diff --git a/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/Boards/NAMCOT_m19_m210.cs b/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/Boards/NAMCOT_m19_m210.cs index 81dd982c03..fb86da411e 100644 --- a/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/Boards/NAMCOT_m19_m210.cs +++ b/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/Boards/NAMCOT_m19_m210.cs @@ -317,5 +317,20 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES } } } + + public override byte[] SaveRam + { + get + { + if (Cart.wram_battery) + { + if (WRAM != null) + return WRAM; + else if (audio != null) + return audio.GetSaveRam(); + } + return null; + } + } } } \ No newline at end of file diff --git a/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/Boards/Namcot1xx/Namco163Audio.cs b/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/Boards/Namcot1xx/Namco163Audio.cs index 030f376728..6a45136c1f 100644 --- a/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/Boards/Namcot1xx/Namco163Audio.cs +++ b/BizHawk.Emulation.Cores/Consoles/Nintendo/NES/Boards/Namcot1xx/Namco163Audio.cs @@ -113,5 +113,12 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES { this.enqueuer = enqueuer; } + + // the sound ram can be uesd for arbitrary load\store of data, + // and can be batteryed, and some games actually did this + public byte[] GetSaveRam() + { + return ram; + } } }