Add autosave qty and frequency to config + stability fix

This commit is contained in:
mart0258 2009-11-26 02:11:09 +00:00
parent 32f0231910
commit 270ce9466b
3 changed files with 22 additions and 9 deletions

View File

@ -45,7 +45,7 @@ extern CFGSTRUCT NetplayConfig[];
extern CFGSTRUCT InputConfig[];
extern CFGSTRUCT HotkeyConfig[];
extern int autoHoldKey, autoHoldClearKey;
extern int EnableAutosave;
extern int EnableAutosave, AutosaveQty, AutosaveFrequency;
extern int AFon, AFoff, AutoFireOffset;
extern int DesynchAutoFire;
extern bool lagCounterDisplay;
@ -222,6 +222,8 @@ static CFGSTRUCT fceuconfig[] = {
AC(MemWCollapsed),
AC(BindToMain),
AC(EnableAutosave),
AC(AutosaveQty),
AC(AutosaveFrequency),
AC(frameAdvanceLagSkip),
AC(debuggerAutoload),
AC(allowUDLR),

View File

@ -1098,6 +1098,10 @@ BOOL CALLBACK InputConCallB(HWND hwndDlg, UINT uMsg, WPARAM wParam, LPARAM lPara
);
}
// Fix to deal with corrupted config.
if (InputType[port]>SI_COUNT || InputType[port]<0)
InputType[port]=SI_UNSET;
// Update the combobox selection according to the
// currently selected input mode.
SendDlgItemMessage(hwndDlg,
@ -1133,6 +1137,9 @@ BOOL CALLBACK InputConCallB(HWND hwndDlg, UINT uMsg, WPARAM wParam, LPARAM lPara
);
}
if (InputType[FAMICOM_POSITION]>SI_COUNT || InputType[FAMICOM_POSITION]<0)
InputType[FAMICOM_POSITION]=SI_UNSET;
// Update the combobox selection according to the
// currently selected input mode.
SendDlgItemMessage(

View File

@ -183,8 +183,10 @@ int frameAdvanceDelay;
//indicates that the emulation core just frame advanced (consumed the frame advance state and paused)
bool JustFrameAdvanced=false;
static int AutosaveStatus[4] = {0, 0, 0, 0}; //is it safe to load Auto-savestate
static int *AutosaveStatus; //is it safe to load Auto-savestate
static int AutosaveIndex = 0; //which Auto-savestate we're on
int AutosaveQty = 4; // Number of Autosaves to store
int AutosaveFrequency = 256; // Number of frames between autosaves
// Flag that indicates whether the Auto-save option is enabled or not
int EnableAutosave = 0;
@ -406,8 +408,10 @@ FCEUGI *FCEUI_LoadGameVirtual(const char *name, int OverwriteVidMode)
ResetGameLoaded();
AutosaveStatus[0] = AutosaveStatus[1] = 0;
AutosaveStatus[2] = AutosaveStatus[3] = 0;
if (!AutosaveStatus)
AutosaveStatus = (int*)malloc(sizeof(int)*AutosaveQty);
for (AutosaveIndex=0; AutosaveIndex<AutosaveQty; ++AutosaveIndex)
AutosaveStatus[AutosaveIndex] = 0;
CloseGame();
GameInfo = new FCEUGI();
@ -937,10 +941,10 @@ void UpdateAutosave(void)
return;
char * f;
AutosaveCounter = (AutosaveCounter + 1) % 256;
if(AutosaveCounter == 0)
if(++AutosaveCounter >= AutosaveFrequency)
{
AutosaveIndex = (AutosaveIndex + 1) % 4;
AutosaveCounter = 0;
AutosaveIndex = (AutosaveIndex + 1) % AutosaveQty;
f = strdup(FCEU_MakeFName(FCEUMKF_AUTOSTATE,AutosaveIndex,0).c_str());
FCEUSS_Save(f);
AutoSS = true; //Flag that an auto-savestate was made
@ -962,9 +966,9 @@ void FCEUI_Autosave(void)
free(f);
//Set pointer to previous available slot
if(AutosaveStatus[(AutosaveIndex + 3)%4] == 1)
if(AutosaveStatus[(AutosaveIndex + AutosaveQty-1)%AutosaveQty] == 1)
{
AutosaveIndex = (AutosaveIndex + 3)%4;
AutosaveIndex = (AutosaveIndex + AutosaveQty-1)%AutosaveQty;
}
//Reset time to next Auto-save