C64 - fix framecount getting reset to 0 on savestate, not sure why it was broken teh way it was and why this is necessary but meh, it is fixed and more like how other cores handle Frame anyways
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@ -133,8 +133,12 @@ namespace BizHawk.Emulation.Cores.Computers.Commodore64
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public string SystemId { get { return "C64"; } }
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[SaveState.SaveWithName("DeterministicEmulation")]
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public bool DeterministicEmulation { get; set; }
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[SaveState.SaveWithName("Frame")]
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public int Frame { get; set; }
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private int _frame;
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[SaveState.DoNotSave]
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public int Frame => _frame;
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[SaveState.DoNotSave]
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public ControllerDefinition ControllerDefinition { get { return C64ControllerDefinition; } }
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@ -144,7 +148,7 @@ namespace BizHawk.Emulation.Cores.Computers.Commodore64
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public void ResetCounters()
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{
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Frame = 0;
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_frame = 0;
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LagCount = 0;
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IsLagFrame = false;
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_frameCycles = 0;
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@ -193,7 +197,7 @@ namespace BizHawk.Emulation.Cores.Computers.Commodore64
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if (IsLagFrame)
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LagCount++;
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_frameCycles -= _cyclesPerFrame;
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Frame++;
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_frame++;
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}
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private byte[] GetFirmware(int length, params string[] names)
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