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
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@ -80,18 +80,19 @@ public:
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// TODO
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// TODO
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PanicAlert("Do(map<>) does not yet work.");
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PanicAlert("Do(map<>) does not yet work.");
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}
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}
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// Store vectors.
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// Store vectors.
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template<class T>
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template<class T>
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void Do(std::vector<T> &x) {
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void Do(std::vector<T> &x) {
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// TODO
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// TODO
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PanicAlert("Do(vector<>) does not yet work.");
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PanicAlert("Do(vector<>) does not yet work.");
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}
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}
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template<class T>
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template<class T>
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void DoArray(T *x, int count) {
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void DoArray(T *x, int count) {
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DoVoid((void *)x, sizeof(T) * count);
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DoVoid((void *)x, sizeof(T) * count);
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}
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}
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template<class T>
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template<class T>
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void Do(T &x) {
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void Do(T &x) {
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DoVoid((void *)&x, sizeof(x));
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DoVoid((void *)&x, sizeof(x));
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@ -22,6 +22,7 @@
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void BPInit();
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void BPInit();
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void LoadBPReg(u32 value0);
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void LoadBPReg(u32 value0);
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void BPReload();
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void SetColorMask();
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void SetColorMask();
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bool SetScissorRect();
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bool SetScissorRect();
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@ -204,7 +204,10 @@ void Video_DoState(unsigned char **ptr, int mode) {
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PointerWrap p(ptr, mode);
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PointerWrap p(ptr, mode);
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VideoCommon_DoState(p);
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VideoCommon_DoState(p);
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//PanicAlert("Saving/Loading state from OpenGL");
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// Refresh state.
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if (mode == 1) // read
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BPReload();
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}
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}
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// This is called after Video_Initialize() from the Core
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// This is called after Video_Initialize() from the Core
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