retain pause state through poweron process in record/replay commands
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@ -72,7 +72,7 @@ static int RWWrap=0;
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//mbg merge 7/18/06 docs
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//bit0 indicates whether emulation is paused
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//bit1 indicates whether emulation is in frame step mode
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static int EmulationPaused=0;
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int EmulationPaused=0;
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bool frameAdvanceRequested=false;
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int frameAdvanceDelay;
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@ -27,6 +27,8 @@
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#define MOVIE_VERSION 3 // still at 2 since the format itself is still compatible - to detect which version the movie was made with, check the fceu version stored in the movie header (e.g against FCEU_VERSION_NUMERIC)
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extern char FileBase[];
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extern int EmulationPaused;
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//TODO - remove the synchack stuff from the replay gui and require it to be put into the fm2 file
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//which the user would have already converted from fcm
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@ -417,10 +419,15 @@ void FCEUI_LoadMovie(char *fname, bool _read_only, int _pauseframe)
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suppressAddPowerCommand=1;
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suppressMovieStop=true;
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{
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//we need to save the pause state through this process
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int oldPaused = EmulationPaused;
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FCEUGI * gi = FCEUI_LoadGame(lastLoadedGameName, 0);
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//mbg 5/23/08 - wtf? why would this return null?
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//if(!gi) PowerNES();
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assert(gi);
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EmulationPaused = oldPaused;
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}
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suppressMovieStop=false;
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suppressAddPowerCommand=0;
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@ -508,11 +515,16 @@ void FCEUI_SaveMovie(char *fname, uint8 flags, const char* metadata)
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disableBatteryLoading=1;
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suppressMovieStop=true;
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{
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//we need to save the pause state through this process
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int oldPaused = EmulationPaused;
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// NOTE: this will NOT write an FCEUNPCMD_POWER into the movie file
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FCEUGI* gi = FCEUI_LoadGame(lastLoadedGameName, 0);
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//mbg 5/23/08 - wtf? why would this return null?
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//if(!gi) PowerNES();
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assert(gi);
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EmulationPaused = oldPaused;
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}
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suppressMovieStop=false;
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disableBatteryLoading=0;
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