diff --git a/Source/Core/Common/Src/Setup.h b/Source/Core/Common/Src/Setup.h
deleted file mode 100644
index c0faec3059..0000000000
--- a/Source/Core/Common/Src/Setup.h
+++ /dev/null
@@ -1,41 +0,0 @@
-// Copyright (C) 2003 Dolphin Project.
-
-// This program is free software: you can redistribute it and/or modify
-// it under the terms of the GNU General Public License as published by
-// the Free Software Foundation, version 2.0.
-
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// GNU General Public License 2.0 for more details.
-
-// A copy of the GPL 2.0 should have been included with the program.
-// If not, see http://www.gnu.org/licenses/
-
-// Official SVN repository and contact information can be found at
-// http://code.google.com/p/dolphin-emu/
-
-#ifndef _SETUP_H_
-#define _SETUP_H_
-
-// -----------------------------------------------------------------------------------------------------
-// File description:
-// Compilation settings. I avoid placing this in Common.h or some place where lots of files needs
-// to be rebuilt if any of these settings are changed. I'd rather have it in as few files as possible.
-// This file can be kept on the ignore list in your SVN program. It allows local optional settings
-// depending on what works on your computer.
-// -----------------------------------------------------------------------------------------------------
-
-// -----------------------------------------------------------------------------------------------------
-// Settings:
-
-// This may remove sound artifacts in Wario Land Shake It and perhaps other games
-//#define SETUP_AVOID_SOUND_ARTIFACTS
-
-// Build with playback rerecording options
-//#define RERECORDING
-
-// -----------------------------------------------------------------------------------------------------
-
-#endif // _SETUP_H_
-
diff --git a/Source/Core/Common/Src/Thread.cpp b/Source/Core/Common/Src/Thread.cpp
index ce91aac651..73f83c204f 100644
--- a/Source/Core/Common/Src/Thread.cpp
+++ b/Source/Core/Common/Src/Thread.cpp
@@ -15,7 +15,6 @@
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
-#include "Setup.h"
#include "Thread.h"
#include "Common.h"
diff --git a/Source/Core/Core/CMakeLists.txt b/Source/Core/Core/CMakeLists.txt
index 734d966781..d11c4a350a 100644
--- a/Source/Core/Core/CMakeLists.txt
+++ b/Source/Core/Core/CMakeLists.txt
@@ -5,7 +5,6 @@ set(SRCS Src/ActionReplay.cpp
Src/Console.cpp
Src/Core.cpp
Src/CoreParameter.cpp
- Src/CoreRerecording.cpp
Src/CoreTiming.cpp
Src/DSPEmulator.cpp
Src/GeckoCodeConfig.cpp
diff --git a/Source/Core/Core/Core.vcxproj b/Source/Core/Core/Core.vcxproj
index e03d40e43a..78f95bbce6 100644
--- a/Source/Core/Core/Core.vcxproj
+++ b/Source/Core/Core/Core.vcxproj
@@ -207,7 +207,6 @@
-
diff --git a/Source/Core/Core/Src/Core.cpp b/Source/Core/Core/Src/Core.cpp
index f939f18f60..e92b9088bc 100644
--- a/Source/Core/Core/Src/Core.cpp
+++ b/Source/Core/Core/Src/Core.cpp
@@ -18,9 +18,9 @@
#ifdef _WIN32
#include
+#include "EmuWindow.h"
#endif
-#include "Setup.h" // Common
#include "Atomic.h"
#include "Thread.h"
#include "Timer.h"
@@ -61,9 +61,6 @@
#include "VideoBackendBase.h"
#include "AudioCommon.h"
#include "OnScreenDisplay.h"
-#ifdef _WIN32
-#include "EmuWindow.h"
-#endif
#include "VolumeHandler.h"
#include "FileMonitor.h"
diff --git a/Source/Core/Core/Src/Core.h b/Source/Core/Core/Src/Core.h
index 448bd55bb6..312c446744 100644
--- a/Source/Core/Core/Src/Core.h
+++ b/Source/Core/Core/Src/Core.h
@@ -95,21 +95,6 @@ void RequestRefreshInfo();
// the return value of the first call should be passed in as the second argument of the second call.
bool PauseAndLock(bool doLock, bool unpauseOnUnlock=true);
-#ifdef RERECORDING
-
-void FrameUpdate();
-void FrameAdvance();
-void FrameStepOnOff();
-void WriteStatus();
-void RerecordingStart();
-void RerecordingStop();
-void WindBack(int Counter);
-
-extern int g_FrameCounter,g_InputCounter;
-extern bool g_FrameStep;
-
-#endif
-
} // namespace
#endif
diff --git a/Source/Core/Core/Src/CoreRerecording.cpp b/Source/Core/Core/Src/CoreRerecording.cpp
deleted file mode 100644
index 3064ed37ad..0000000000
--- a/Source/Core/Core/Src/CoreRerecording.cpp
+++ /dev/null
@@ -1,248 +0,0 @@
-// Copyright (C) 2003 Dolphin Project.
-
-// This program is free software: you can redistribute it and/or modify
-// it under the terms of the GNU General Public License as published by
-// the Free Software Foundation, version 2.0.
-
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// GNU General Public License 2.0 for more details.
-
-// A copy of the GPL 2.0 should have been included with the program.
-// If not, see http://www.gnu.org/licenses/
-
-// Official SVN repository and contact information can be found at
-// http://code.google.com/p/dolphin-emu/
-
-
-#include "Setup.h"
-#ifndef RERECORDING
-bool rerecording = false;
-#else
-
-// Include
-// --------------
-#ifdef _WIN32
- #include
-#endif
-
-#include "Thread.h" // Common
-
-#include "Timer.h"
-#include "Common.h"
-
-#include "Console.h"
-#include "Core.h"
-#include "CPUDetect.h"
-#include "CoreTiming.h"
-#include "Boot/Boot.h"
-#include "PatchEngine.h"
-
-#include "HW/Memmap.h"
-#include "HW/ProcessorInterface.h"
-#include "HW/GPFifo.h"
-#include "HW/CPU.h"
-#include "HW/HW.h"
-#include "HW/DSP.h"
-#include "HW/GPFifo.h"
-#include "HW/AudioInterface.h"
-#include "HW/VideoInterface.h"
-#include "HW/CommandProcessor.h"
-#include "HW/PixelEngine.h"
-#include "HW/SystemTimers.h"
-
-#include "PowerPC/PowerPC.h"
-
-#include "ConfigManager.h"
-
-#include "MemTools.h"
-#include "Host.h"
-#include "LogManager.h"
-
-
-
-
-
-// File description: Rerecording Functions
-/* ---------------
-
-How the timer works: We measure the time between drawn frames, not when the game is paused. So time
-should be a fairly comparable measure of the time it took to play the game. However the time it takes
-to draw a frame will be lower on a fast computer. Therefore we could perhaps measure time as an
-internal game time that is adjusted by the average time it takes to draw a frame. Also if it only takes
-ten or twenty milliseconds to draw a frame I'm not certain about how accurate the mmsystem timers are for
-such short periods.
-
-//////////////////////////////////////*/
-
-
-
-namespace Core
-{
-
-
-
-// Declarations and definitions
-// ---------------
-int g_FrameCounter = 0;
-bool g_FrameStep = false;
-Common::Timer ReRecTimer;
-
-
-
-
-// Control Run, Pause, Stop and the Timer.
-// ---------------
-
-// Subtract the paused time when we run again
-void Run()
-{
- ReRecTimer.AddTimeDifference();
-}
-// Update the time
-void Pause()
-{
- ReRecTimer.Update();
-}
-
-// Start the timer when a game is booted
-void RerecordingStart()
-{
- g_FrameCounter = 0;
- ReRecTimer.Start();
-
- // Logging
- //DEBUG_LOG(CONSOLE, "RerecordingStart: %i\n", g_FrameCounter);
-}
-
-// Reset the frame counter
-void RerecordingStop()
-{
- // Write the final time and Stop the timer
- ReRecTimer.Stop();
-
- // Update status bar
- WriteStatus();
-}
-
-/* Wind back the frame counter when a save state is loaded. Currently we don't know what that means in
- time so we just guess that the time is proportional the the number of frames
-
- Todo: There are many assumptions here: We probably want to replace the time here by the actual time
- that we save together with the save state or the input recording for example. And have it adjusted
- for full speed playback (whether it's 30 fps or 60 fps or some other speed that the game is natively
- capped at). Also the input interrupts do not occur as often as the frame renderings, they occur more
- often. So we may want to move the input recording to fram updates, or perhaps sync the input interrupts
- to frame updates.
- */
-void WindBack(int Counter)
-{
- /* Counter should be smaller than g_FrameCounter, however it currently updates faster than the
- frames so currently it may not be the same. Therefore I use the abs() function. */
- int AbsoluteFrameDifference = abs(g_FrameCounter - Counter);
- float FractionalFrameDifference = (float) AbsoluteFrameDifference / (float) g_FrameCounter;
-
- // Update the frame counter
- g_FrameCounter = Counter;
-
- // Approximate a time to wind back the clock to
- // Get the current time
- u64 CurrentTimeMs = ReRecTimer.GetTimeElapsed();
- // Save the current time in seconds in a new double
- double CurrentTimeSeconds = (double) (CurrentTimeMs / 1000);
- // Reduce it by the same proportion as the counter was wound back
- CurrentTimeSeconds = CurrentTimeSeconds * FractionalFrameDifference;
- // Update the clock
- ReRecTimer.WindBackStartingTime((u64)CurrentTimeSeconds * 1000);
-
- // Logging
- DEBUG_LOG(CONSOLE, "WindBack: %i %u\n", Counter, (u64)CurrentTimeSeconds);
-}
-
-
-
-
-// Frame advance
-// ---------------
-void FrameAdvance()
-{
- // Update status bar
- WriteStatus();
-
- // If a game is not started, return
- if (Core::GetState() == Core::CORE_UNINITIALIZED) return;
-
- // Play to the next frame
- if (g_FrameStep)
- {
- Run();
- Core::SetState(Core::CORE_RUN);
- }
-}
-
-// Turn on frame stepping
-void FrameStepOnOff()
-{
- /* Turn frame step on or off. If a game is running and we turn this on it means that the game
- will pause after the next frame update */
- g_FrameStep = !g_FrameStep;
-
- // Update status bar
- WriteStatus();
-
- // If a game is not started, return
- if(Core::GetState() == Core::CORE_UNINITIALIZED) return;
-
- // Run the emulation if we turned off framestepping
- if (!g_FrameStep)
- {
- Run();
- Core::SetState(Core::CORE_RUN);
- }
-}
-
-
-
-
-// General functions
-// ---------------
-
-// Write to the status bar
-void WriteStatus()
-{
- std::string TmpStr = "Time: " + ReRecTimer.GetTimeElapsedFormatted();
- TmpStr += StringFromFormat(" Frame: %s", ThousandSeparate(g_FrameCounter).c_str());
- // The FPS is the total average since the game was booted
- TmpStr += StringFromFormat(" FPS: %i", (g_FrameCounter * 1000) / ReRecTimer.GetTimeElapsed());
- TmpStr += StringFromFormat(" FrameStep: %s", g_FrameStep ? "On" : "Off");
- Host_UpdateStatusBar(TmpStr.c_str(), 1);
-}
-
-
-// When a new frame is drawn
-void FrameUpdate()
-{
- // Write to the status bar
- WriteStatus();
- /* I don't think the frequent update has any material speed inpact at all, but should it
- have you can controls the update speed by changing the "% 10" in this line */
- //if (g_FrameCounter % 10 == 0) WriteStatus();
-
- // Pause if frame stepping is on
- if(g_FrameStep)
- {
- Pause();
- Core::SetState(Core::CORE_PAUSE);
- }
-
- // Count one frame
- g_FrameCounter++;
-}
-
-
-
-} // Core
-
-
-#endif // RERECORDING
diff --git a/Source/Core/Core/Src/HW/DSPHLE/DSPHLE.cpp b/Source/Core/Core/Src/HW/DSPHLE/DSPHLE.cpp
index 66ee4bef84..817610ea0f 100644
--- a/Source/Core/Core/Src/HW/DSPHLE/DSPHLE.cpp
+++ b/Source/Core/Core/Src/HW/DSPHLE/DSPHLE.cpp
@@ -20,7 +20,6 @@
#include "ChunkFile.h"
#include "IniFile.h"
#include "HLEMixer.h"
-#include "Setup.h"
#include "StringUtil.h"
#include "LogManager.h"
#include "IniFile.h"
diff --git a/Source/Core/Core/Src/Movie.h b/Source/Core/Core/Src/Movie.h
index 42ee6dd485..401b28be50 100644
--- a/Source/Core/Core/Src/Movie.h
+++ b/Source/Core/Core/Src/Movie.h
@@ -189,4 +189,4 @@ void SetInputManip(ManipFunction);
void CallInputManip(SPADStatus *PadStatus, int controllerID);
};
-#endif // __FRAME_H
+#endif // __MOVIE_H
diff --git a/Source/Core/DolphinWX/Src/Frame.cpp b/Source/Core/DolphinWX/Src/Frame.cpp
index 9d59ca1788..da6c565ddf 100644
--- a/Source/Core/DolphinWX/Src/Frame.cpp
+++ b/Source/Core/DolphinWX/Src/Frame.cpp
@@ -26,7 +26,6 @@
#include "Common.h" // Common
#include "FileUtil.h"
#include "Timer.h"
-#include "Setup.h"
#include "Globals.h" // Local
#include "Frame.h"
@@ -458,13 +457,6 @@ CFrame::CFrame(wxFrame* parent,
// Update controls
UpdateGUI();
-
- // If we are rerecording create the status bar now instead of later when a game starts
- #ifdef RERECORDING
- ModifyStatusBar();
- // It's to early for the OnHostMessage(), we will update the status when Ctrl or Space is pressed
- //Core::WriteStatus();
- #endif
}
// Destructor
CFrame::~CFrame()
diff --git a/Source/Core/DolphinWX/Src/FrameTools.cpp b/Source/Core/DolphinWX/Src/FrameTools.cpp
index a1f4355dd7..9011d5e844 100644
--- a/Source/Core/DolphinWX/Src/FrameTools.cpp
+++ b/Source/Core/DolphinWX/Src/FrameTools.cpp
@@ -27,9 +27,6 @@ window handle that is returned by CreateWindow() can be accessed from
Core::GetWindowHandle().
*/
-
-#include "Setup.h" // Common
-
#include "NetWindow.h"
#include "Common.h" // Common
#include "FileUtil.h"
diff --git a/Source/Core/DolphinWX/Src/Main.cpp b/Source/Core/DolphinWX/Src/Main.cpp
index 2a0b8a3de4..59c77f1e32 100644
--- a/Source/Core/DolphinWX/Src/Main.cpp
+++ b/Source/Core/DolphinWX/Src/Main.cpp
@@ -28,7 +28,6 @@
#include "CPUDetect.h"
#include "IniFile.h"
#include "FileUtil.h"
-#include "Setup.h"
#include "Host.h" // Core
#include "HW/Wiimote.h"
diff --git a/Source/Core/VideoCommon/Src/Fifo.cpp b/Source/Core/VideoCommon/Src/Fifo.cpp
index 565684297a..50aa21ebbf 100644
--- a/Source/Core/VideoCommon/Src/Fifo.cpp
+++ b/Source/Core/VideoCommon/Src/Fifo.cpp
@@ -16,7 +16,6 @@
// http://code.google.com/p/dolphin-emu/
#include "VideoConfig.h"
-#include "Setup.h"
#include "MemoryUtil.h"
#include "Thread.h"
#include "Atomic.h"
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/GLUtil.cpp b/Source/Plugins/Plugin_VideoOGL/Src/GLUtil.cpp
index 5110023ee3..d6abb014c4 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/GLUtil.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/GLUtil.cpp
@@ -18,7 +18,6 @@
#include "Globals.h"
#include "VideoConfig.h"
#include "IniFile.h"
-#include "Setup.h"
#include "Core.h"
#include "Host.h"
#include "VideoBackend.h"
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/main.cpp b/Source/Plugins/Plugin_VideoOGL/Src/main.cpp
index 543fb9824d..fb26ba2781 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/main.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/main.cpp
@@ -88,7 +88,6 @@ Make AA apply instantly during gameplay if possible
#include "TextureConverter.h"
#include "PostProcessing.h"
#include "OnScreenDisplay.h"
-#include "Setup.h"
#include "DLCache.h"
#include "FramebufferManager.h"
#include "Core.h"