GCMemcard: Use BigEndianValue for DEntry.m_icon_format.
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@ -452,12 +452,14 @@ std::string GCMemcard::DEntry_IconFmt(u8 index) const
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if (!m_valid || index >= DIRLEN)
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return "";
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int x = CurrentDir->m_dir_entries[index].m_icon_format[0];
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std::array<u8, 2> tmp;
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memcpy(tmp.data(), &CurrentDir->m_dir_entries[index].m_icon_format, 2);
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int x = tmp[0];
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std::string format;
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for (int i = 0; i < 16; i++)
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{
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if (i == 8)
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x = CurrentDir->m_dir_entries[index].m_icon_format[1];
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x = tmp[1];
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format.push_back((x & 0x80) ? '1' : '0');
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x = x << 1;
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}
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@ -1047,7 +1049,10 @@ void GCMemcard::Gcs_SavConvert(DEntry& tempDEntry, int saveType, int length)
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ByteSwap(&tmp[2], &tmp[3]);
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memcpy(&tempDEntry.m_image_offset, tmp.data(), 4);
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ArrayByteSwap((tempDEntry.m_icon_format));
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memcpy(tmp.data(), &tempDEntry.m_icon_format, 2);
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ByteSwap(&tmp[0], &tmp[1]);
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memcpy(&tempDEntry.m_icon_format, tmp.data(), 2);
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ArrayByteSwap((tempDEntry.m_animation_speed));
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ByteSwap(&tempDEntry.m_file_permissions, &tempDEntry.m_copy_counter);
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ArrayByteSwap((tempDEntry.m_first_block));
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@ -1112,7 +1117,7 @@ u32 GCMemcard::ReadAnimRGBA8(u8 index, u32* buffer, u8* delays) const
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// Sonic Heroes it the only game I have seen that tries to use a CI8 and RGB5A3 icon
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// int fmtCheck = 0;
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int formats = BE16(CurrentDir->m_dir_entries[index].m_icon_format);
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int formats = CurrentDir->m_dir_entries[index].m_icon_format;
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int fdelays = BE16(CurrentDir->m_dir_entries[index].m_animation_speed);
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int flags = CurrentDir->m_dir_entries[index].m_banner_and_icon_flags;
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@ -191,7 +191,7 @@ struct DEntry
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m_modification_time; // 0x28 0x04 Time of file's last modification in seconds since
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// 12am, January 1st, 2000
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Common::BigEndianValue<u32> m_image_offset; // 0x2c 0x04 image data offset
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u8 m_icon_format[2]; // 0x30 0x02 icon gfx format (2bits per icon)
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Common::BigEndianValue<u16> m_icon_format; // 0x30 0x02 icon gfx format (2bits per icon)
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// Bits Description
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// 00 No icon
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// 01 CI8 with a shared color palette after the last frame
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