+// uint8 * keystate = SDL_GetKeyState(NULL);
+
+// memset(joypad_0_buttons, 0, 21);
+// memset(joypad_1_buttons, 0, 21);
+ gpu_start_log = 0; // Only log while key down!
+ effect_start = 0;
+ effect_start2 = effect_start3 = effect_start4 = effect_start5 = effect_start6 = 0;
+ blit_start_log = 0;
+ iLeft = iRight = false;
+
+#if 0
+ if ((keystate[SDLK_LALT] || keystate[SDLK_RALT]) & keystate[SDLK_RETURN])
+ ToggleFullscreen();
+
+ // Keybindings in order of U, D, L, R, C, B, A, Op, Pa, 0-9, #, *
+// vjs.p1KeyBindings[0] = sdlemu_getval_int("p1k_up", SDLK_UP);
+
+#if 0
+ if (keystate[vjs.p1KeyBindings[0]])
+ joypad_0_buttons[BUTTON_U] = 0x01;
+ if (keystate[vjs.p1KeyBindings[1]])
+ joypad_0_buttons[BUTTON_D] = 0x01;
+ if (keystate[vjs.p1KeyBindings[2]])
+ joypad_0_buttons[BUTTON_L] = 0x01;
+ if (keystate[vjs.p1KeyBindings[3]])
+ joypad_0_buttons[BUTTON_R] = 0x01;
+ // The buttons are labelled C,B,A on the controller (going from left to right)
+ if (keystate[vjs.p1KeyBindings[4]])
+ joypad_0_buttons[BUTTON_C] = 0x01;
+ if (keystate[vjs.p1KeyBindings[5]])
+ joypad_0_buttons[BUTTON_B] = 0x01;
+ if (keystate[vjs.p1KeyBindings[6]])
+ joypad_0_buttons[BUTTON_A] = 0x01;
+//I may yet move these to O and P...
+ if (keystate[vjs.p1KeyBindings[7]])
+ joypad_0_buttons[BUTTON_OPTION] = 0x01;
+ if (keystate[vjs.p1KeyBindings[8]])
+ joypad_0_buttons[BUTTON_PAUSE] = 0x01;
+
+ if (keystate[vjs.p1KeyBindings[9]])
+ joypad_0_buttons[BUTTON_0] = 0x01;
+ if (keystate[vjs.p1KeyBindings[10]])
+ joypad_0_buttons[BUTTON_1] = 0x01;
+ if (keystate[vjs.p1KeyBindings[11]])
+ joypad_0_buttons[BUTTON_2] = 0x01;
+ if (keystate[vjs.p1KeyBindings[12]])
+ joypad_0_buttons[BUTTON_3] = 0x01;
+ if (keystate[vjs.p1KeyBindings[13]])
+ joypad_0_buttons[BUTTON_4] = 0x01;
+ if (keystate[vjs.p1KeyBindings[14]])
+ joypad_0_buttons[BUTTON_5] = 0x01;
+ if (keystate[vjs.p1KeyBindings[15]])
+ joypad_0_buttons[BUTTON_6] = 0x01;
+ if (keystate[vjs.p1KeyBindings[16]])
+ joypad_0_buttons[BUTTON_7] = 0x01;
+ if (keystate[vjs.p1KeyBindings[17]])
+ joypad_0_buttons[BUTTON_8] = 0x01;
+ if (keystate[vjs.p1KeyBindings[18]])
+ joypad_0_buttons[BUTTON_9] = 0x01;
+ if (keystate[vjs.p1KeyBindings[19]])
+ joypad_0_buttons[BUTTON_s] = 0x01;
+ if (keystate[vjs.p1KeyBindings[20]])
+ joypad_0_buttons[BUTTON_d] = 0x01;
+#else
+ if (keyBuffer[0])
+ joypad_0_buttons[BUTTON_U] = 0x01;
+ if (keyBuffer[1])
+ joypad_0_buttons[BUTTON_D] = 0x01;
+ if (keyBuffer[2])
+ joypad_0_buttons[BUTTON_L] = 0x01;
+ if (keyBuffer[3])
+ joypad_0_buttons[BUTTON_R] = 0x01;
+ // The buttons are labelled C,B,A on the controller (going from left to right)
+ if (keyBuffer[4])
+ joypad_0_buttons[BUTTON_C] = 0x01;
+ if (keyBuffer[5])
+ joypad_0_buttons[BUTTON_B] = 0x01;
+ if (keyBuffer[6])
+ joypad_0_buttons[BUTTON_A] = 0x01;
+//I may yet move these to O and P...
+ if (keyBuffer[7])
+ joypad_0_buttons[BUTTON_OPTION] = 0x01;
+ if (keyBuffer[8])
+ joypad_0_buttons[BUTTON_PAUSE] = 0x01;
+
+ if (keyBuffer[9])
+ joypad_0_buttons[BUTTON_0] = 0x01;
+ if (keyBuffer[10])
+ joypad_0_buttons[BUTTON_1] = 0x01;
+ if (keyBuffer[11])
+ joypad_0_buttons[BUTTON_2] = 0x01;
+ if (keyBuffer[12])
+ joypad_0_buttons[BUTTON_3] = 0x01;
+ if (keyBuffer[13])
+ joypad_0_buttons[BUTTON_4] = 0x01;
+ if (keyBuffer[14])
+ joypad_0_buttons[BUTTON_5] = 0x01;
+ if (keyBuffer[15])
+ joypad_0_buttons[BUTTON_6] = 0x01;
+ if (keyBuffer[16])
+ joypad_0_buttons[BUTTON_7] = 0x01;
+ if (keyBuffer[17])
+ joypad_0_buttons[BUTTON_8] = 0x01;
+ if (keyBuffer[18])
+ joypad_0_buttons[BUTTON_9] = 0x01;
+ if (keyBuffer[19])
+ joypad_0_buttons[BUTTON_s] = 0x01;
+ if (keyBuffer[20])
+ joypad_0_buttons[BUTTON_d] = 0x01;
+#endif