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https://github.com/MarioSpore/Grinch-AP.git
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Pokémon R/B: Migrate support into Bizhawk Client (#2466)
- Removes the Pokémon Client, adding support for Red and Blue to the Bizhawk Client. - Adds `/bank` commands that mirror SDV's, allowing transferring money into and out of the EnergyLink storage. - Adds a fix to the base patch so that the progressive card key counter will not increment beyond 10, which would lead to receiving glitch items. This value is checked against and verified that it is not > 10 as part of crash detection by the client, to prevent erroneous location checks when the game crashes, so this is relevant to the new client (although shouldn't happen unless you're using !getitem, or putting progressive card keys as item link replacement items)
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@@ -1,224 +0,0 @@
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local socket = require("socket")
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local json = require('json')
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local math = require('math')
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require("common")
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local STATE_OK = "Ok"
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local STATE_TENTATIVELY_CONNECTED = "Tentatively Connected"
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local STATE_INITIAL_CONNECTION_MADE = "Initial Connection Made"
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local STATE_UNINITIALIZED = "Uninitialized"
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local SCRIPT_VERSION = 3
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local APIndex = 0x1A6E
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local APDeathLinkAddress = 0x00FD
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local APItemAddress = 0x00FF
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local EventFlagAddress = 0x1735
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local MissableAddress = 0x161A
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local HiddenItemsAddress = 0x16DE
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local RodAddress = 0x1716
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local DexSanityAddress = 0x1A71
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local InGameAddress = 0x1A84
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local ClientCompatibilityAddress = 0xFF00
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local ItemsReceived = nil
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local playerName = nil
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local seedName = nil
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local deathlink_rec = nil
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local deathlink_send = false
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local prevstate = ""
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local curstate = STATE_UNINITIALIZED
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local gbSocket = nil
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local frame = 0
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local compat = nil
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local function defineMemoryFunctions()
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local memDomain = {}
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local domains = memory.getmemorydomainlist()
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memDomain["rom"] = function() memory.usememorydomain("ROM") end
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memDomain["wram"] = function() memory.usememorydomain("WRAM") end
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return memDomain
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end
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local memDomain = defineMemoryFunctions()
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u8 = memory.read_u8
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wU8 = memory.write_u8
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u16 = memory.read_u16_le
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function uRange(address, bytes)
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data = memory.readbyterange(address - 1, bytes + 1)
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data[0] = nil
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return data
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end
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function generateLocationsChecked()
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memDomain.wram()
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events = uRange(EventFlagAddress, 0x140)
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missables = uRange(MissableAddress, 0x20)
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hiddenitems = uRange(HiddenItemsAddress, 0x0E)
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rod = {u8(RodAddress)}
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dexsanity = uRange(DexSanityAddress, 19)
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data = {}
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categories = {events, missables, hiddenitems, rod}
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if compat > 1 then
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table.insert(categories, dexsanity)
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end
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for _, category in ipairs(categories) do
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for _, v in ipairs(category) do
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table.insert(data, v)
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end
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end
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return data
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end
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local function arrayEqual(a1, a2)
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if #a1 ~= #a2 then
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return false
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end
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for i, v in ipairs(a1) do
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if v ~= a2[i] then
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return false
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end
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end
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return true
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end
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function receive()
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l, e = gbSocket:receive()
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if e == 'closed' then
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if curstate == STATE_OK then
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print("Connection closed")
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end
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curstate = STATE_UNINITIALIZED
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return
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elseif e == 'timeout' then
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return
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elseif e ~= nil then
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print(e)
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curstate = STATE_UNINITIALIZED
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return
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end
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if l ~= nil then
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block = json.decode(l)
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if block ~= nil then
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local itemsBlock = block["items"]
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if itemsBlock ~= nil then
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ItemsReceived = itemsBlock
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end
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deathlink_rec = block["deathlink"]
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end
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end
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-- Determine Message to send back
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memDomain.rom()
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newPlayerName = uRange(0xFFF0, 0x10)
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newSeedName = uRange(0xFFDB, 21)
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if (playerName ~= nil and not arrayEqual(playerName, newPlayerName)) or (seedName ~= nil and not arrayEqual(seedName, newSeedName)) then
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print("ROM changed, quitting")
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curstate = STATE_UNINITIALIZED
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return
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end
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playerName = newPlayerName
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seedName = newSeedName
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local retTable = {}
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retTable["scriptVersion"] = SCRIPT_VERSION
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if compat == nil then
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compat = u8(ClientCompatibilityAddress)
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if compat < 2 then
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InGameAddress = 0x1A71
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end
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end
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retTable["clientCompatibilityVersion"] = compat
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retTable["playerName"] = playerName
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retTable["seedName"] = seedName
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memDomain.wram()
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in_game = u8(InGameAddress)
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if in_game == 0x2A or in_game == 0xAC then
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retTable["locations"] = generateLocationsChecked()
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elseif in_game ~= 0 then
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print("Game may have crashed")
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curstate = STATE_UNINITIALIZED
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return
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end
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retTable["deathLink"] = deathlink_send
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deathlink_send = false
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msg = json.encode(retTable).."\n"
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local ret, error = gbSocket:send(msg)
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if ret == nil then
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print(error)
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elseif curstate == STATE_INITIAL_CONNECTION_MADE then
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curstate = STATE_TENTATIVELY_CONNECTED
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elseif curstate == STATE_TENTATIVELY_CONNECTED then
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print("Connected!")
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curstate = STATE_OK
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end
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end
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function main()
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if not checkBizHawkVersion() then
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return
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end
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server, error = socket.bind('localhost', 17242)
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while true do
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frame = frame + 1
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if not (curstate == prevstate) then
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print("Current state: "..curstate)
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prevstate = curstate
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end
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if (curstate == STATE_OK) or (curstate == STATE_INITIAL_CONNECTION_MADE) or (curstate == STATE_TENTATIVELY_CONNECTED) then
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if (frame % 5 == 0) then
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receive()
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in_game = u8(InGameAddress)
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if in_game == 0x2A or in_game == 0xAC then
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if u8(APItemAddress) == 0x00 then
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ItemIndex = u16(APIndex)
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if deathlink_rec == true then
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wU8(APDeathLinkAddress, 1)
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elseif u8(APDeathLinkAddress) == 3 then
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wU8(APDeathLinkAddress, 0)
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deathlink_send = true
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end
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if ItemsReceived[ItemIndex + 1] ~= nil then
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item_id = ItemsReceived[ItemIndex + 1] - 172000000
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if item_id > 255 then
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item_id = item_id - 256
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end
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wU8(APItemAddress, item_id)
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end
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end
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end
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end
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elseif (curstate == STATE_UNINITIALIZED) then
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if (frame % 60 == 0) then
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print("Waiting for client.")
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emu.frameadvance()
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server:settimeout(2)
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print("Attempting to connect")
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local client, timeout = server:accept()
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if timeout == nil then
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curstate = STATE_INITIAL_CONNECTION_MADE
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gbSocket = client
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gbSocket:settimeout(0)
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end
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end
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end
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emu.frameadvance()
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end
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end
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main()
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