savestates work better in Metroid Prime 2 (can jump ingame from intro screens with no graphics corruption)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@962 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2008-10-25 17:09:06 +00:00
parent 5247f6661b
commit d3da9a67d7
3 changed files with 12 additions and 7 deletions

View File

@ -80,18 +80,19 @@ public:
// TODO
PanicAlert("Do(map<>) does not yet work.");
}
// Store vectors.
// Store vectors.
template<class T>
void Do(std::vector<T> &x) {
// TODO
PanicAlert("Do(vector<>) does not yet work.");
}
template<class T>
void DoArray(T *x, int count) {
DoVoid((void *)x, sizeof(T) * count);
}
template<class T>
void DoArray(T *x, int count) {
DoVoid((void *)x, sizeof(T) * count);
}
template<class T>
void Do(T &x) {
DoVoid((void *)&x, sizeof(x));

View File

@ -22,6 +22,7 @@
void BPInit();
void LoadBPReg(u32 value0);
void BPReload();
void SetColorMask();
bool SetScissorRect();

View File

@ -204,7 +204,10 @@ void Video_DoState(unsigned char **ptr, int mode) {
PointerWrap p(ptr, mode);
VideoCommon_DoState(p);
//PanicAlert("Saving/Loading state from OpenGL");
// Refresh state.
if (mode == 1) // read
BPReload();
}
// This is called after Video_Initialize() from the Core