📄 avgdvg.h
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#ifndef __AVGDVG__
#define __AVGDVG__
/* vector engine types, passed to vg_init */
#define AVGDVG_MIN 1
#define USE_DVG 1
#define USE_AVG_RBARON 2
#define USE_AVG_BZONE 3
#define USE_AVG 4
#define USE_AVG_TEMPEST 5
#define USE_AVG_MHAVOC 6
#define USE_AVG_SWARS 7
#define USE_AVG_QUANTUM 8
#define AVGDVG_MAX 8
/* vector palette types (non-sega) */
#define VEC_PAL_BW 0
#define VEC_PAL_MONO_AQUA 1
#define VEC_PAL_BZONE 2
#define VEC_PAL_COLOR 3
#define VEC_PAL_SWARS 4
int avgdvg_done (void);
void avgdvg_go (int offset, int data);
void avgdvg_reset (int offset, int data);
int avgdvg_init(int vgType);
void avg_init_colors (unsigned char *palette, unsigned short *colortable,const unsigned char *color_prom);
void tempest_colorram_w (int offset, int data);
void mhavoc_colorram_w (int offset, int data);
void quantum_colorram_w (int offset, int data);
void dvg_screenrefresh(struct osd_bitmap *bitmap,int full_refresh);
void avg_screenrefresh(struct osd_bitmap *bitmap,int full_refresh);
int dvg_start(void);
int avg_start(void);
int avg_start_tempest(void);
int avg_start_mhavoc(void);
int avg_start_starwars(void);
int avg_start_quantum(void);
int avg_start_bzone(void);
int avg_start_redbaron(void);
void dvg_stop(void);
void avg_stop(void);
/* the next one can be r obsolete */
#endif
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