1 void konamiWrite(UINT16 address, UINT8 data);
2 UINT8 konamiRead(UINT16 address);
3 UINT8 konamiFetch(UINT16 address);
4 
5 void konamiMapMemory(UINT8 *src, UINT16 start, UINT16 finish, INT32 type);
6 
7 void konamiSetIrqCallbackHandler(INT32 (*callback)(INT32));
8 void konamiSetlinesCallback(void  (*setlines_callback)(INT32 lines));
9 
10 void konamiSetWriteHandler(void (*write)(UINT16, UINT8));
11 void konamiSetReadHandler(UINT8 (*read)(UINT16));
12 
13 void konamiInit(INT32 nCpu);
14 void konamiOpen(INT32 );
15 void konamiReset();
16 INT32 konamiRun(INT32 cycles);
17 void konamiClose();
18 void konamiExit();
19 
20 extern INT32 nKonamiCpuCount;
21 
22 #define KONAMI_IRQ_LINE		0
23 #define KONAMI_FIRQ_LINE	1
24 #define KONAMI_INPUT_LINE_NMI	0x20
25 
26 void konamiSetIrqLine(INT32 line, INT32 state);
27 
28 INT32 konamiCpuScan(INT32 nAction);
29 
30 INT32 konamiTotalCycles();
31 void konamiNewFrame();
32 void konamiRunEnd();
33 INT32 konamiIdle(INT32 cycles);
34 INT32 konamiGetActive();
35 
36 UINT8 konami_cheat_read(UINT32 a);					// cheat
37 void konami_write_rom(UINT32 address, UINT8 data);
38 
39 extern cpu_core_config konamiCPUConfig;
40 
41 // depreciate this and use BurnTimerAttach directly!
42 #define BurnTimerAttachKonami(clock)	\
43 	BurnTimerAttach(&konamiCPUConfig, clock)
44