Fix input not working on big-endian systems (regression fix)
Fix https://github.com/libretro/libretro-fceumm/issues/372
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@@ -123,7 +123,7 @@ typedef struct {
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uint32_t type[MAX_PLAYERS + 1]; /* 4-players + famicom expansion */
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/* input data */
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uint8_t JSReturn[MAX_PLAYERS]; /* 1-4 player data */
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uint32_t JSReturn; /* player input data, 1 byte per player (1-4) */
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uint32_t MouseData[MAX_PORTS][3]; /* nes mouse data */
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uint32_t FamicomData; /* Famicom expansion port data */
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} NES_INPUT_T;
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@@ -751,7 +751,7 @@ static void update_nes_controllers(unsigned port, unsigned device)
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case RETRO_DEVICE_GAMEPAD:
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default:
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nes_input.type[port] = RETRO_DEVICE_GAMEPAD;
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FCEUI_SetInput(port, SI_GAMEPAD, (uint32_t*)nes_input.JSReturn, 0);
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FCEUI_SetInput(port, SI_GAMEPAD, &nes_input.JSReturn, 0);
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FCEU_printf(" Player %u: Gamepad\n", port + 1);
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break;
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}
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@@ -774,7 +774,7 @@ static void update_nes_controllers(unsigned port, unsigned device)
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FCEU_printf(" Famicom Expansion: Oeka Kids Tablet\n");
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break;
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case RETRO_DEVICE_FC_4PLAYERS:
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FCEUI_SetInputFC(SIFC_4PLAYER, (uint32_t*)nes_input.JSReturn, 0);
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FCEUI_SetInputFC(SIFC_4PLAYER, &nes_input.JSReturn, 0);
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FCEU_printf(" Famicom Expansion: Famicom 4-Player Adapter\n");
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break;
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case RETRO_DEVICE_NONE:
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@@ -1636,6 +1636,9 @@ static void FCEUD_UpdateInput(void)
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poll_cb();
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/* Reset input states */
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nes_input.JSReturn = 0;
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/* nes gamepad */
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for (player = 0; player < MAX_PLAYERS; player++)
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{
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@@ -1715,7 +1718,7 @@ static void FCEUD_UpdateInput(void)
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input_buf &= ~((JOY_LEFT ) | (JOY_RIGHT));
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}
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nes_input.JSReturn[player] = input_buf;
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nes_input.JSReturn |= (input_buf & 0xff) << (player << 3);
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}
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/* other inputs*/
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@@ -2372,7 +2375,7 @@ bool retro_load_game(const struct retro_game_info *game)
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}
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for (i = 0; i < MAX_PORTS; i++) {
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FCEUI_SetInput(i, SI_GAMEPAD, (uint32_t*)nes_input.JSReturn, 0);
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FCEUI_SetInput(i, SI_GAMEPAD, &nes_input.JSReturn, 0);
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nes_input.type[i] = RETRO_DEVICE_JOYPAD;
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}
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@@ -2408,7 +2411,7 @@ bool retro_load_game(const struct retro_game_info *game)
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if (famicom_4p_db_list[i].crc == iNESCart.CRC32)
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{
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GameInfo->inputfc = SIFC_4PLAYER;
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FCEUI_SetInputFC(SIFC_4PLAYER, (uint32_t*)nes_input.JSReturn, 0);
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FCEUI_SetInputFC(SIFC_4PLAYER, &nes_input.JSReturn, 0);
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nes_input.enable_4player = true;
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break;
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}
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