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GBA Hardware: Fix GB Player detection on big endian platforms
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@ -21,6 +21,7 @@ Emulation fixes:
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- GBA BIOS: Fix reloading video registers after reset (fixes mgba.io/i/1808)
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- GBA BIOS: Make HLE BIOS calls interruptable (fixes mgba.io/i/1711 and mgba.io/i/1823)
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- GBA DMA: Linger last DMA on bus (fixes mgba.io/i/301 and mgba.io/i/1320)
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- GBA Hardware: Fix GB Player detection on big endian platforms
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- GBA Memory: Improve gamepak prefetch timing
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- GBA Memory: Stall on VRAM access in mode 2 (fixes mgba.io/i/190)
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- GBA SIO: Fix copying Normal mode transfer values
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@ -502,15 +502,15 @@ uint8_t GBAHardwareTiltRead(struct GBACartridgeHardware* hw, uint32_t address) {
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// == Game Boy Player
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static const uint16_t _logoPalette[] = {
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0xFFDF, 0x640C, 0xE40C, 0xE42D, 0x644E, 0xE44E, 0xE46E, 0x68AF,
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0xE8B0, 0x68D0, 0x68F0, 0x6911, 0xE911, 0x6D32, 0xED32, 0xED73,
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0x6D93, 0xED94, 0x6DB4, 0xF1D5, 0x71F5, 0xF1F6, 0x7216, 0x7257,
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0xF657, 0x7678, 0xF678, 0xF699, 0xF6B9, 0x76D9, 0xF6DA, 0x7B1B,
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0xFB1B, 0xFB3C, 0x7B5C, 0x7B7D, 0xFF7D, 0x7F9D, 0x7FBE, 0x7FFF,
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0x642D, 0x648E, 0xE88F, 0xE8F1, 0x6D52, 0x6D73, 0xF1B4, 0xF216,
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0x7237, 0x7698, 0x7AFA, 0xFAFA, 0xFB5C, 0xFFBE, 0x7FDE, 0xFFFF,
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0xFFFF, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000
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static const uint8_t _logoPalette[] = {
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0xDF, 0xFF, 0x0C, 0x64, 0x0C, 0xE4, 0x2D, 0xE4, 0x4E, 0x64, 0x4E, 0xE4, 0x6E, 0xE4, 0xAF, 0x68,
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0xB0, 0xE8, 0xD0, 0x68, 0xF0, 0x68, 0x11, 0x69, 0x11, 0xE9, 0x32, 0x6D, 0x32, 0xED, 0x73, 0xED,
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0x93, 0x6D, 0x94, 0xED, 0xB4, 0x6D, 0xD5, 0xF1, 0xF5, 0x71, 0xF6, 0xF1, 0x16, 0x72, 0x57, 0x72,
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0x57, 0xF6, 0x78, 0x76, 0x78, 0xF6, 0x99, 0xF6, 0xB9, 0xF6, 0xD9, 0x76, 0xDA, 0xF6, 0x1B, 0x7B,
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0x1B, 0xFB, 0x3C, 0xFB, 0x5C, 0x7B, 0x7D, 0x7B, 0x7D, 0xFF, 0x9D, 0x7F, 0xBE, 0x7F, 0xFF, 0x7F,
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0x2D, 0x64, 0x8E, 0x64, 0x8F, 0xE8, 0xF1, 0xE8, 0x52, 0x6D, 0x73, 0x6D, 0xB4, 0xF1, 0x16, 0xF2,
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0x37, 0x72, 0x98, 0x76, 0xFA, 0x7A, 0xFA, 0xFA, 0x5C, 0xFB, 0xBE, 0xFF, 0xDE, 0x7F, 0xFF, 0xFF,
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0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
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};
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static const uint32_t _logoHash = 0xEEDA6963;
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@ -28,7 +28,9 @@ static inline uint32_t rotl32 ( uint32_t x, int8_t r ) {
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// handle aligned reads, do the conversion here
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static FORCE_INLINE uint32_t getblock32 ( const uint32_t * p, int i ) {
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return p[i];
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uint32_t ret;
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LOAD_32LE(ret, i << 2, p);
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return ret;
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}
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//-----------------------------------------------------------------------------
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