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https://github.com/holub/mame
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snes_ppu.cpp: reduce the number of save registrations by over a thousand (nw)
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@ -16,11 +16,11 @@ The following basic program can be useful for identifying scancodes:
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#include "emu.h"
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#include "pc_kbdc.h"
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#define LOG_SIGNALS (1U<<1)
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#define VERBOSE ( LOG_GENERAL )
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#define LOG_SIGNALS (1U << 1)
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//#define VERBOSE (LOG_GENERAL)
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#include "logmacro.h"
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//**************************************************************************
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// GLOBAL VARIABLES
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//**************************************************************************
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@ -233,7 +233,7 @@ void snes_ppu_device::device_start()
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}
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}
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for (int i = 0; i < 2; i++)
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for (int i = 0; i < ARRAY_LENGTH(m_scanlines); i++)
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{
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save_item(NAME(m_scanlines[i].enable), i);
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save_item(NAME(m_scanlines[i].clip), i);
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@ -243,33 +243,30 @@ void snes_ppu_device::device_start()
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save_item(NAME(m_scanlines[i].blend_exception), i);
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}
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for (int i = 0; i < 6; i++)
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{
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save_item(NAME(m_layer[i].window1_enabled), i);
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save_item(NAME(m_layer[i].window1_invert), i);
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save_item(NAME(m_layer[i].window2_enabled), i);
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save_item(NAME(m_layer[i].window2_invert), i);
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save_item(NAME(m_layer[i].wlog_mask), i);
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save_item(NAME(m_layer[i].color_math), i);
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save_item(NAME(m_layer[i].charmap), i);
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save_item(NAME(m_layer[i].tilemap), i);
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save_item(NAME(m_layer[i].tilemap_size), i);
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save_item(NAME(m_layer[i].tile_size), i);
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save_item(NAME(m_layer[i].tile_mode), i);
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save_item(NAME(m_layer[i].mosaic_enabled), i);
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save_item(NAME(m_layer[i].main_window_enabled), i);
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save_item(NAME(m_layer[i].sub_window_enabled), i);
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save_item(NAME(m_layer[i].main_bg_enabled), i);
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save_item(NAME(m_layer[i].sub_bg_enabled), i);
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save_item(NAME(m_layer[i].hoffs), i);
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save_item(NAME(m_layer[i].voffs), i);
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save_item(NAME(m_layer[i].priority[0]), i);
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save_item(NAME(m_layer[i].priority[1]), i);
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save_item(NAME(m_layer[i].mosaic_counter), i);
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save_item(NAME(m_layer[i].mosaic_offset), i);
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save_item(STRUCT_MEMBER(m_layer, window1_enabled));
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save_item(STRUCT_MEMBER(m_layer, window1_invert));
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save_item(STRUCT_MEMBER(m_layer, window2_enabled));
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save_item(STRUCT_MEMBER(m_layer, window2_invert));
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save_item(STRUCT_MEMBER(m_layer, wlog_mask));
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save_item(STRUCT_MEMBER(m_layer, color_math));
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save_item(STRUCT_MEMBER(m_layer, charmap));
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save_item(STRUCT_MEMBER(m_layer, tilemap));
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save_item(STRUCT_MEMBER(m_layer, tilemap_size));
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save_item(STRUCT_MEMBER(m_layer, tile_size));
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save_item(STRUCT_MEMBER(m_layer, tile_mode));
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save_item(STRUCT_MEMBER(m_layer, mosaic_enabled));
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save_item(STRUCT_MEMBER(m_layer, main_window_enabled));
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save_item(STRUCT_MEMBER(m_layer, sub_window_enabled));
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save_item(STRUCT_MEMBER(m_layer, main_bg_enabled));
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save_item(STRUCT_MEMBER(m_layer, sub_bg_enabled));
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save_item(STRUCT_MEMBER(m_layer, hoffs));
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save_item(STRUCT_MEMBER(m_layer, voffs));
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save_item(STRUCT_MEMBER(m_layer, priority));
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save_item(STRUCT_MEMBER(m_layer, mosaic_counter));
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save_item(STRUCT_MEMBER(m_layer, mosaic_offset));
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for (int i = 0; i < ARRAY_LENGTH(m_clipmasks); i++)
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save_item(NAME(m_clipmasks[i]), i);
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}
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save_item(NAME(m_oam.address));
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save_item(NAME(m_oam.base_address));
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@ -281,10 +278,7 @@ void snes_ppu_device::device_start()
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save_item(NAME(m_oam.write_latch));
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save_item(NAME(m_oam.data_latch));
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save_item(NAME(m_oam.interlace));
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save_item(NAME(m_oam.priority[0]));
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save_item(NAME(m_oam.priority[1]));
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save_item(NAME(m_oam.priority[2]));
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save_item(NAME(m_oam.priority[3]));
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save_item(NAME(m_oam.priority));
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save_item(NAME(m_beam.latch_horz));
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save_item(NAME(m_beam.latch_vert));
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@ -305,18 +299,15 @@ void snes_ppu_device::device_start()
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save_item(NAME(m_mode7.ver_offset));
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save_item(NAME(m_mode7.extbg));
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for (int i = 0; i < ARRAY_LENGTH(m_objects); i++)
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{
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save_item(NAME(m_objects[i].x), i);
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save_item(NAME(m_objects[i].y), i);
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save_item(NAME(m_objects[i].character), i);
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save_item(NAME(m_objects[i].name_select), i);
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save_item(NAME(m_objects[i].vflip), i);
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save_item(NAME(m_objects[i].hflip), i);
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save_item(NAME(m_objects[i].pri), i);
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save_item(NAME(m_objects[i].pal), i);
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save_item(NAME(m_objects[i].size), i);
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}
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save_item(STRUCT_MEMBER(m_objects, x));
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save_item(STRUCT_MEMBER(m_objects, y));
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save_item(STRUCT_MEMBER(m_objects, character));
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save_item(STRUCT_MEMBER(m_objects, name_select));
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save_item(STRUCT_MEMBER(m_objects, vflip));
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save_item(STRUCT_MEMBER(m_objects, hflip));
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save_item(STRUCT_MEMBER(m_objects, pri));
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save_item(STRUCT_MEMBER(m_objects, pal));
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save_item(STRUCT_MEMBER(m_objects, size));
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save_item(NAME(m_mosaic_size));
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save_item(NAME(m_clip_to_black));
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