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