Remove stopmovie() on old savestate load attempt when a movie is active. The error checking prevents anything destructive from happening so there is no reason to stop the movie.

This commit is contained in:
adelikat 2010-05-18 18:10:17 +00:00
parent 3eb19d2584
commit 88e7627162
2 changed files with 2 additions and 1 deletions

View File

@ -1,3 +1,4 @@
18-may-2010 - adelikat - Movie + loadstate errors are handled more gracefully now, more informative error messages and the movie doesn't have to stop
18-may-2010 - adelikat - Implemented a "full savestate-movie load" mode similar to the implementation in VBA-rr & SNES9x-rr. In this mode loading a savestate in read+write doesn't truncate the movie to its frame count immediately. Instead it waits until input is recording into the movie (next frame). For win32 this feature is togglable in movie options and the context menu. For SDL this is off by default and a toggle will need to be added.
17-may-2010 - adelikat - Made gamepad 2 off by default.
17-may-2010 - adelikat - Movies - fully implemented "bulletproof" read-only

View File

@ -1259,7 +1259,7 @@ bool FCEUMOV_ReadState(EMUFILE* is, uint32 size)
extern bool FCEU_state_loading_old_format;
if(FCEU_state_loading_old_format) {
if(movieMode == MOVIEMODE_PLAY || movieMode == MOVIEMODE_RECORD || movieMode == MOVIEMODE_FINISHED) {
FCEUI_StopMovie();
//FCEUI_StopMovie(); //No reason to stop the movie, nothing destructive has happened yet.
FCEU_PrintError("You have tried to use an old savestate while playing a movie. This is unsupported (since the old savestate has old-format movie data in it which can't be converted on the fly)");
}
}