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72
src/nintendo_library/nintendo_library.cpp
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72
src/nintendo_library/nintendo_library.cpp
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#include "nintendo_library.h"
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#include <iostream>
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namespace Nintendo {
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Library::Library() : initialized(false) {}
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Library::~Library() {
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if (initialized) {
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Shutdown();
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}
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}
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bool Library::Initialize() {
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if (initialized) {
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return true;
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}
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// Add initialization code here
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// For example, setting up emulation environment, loading system files, etc.
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std::cout << "Nintendo Library initialized" << std::endl;
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initialized = true;
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return true;
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}
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void Library::Shutdown() {
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if (!initialized) {
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return;
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}
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// Add cleanup code here
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std::cout << "Nintendo Library shut down" << std::endl;
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initialized = false;
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}
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bool Library::LoadROM(const std::string& rom_path) {
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if (!initialized) {
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std::cerr << "Nintendo Library not initialized" << std::endl;
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return false;
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}
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// Add code to load and validate the ROM file
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current_rom = rom_path;
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std::cout << "ROM loaded: " << rom_path << std::endl;
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return true;
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}
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bool Library::RunFrame() {
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if (!initialized || current_rom.empty()) {
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std::cerr << "Cannot run frame: Library not initialized or no ROM loaded" << std::endl;
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return false;
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}
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// Add code to emulate one frame of the game
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// This is where the core emulation logic would go
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return true;
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}
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void Library::SetVideoBuffer(void* buffer, int width, int height) {
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// Add code to set up the video buffer for rendering
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std::cout << "Video buffer set: " << width << "x" << height << std::endl;
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}
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void Library::SetAudioBuffer(void* buffer, int size) {
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// Add code to set up the audio buffer for sound output
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std::cout << "Audio buffer set: " << size << " bytes" << std::endl;
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}
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} // namespace Nintendo
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31
src/nintendo_library/nintendo_library.h
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31
src/nintendo_library/nintendo_library.h
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#pragma once
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#include <string>
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#include <vector>
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namespace Nintendo {
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class Library {
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public:
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Library();
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~Library();
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bool Initialize();
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void Shutdown();
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// Add methods for Nintendo-specific functionality
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bool LoadROM(const std::string& rom_path);
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bool RunFrame();
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void SetVideoBuffer(void* buffer, int width, int height);
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void SetAudioBuffer(void* buffer, int size);
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// Add more methods as needed
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private:
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// Add private members for internal state
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bool initialized;
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std::string current_rom;
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// Add more members as needed
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};
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} // namespace Nintendo
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