comparison render_sdl.c @ 322:8e2fa485c0f2

Remove z80_ram reference in SDL renderer to get stateview compiling again. Print out the sprite list in stateview.
author Mike Pavone <pavone@retrodev.com>
date Sat, 11 May 2013 22:45:05 -0700
parents 9b04b57434b5
children 5c34a9c39394
comparison
equal deleted inserted replaced
321:146c87616b05 322:8e2fa485c0f2
230 230
231 #define FRAME_DELAY 16 231 #define FRAME_DELAY 16
232 #define MIN_DELAY 5 232 #define MIN_DELAY 5
233 uint32_t frame_counter = 0; 233 uint32_t frame_counter = 0;
234 uint32_t start = 0; 234 uint32_t start = 0;
235 extern uint8_t z80_ram[];
236 int wait_render_frame(vdp_context * context) 235 int wait_render_frame(vdp_context * context)
237 { 236 {
238 FILE * outfile; 237 FILE * outfile;
239 SDL_Event event; 238 SDL_Event event;
240 int ret = 0; 239 int ret = 0;
350 gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_Z; 349 gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_Z;
351 break; 350 break;
352 case SDLK_f: 351 case SDLK_f:
353 gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_MODE; 352 gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_MODE;
354 break; 353 break;
355 case SDLK_z:{
356 FILE * f = fopen("zram.bin", "wb");
357 fwrite(z80_ram, 1, 8 * 1024, f);
358 fclose(f);
359 break;
360 }
361 } 354 }
362 break; 355 break;
363 case SDL_QUIT: 356 case SDL_QUIT:
364 puts(""); 357 puts("");
365 exit(0); 358 exit(0);