Fix for vsunisystem input not working
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@@ -1053,10 +1053,7 @@ static void FCEUD_UpdateInput(void)
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}
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if (GameInfo->type == GIT_VSUNI)
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FCEU_VSUniSwap(&pad[0], &pad[1]); /* TODO: Incomplete! Some
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* non-zapper/gun game
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* still has no input.
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*/
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FCEU_VSUniSwap(&pad[0], &pad[1]);
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JSReturn[0] = pad[0] | (pad[1] << 8);
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@@ -98,8 +98,11 @@ static void FP_FASTAPASS(3) UpdateGP(int w, void *data, int arg) {
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if (FCEUnetplay) NetplayUpdate(joy);
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#endif
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FCEUMOV_AddJoy(joy);
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if (GameInfo->type == GIT_VSUNI)
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#ifdef __LIBRETRO__
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#else
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if (GameInfo->type == GIT_VSUNI) /* moved to libretro.c */
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FCEU_VSUniSwap(&joy[0], &joy[1]);
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#endif
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}
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static INPUTC GPC = { ReadGP, 0, StrobeGP, UpdateGP, 0, 0 };
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@@ -56,6 +56,7 @@ static pal *palpoint[8] =
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rp2c04_0002,
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rp2c04_0003,
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rp2c04_0004,
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rp2c03,
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};
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void FCEUI_SetPaletteArray(uint8 *pal) {
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@@ -13,6 +13,10 @@ pal rp2c04_0004[64] = {
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#include "rp2c04-0004.h"
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};
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pal rp2c03[64] = {
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#include "rp2c03.h"
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};
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pal unvpalette[7] = {
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{ 0x00 << 2, 0x00 << 2, 0x00 << 2 }, // Black
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{ 0x3F << 2, 0x3F << 2, 0x34 << 2 }, // White
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@@ -296,6 +296,7 @@ void FCEU_VSUniCheck(uint64 md5partial, int *MapperNo, uint8 *Mirroring) {
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while (vs->name) {
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if (md5partial == vs->md5partial) {
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if (vs->ppu < RCP2C03B) pale = vs->ppu;
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else pale = 5;
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*MapperNo = vs->mapper;
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*Mirroring = vs->mirroring;
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GameInfo->type = GIT_VSUNI;
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