using BizHawk.Common; namespace BizHawk.Emulation.Cores.Atari.Atari2600 { public partial class TIA { private struct HMoveData { public bool HMoveEnabled; public bool HMoveJustStarted; public bool LateHBlankReset; public bool DecCntEnabled; public bool Player0Latch; public bool Player1Latch; public bool Missile0Latch; public bool Missile1Latch; public bool BallLatch; public byte HMoveDelayCnt; public byte HMoveCnt; public byte Player0Cnt; public byte Player1Cnt; public byte Missile0Cnt; public byte Missile1Cnt; public byte BallCnt; public void SyncState(Serializer ser) { ser.BeginSection("HMove"); ser.Sync("hmoveEnabled", ref HMoveEnabled); ser.Sync("hmoveJustStarted", ref HMoveJustStarted); ser.Sync("lateHBlankReset", ref LateHBlankReset); ser.Sync("decCntEnabled", ref DecCntEnabled); ser.Sync("player0Latch", ref Player0Latch); ser.Sync("player1Latch", ref Player1Latch); ser.Sync("missile0Latch", ref Missile0Latch); ser.Sync("missile1Latch", ref Missile1Latch); ser.Sync("ballLatch", ref BallLatch); ser.Sync("hmoveDelayCnt", ref HMoveDelayCnt); ser.Sync("hmoveCnt", ref HMoveCnt); ser.Sync("player0Cnt", ref Player0Cnt); ser.Sync("player1Cnt", ref Player1Cnt); ser.Sync("missile0Cnt", ref Missile0Cnt); ser.Sync("missile1Cnt", ref Missile1Cnt); ser.Sync("ballCnt", ref BallCnt); ser.EndSection(); } } } }