_CRY, 0 );
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}
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if ( bitsGoneLow & OUT_PORT_1_CRY )
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{
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STOP( m_samples, SND_CRY );
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}
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if ( bitsGoneHigh & OUT_PORT_1_WALK )
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{
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PLAY( m_samples, SND_WALK, 0 );
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}
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if ( bitsGoneLow & OUT_PORT_1_WALK )
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{
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STOP( m_samples, SND_WALK );
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}
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if ( bitsGoneLow & OUT_PORT_1_ANIMAL )
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{
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PLAY( m_samples, SND_ANIMAL,0 );
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}
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if ( bitsGoneHigh & OUT_PORT_1_ANIMALHIT )
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{
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PLAY( m_samples, SND_ANIMALHIT, 0 );
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}
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if ( bitsGoneLow & OUT_PORT_1_ANIMALHIT )
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{
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STOP( m_samples, SND_ANIMALHIT );
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}
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if ( bitsGoneHigh & OUT_PORT_1_POINT )
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{
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PLAY( m_samples, SND_POINT, 0 );
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}
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if ( bitsGoneLow & OUT_PORT_1_POINT )
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{
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STOP( m_samples, SND_POINT );
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}
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if ( bitsGoneLow & OUT_PORT_1_JEEP )
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{
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PLAY( m_samples, SND_JEEP, 1 );
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}
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if ( bitsGoneHigh & OUT_PORT_1_JEEP )
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{
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STOP( m_samples, SND_JEEP );
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}
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if ( bitsGoneLow & OUT_PORT_1_EMAR )
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{
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PLAY( m_samples, SND_EMAR, 0 );
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}
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if ( bitsGoneHigh & OUT_PORT_1_GUN )
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{
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PLAY( m_samples, SND_GUN, 0 );
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}
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if ( bitsGoneLow & OUT_PORT_1_GUN )
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{
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STOP( m_samples, SND_GUN );
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}
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}
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void vicdual_state::tranqgun_audio(machine_config &config)
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{
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/* samples */
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SAMPLES(config, m_samples);
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m_samples->set_channels(8);
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m_samples->set_samples_names(tranqgun_sample_names);
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m_samples->add_route(ALL_OUTPUTS, "mono", 0.5);
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}
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