Fix for graphics decoding in ISGSM games after savestate load

This commit is contained in:
Barry Harris 2012-01-05 17:26:54 +00:00
parent dff18156aa
commit 648190fa29
1 changed files with 6 additions and 2 deletions

View File

@ -9061,14 +9061,14 @@ static INT32 IsgsmScan(INT32 nAction,INT32 *pnMin)
if (nAction & ACB_DRIVER_DATA) {
memset(&ba, 0, sizeof(ba));
ba.Data = System16Sprites;
ba.nLen = 0x1fffff;
ba.nLen = System16SpriteRomSize - 1;
ba.nAddress = 0;
ba.szName = "SpriteROM";
BurnAcb(&ba);
memset(&ba, 0, sizeof(ba));
ba.Data = System16TempGfx;
ba.nLen = 0x5ffff;
ba.nLen = System16TileRomSize - 1;
ba.nAddress = 0;
ba.szName = "TileROM";
BurnAcb(&ba);
@ -9107,6 +9107,10 @@ static INT32 IsgsmScan(INT32 nAction,INT32 *pnMin)
SekMapMemory(System16Rom + 0x300000, 0x000000, 0x0fffff, SM_ROM);
SekClose();
}
for (INT32 i = 0; i < System16TileRomSize; i++) {
GfxDecodeSingle((i & 0x1ffff) / 8, 3, 8, 8, IsgsmTilePlaneOffsets, IsgsmTileXOffsets, IsgsmTileYOffsets, 0x40, System16TempGfx, System16Tiles);
}
}
}