Removed the "Reload MemCard on load state" hack as it is no longer needed with the new save states system.
Fixes issue 4898.
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@ -223,7 +223,6 @@ void SConfig::SaveSettings()
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ini.Set("Core", "SelectedLanguage", m_LocalCoreStartupParameter.SelectedLanguage);
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ini.Set("Core", "SelectedLanguage", m_LocalCoreStartupParameter.SelectedLanguage);
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ini.Set("Core", "MemcardA", m_strMemoryCardA);
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ini.Set("Core", "MemcardA", m_strMemoryCardA);
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ini.Set("Core", "MemcardB", m_strMemoryCardB);
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ini.Set("Core", "MemcardB", m_strMemoryCardB);
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ini.Set("Core", "ReloadMemcardOnState", b_reloadMCOnState);
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ini.Set("Core", "SlotA", m_EXIDevice[0]);
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ini.Set("Core", "SlotA", m_EXIDevice[0]);
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ini.Set("Core", "SlotB", m_EXIDevice[1]);
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ini.Set("Core", "SlotB", m_EXIDevice[1]);
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ini.Set("Core", "SerialPort1", m_EXIDevice[2]);
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ini.Set("Core", "SerialPort1", m_EXIDevice[2]);
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@ -354,7 +353,6 @@ void SConfig::LoadSettings()
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ini.Get("Core", "SelectedLanguage", &m_LocalCoreStartupParameter.SelectedLanguage, 0);
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ini.Get("Core", "SelectedLanguage", &m_LocalCoreStartupParameter.SelectedLanguage, 0);
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ini.Get("Core", "MemcardA", &m_strMemoryCardA);
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ini.Get("Core", "MemcardA", &m_strMemoryCardA);
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ini.Get("Core", "MemcardB", &m_strMemoryCardB);
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ini.Get("Core", "MemcardB", &m_strMemoryCardB);
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ini.Get("Core", "ReloadMemcardOnState", &b_reloadMCOnState, true);
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ini.Get("Core", "SlotA", (int*)&m_EXIDevice[0], EXIDEVICE_MEMORYCARD);
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ini.Get("Core", "SlotA", (int*)&m_EXIDevice[0], EXIDEVICE_MEMORYCARD);
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ini.Get("Core", "SlotB", (int*)&m_EXIDevice[1], EXIDEVICE_NONE);
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ini.Get("Core", "SlotB", (int*)&m_EXIDevice[1], EXIDEVICE_NONE);
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ini.Get("Core", "SerialPort1", (int*)&m_EXIDevice[2], EXIDEVICE_NONE);
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ini.Get("Core", "SerialPort1", (int*)&m_EXIDevice[2], EXIDEVICE_NONE);
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@ -47,10 +47,6 @@ struct SConfig : NonCopyable
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std::string m_strMemoryCardA;
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std::string m_strMemoryCardA;
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std::string m_strMemoryCardB;
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std::string m_strMemoryCardB;
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// eject and reload the memory card on state
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// in ZTP and other games if the save file has been deleted from the memory card
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//this is necessary to save after loading a savestate
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bool b_reloadMCOnState;
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TEXIDevices m_EXIDevice[3];
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TEXIDevices m_EXIDevice[3];
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SIDevices m_SIDevice[4];
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SIDevices m_SIDevice[4];
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std::string m_bba_mac;
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std::string m_bba_mac;
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@ -284,8 +284,6 @@ void CEXIChannel::DoState(PointerWrap &p)
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p.Do(m_Control);
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p.Do(m_Control);
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p.Do(m_ImmData);
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p.Do(m_ImmData);
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bool reloadOnState = SConfig::GetInstance().b_reloadMCOnState;
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for (int d = 0; d < NUM_DEVICES; ++d)
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for (int d = 0; d < NUM_DEVICES; ++d)
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{
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{
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IEXIDevice* pDevice = m_pDevices[d];
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IEXIDevice* pDevice = m_pDevices[d];
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@ -299,9 +297,7 @@ void CEXIChannel::DoState(PointerWrap &p)
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// also, if no movie is active, we'll assume the user wants to keep their current devices
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// also, if no movie is active, we'll assume the user wants to keep their current devices
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// instead of the ones they had when the savestate was created,
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// instead of the ones they had when the savestate was created,
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// unless the device is NONE (since ChangeDevice sets that temporarily).
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// unless the device is NONE (since ChangeDevice sets that temporarily).
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if(p.GetMode() != PointerWrap::MODE_READ ||
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if(p.GetMode() != PointerWrap::MODE_READ)
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(pDevice->m_deviceType != EXIDEVICE_NONE &&
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reloadOnState && !Movie::IsRecordingInput() && !Movie::IsPlayingInput()))
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{
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{
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delete pSaveDevice;
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delete pSaveDevice;
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}
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}
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@ -52,7 +52,6 @@ CEXIMemoryCard::CEXIMemoryCard(const int index)
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m_strFilename = (card_index == 0) ? SConfig::GetInstance().m_strMemoryCardA : SConfig::GetInstance().m_strMemoryCardB;
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m_strFilename = (card_index == 0) ? SConfig::GetInstance().m_strMemoryCardA : SConfig::GetInstance().m_strMemoryCardB;
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// we're potentially leaking events here, since there's no UnregisterEvent until emu shutdown, but I guess it's inconsequential
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// we're potentially leaking events here, since there's no UnregisterEvent until emu shutdown, but I guess it's inconsequential
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et_this_card = CoreTiming::RegisterEvent((card_index == 0) ? "memcardA" : "memcardB", FlushCallback);
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et_this_card = CoreTiming::RegisterEvent((card_index == 0) ? "memcardA" : "memcardB", FlushCallback);
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reloadOnState = SConfig::GetInstance().b_reloadMCOnState;
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interruptSwitch = 0;
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interruptSwitch = 0;
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m_bInterruptSet = 0;
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m_bInterruptSet = 0;
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@ -426,14 +425,7 @@ void CEXIMemoryCard::TransferByte(u8 &byte)
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void CEXIMemoryCard::OnAfterLoad()
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void CEXIMemoryCard::OnAfterLoad()
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{
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{
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// hack for memory card switching, so you can load an old savestate and expect your newer memcard data to show up.
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// it breaks movie sync, so we disable it if a movie is active.
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// this was moved out of DoState because other things that got loaded later conflicted with it.
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// note: the reloadOnState flag is almost always true. maybe only a few TASers have it off.
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if (reloadOnState && !Movie::IsRecordingInput() && !Movie::IsPlayingInput())
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{
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ExpansionInterface::ChangeDevice(card_index, EXIDEVICE_MEMORYCARD, 0);
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}
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}
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}
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void CEXIMemoryCard::DoState(PointerWrap &p)
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void CEXIMemoryCard::DoState(PointerWrap &p)
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@ -441,7 +433,7 @@ void CEXIMemoryCard::DoState(PointerWrap &p)
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// for movie sync, we need to save/load memory card contents (and other data) in savestates.
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// for movie sync, we need to save/load memory card contents (and other data) in savestates.
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// otherwise, we'll assume the user wants to keep their memcards and saves separate,
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// otherwise, we'll assume the user wants to keep their memcards and saves separate,
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// unless we're loading (in which case we let the savestate contents decide, in order to stay aligned with them).
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// unless we're loading (in which case we let the savestate contents decide, in order to stay aligned with them).
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bool storeContents = (!reloadOnState || Movie::IsRecordingInput() || Movie::IsPlayingInput());
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bool storeContents = (Movie::IsRecordingInput() || Movie::IsPlayingInput());
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p.Do(storeContents);
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p.Do(storeContents);
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if (storeContents)
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if (storeContents)
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@ -71,7 +71,6 @@ private:
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std::string m_strFilename;
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std::string m_strFilename;
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int card_index;
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int card_index;
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int et_this_card;
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int et_this_card;
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bool reloadOnState;
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//! memory card state
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//! memory card state
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// STATE_TO_SAVE
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// STATE_TO_SAVE
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