+ 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 ((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 (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;