// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 07/23/2009 Added changelog ;-)
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 07/23/2009 Added changelog ;-)
-bool trace1 = false; // ditto...
-bool looking_at_rom = true; // true = R1, false = R2
-uint32 banksw1, banksw2; // Bank switch addresses
-uint16 game_over_switch; // Game over delay
-uint16 dpc; // Debug pc reg...
-bool show_scr = true; // Whether or not to show background
-bool enable_cpu = true; // Whether or not to enable CPUs
-bool irqGoA = true; // IRQ switch for CPU #1
-bool irqGoB = true; // IRQ switch for CPU #2
-
-uint16 refresh_ = 0; // Crappy global screen stuff...
+bool trace1 = false; // ditto...
+bool looking_at_rom = true; // true = R1, false = R2
+uint32 banksw1, banksw2; // Bank switch addresses
+uint16 game_over_switch; // Game over delay
+uint16 dpc; // Debug pc reg...
+bool show_scr = true; // Whether or not to show background
+bool enable_cpu = true; // Whether or not to enable CPUs
+bool irqGoA = true; // IRQ switch for CPU #1
+bool irqGoB = true; // IRQ switch for CPU #2
+
+uint16 refresh_ = 0; // Crappy global screen stuff...
bool refresh2 = true;
uint32 psg_lens[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
bool refresh2 = true;
uint32 psg_lens[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
BlitChar(screen, chr_rom, gram1);
refresh_ = (refresh2 ? 1 : 0); // 60/30 Hz...
}
BlitChar(screen, chr_rom, gram1);
refresh_ = (refresh2 ? 1 : 0); // 60/30 Hz...
}
Rolling Thunder Memory map
--------------------------
Most of the decoding is done by custom chips (CUS47 and CUS41), so the memory
Rolling Thunder Memory map
--------------------------
Most of the decoding is done by custom chips (CUS47 and CUS41), so the memory