N64: reuse a particular buffer instead of recreating it on every rewind state capture. this change by itself does not seem to be sufficient to avoid outofmemory exceptions
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@ -188,9 +188,10 @@ namespace BizHawk.Emulation.Consoles.Nintendo.N64
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LoadStateBinary(new BinaryReader(new MemoryStream(state)));
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}
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byte[] SaveStatePrivateBuff = new byte[16788288 + 1024];
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public void SaveStateBinary(BinaryWriter writer)
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{
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byte[] data = new byte[16788288 + 1024];
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byte[] data = SaveStatePrivateBuff;
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int bytes_used = api.SaveState(data);
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writer.Write(data.Length);
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