bsnes/higan/sfc/coprocessor/icd/serialization.cpp

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Update to v106r08 release. byuu says: Changelog: - Game Boy: fixed RAM/RTC saving¹ - Super Famicom: ICD2 renamed to ICD (there exists an SGB prototype with a functionally identical ICD1) - Sufami Turbo: removed short-circuiting when loading an unlinkable cartridge into slot A² - Super Game Boy: the 20971520hz clock of the SGB2 is now emulated - Super Famicom: BSC-1Lxx (SA1) boards now prompt for BS memory cartridges; and can make use of them³ - Super Famicom: fixed a potential for out-of-bounds reads with BS Memory flash carts ¹: I'm using a gross hack of replacing `type: ` with `type:` so that `memory(type=...)` will match without the extra spaces. I need to think about whether I want the BPath query syntax to strip whitespace or not. But longer term, I want to finalize game/memory's design, and build a higan/emulation/manifest parser that produces a nicer interface to reading manifests for all cores, which will make this irrelevant for higan anyway. ²: I don't think it's appropriate for higan to enforce this. Nothing stops you from inserting games that can't be linked into a real Sufami Turbo. I do short-circuit if you cancel the first load, but I may allow loading an empty slot A with a populated slot B. I think the BIOS does something when you do that. Probably just yells at you. ³: I know it's emulated correctly now, but I still don't know what the heck changes when you load the SD Gundam G Next - Unit & Map Collection BS Memory cartridge with SD Gundam G Next to actually test it.
2018-02-21 09:53:49 +00:00
auto ICD::serialize(serializer& s) -> void {
Thread::serialize(s);
Update to v097r12 release. byuu says: Nothing WS-related this time. First, I fixed expansion port device mapping. On first load, it was mapping the expansion port device too late, so it ended up not taking effect. I had to spin out the logic for that into Program::connectDevices(). This was proving to be quite annoying while testing eBoot (SNES-Hook simulation.) Second, I fixed the audio->set(Frequency, Latency) functions to take (uint) parameters from the configuration file, so the weird behavior around changing settings in the audio panel should hopefully be gone now. Third, I rewrote the interface->load,unload functions to call into the (Emulator)::System::load,unload functions. And I have those call out to Cartridge::load,unload. Before, this was inverted, and Cartridge::load() was invoking System::load(), which I felt was kind of backward. The Super Game Boy really didn't like this change, however. And it took me a few hours to power through it. Before, I had the Game Boy core dummying out all the interface->(load,save)Request calls, and having the SNES core make them for it. This is because the folder paths and IDs will be different between the two cores. I've redesigned things so that ICD2's Emulator::Interface overloads loadRequest and saveRequest, and translates the requests into new requests for the SuperFamicom core. This allows the Game Boy code to do its own loading for everything without a bunch of Super Game Boy special casing, and without any awkwardness around powering on with no cartridge inserted. This also lets the SNES side of things simply call into higher-level GameBoy::interface->load,save(id, stream) functions instead of stabbing at the raw underlying state inside of various Game Boy core emulation classes. So things are a lot better abstracted now.
2016-02-08 03:17:59 +00:00
GameBoy::system.serializeAll(s);
for(auto n : range(64)) s.array(packet[n].data);
s.integer(packetSize);
s.integer(joypID);
s.integer(joyp15Lock);
s.integer(joyp14Lock);
s.integer(pulseLock);
s.integer(strobeLock);
s.integer(packetLock);
s.array(joypPacket.data);
s.integer(packetOffset);
s.integer(bitData);
s.integer(bitOffset);
s.integer(r6003);
s.integer(r6004);
s.integer(r6005);
s.integer(r6006);
s.integer(r6007);
s.array(r7000);
s.integer(mltReq);
s.array(output);
s.integer(readBank);
s.integer(readAddress);
s.integer(writeBank);
s.integer(writeAddress);
}