rlm@439
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1 * Apr 22
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rlm@439
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2 - [ ] get third-kind to play, with square-wave modulation.
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rlm@439
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3 - [ ] multiple tracks
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rlm@439
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4
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rlm@439
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5
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rlm@439
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6
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rlm@51
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7 * Low level
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rlm@51
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8
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rlm@51
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9 ** simplifications
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rlm@51
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10 - [ ] remove vba code
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rlm@51
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11 - [ ] remove prof
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rlm@51
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12 - [ ] remove lua
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rlm@51
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13
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rlm@51
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14 ** additional functionality
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rlm@55
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15 - [X] step the simulator
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rlm@62
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16 - [X] get CPU data (registers)
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rlm@61
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17 - [X] get RAM / ROM data
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rlm@57
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18 - [X] save / load state (use savestates)
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rlm@62
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19 - [ ] write current frame as image
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rlm@62
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20 - [ ] write sound to wav file
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rlm@55
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21 - [X] send button presses to the GB
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rlm@51
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22
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rlm@51
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23 * high level
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rlm@85
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24 - [X] write vbm files from clojure
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rlm@85
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25 - [X] remove battery backup files
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rlm@52
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26
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rlm@52
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27
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rlm@52
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28
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rlm@52
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29
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rlm@52
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30
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rlm@52
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31
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rlm@52
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32 saveState() --- returns a SaveState object
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rlm@52
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33 loadState(SaveState) --- restores a state
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rlm@52
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34 writeState(SaveState) --- writes a SaveState to a file.
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rlm@52
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35
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rlm@52
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36 getRAM() --- returns the ram of the GB in native buffer.
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rlm@52
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37 getRegisters() --- returns a map of register-keywords => values
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rlm@52
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38
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rlm@52
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39 getFrame() --- returns a BufferedImage of data which represents the
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rlm@52
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40 current frame.
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rlm@52
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41
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rlm@52
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42 step(int buttons) --- steps the game while pressing the chosen button(s)
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rlm@54
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43
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rlm@66
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44
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rlm@66
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45 idea: use konami code to invoke ram writer
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