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authorMike Pavone <pavone@retrodev.com>2013-05-11 22:45:05 -0700
committerMike Pavone <pavone@retrodev.com>2013-05-11 22:45:05 -0700
commit4fd8e5c9fe3b0dcbd1f77076b9a10ecb5afff238 (patch)
treed4ca121354f25b89318b1cc9b37d5e73d2e720f8 /render_sdl.c
parentbd37bedca78611c47b5ecbc7f8a9fbc78c39b910 (diff)
Remove z80_ram reference in SDL renderer to get stateview compiling again. Print out the sprite list in stateview.
Diffstat (limited to 'render_sdl.c')
-rw-r--r--render_sdl.c7
1 files changed, 0 insertions, 7 deletions
diff --git a/render_sdl.c b/render_sdl.c
index a884fe4..a40887f 100644
--- a/render_sdl.c
+++ b/render_sdl.c
@@ -232,7 +232,6 @@ void render_wait_quit(vdp_context * context)
#define MIN_DELAY 5
uint32_t frame_counter = 0;
uint32_t start = 0;
-extern uint8_t z80_ram[];
int wait_render_frame(vdp_context * context)
{
FILE * outfile;
@@ -352,12 +351,6 @@ int wait_render_frame(vdp_context * context)
case SDLK_f:
gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_MODE;
break;
- case SDLK_z:{
- FILE * f = fopen("zram.bin", "wb");
- fwrite(z80_ram, 1, 8 * 1024, f);
- fclose(f);
- break;
- }
}
break;
case SDL_QUIT: