commit
b6518a038c
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@ -404,7 +404,7 @@ int FDSLoad(const char *name, FCEUFILE *fp);
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int NSFLoad(const char *name, FCEUFILE *fp);
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//char lastLoadedGameName [2048] = {0,}; // hack for movie WRAM clearing on record from poweron
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bool archiveManuallyCanceled;
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extern bool archiveManuallyCanceled;
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//name should be UTF-8, hopefully, or else there may be trouble
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FCEUGI *FCEUI_LoadGameVirtual(const char *name, int OverwriteVidMode, bool silent)
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@ -2711,15 +2711,22 @@ static int savestate_create_aliased(lua_State *L, bool newnumbering) {
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int which = -1;
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const char* path = NULL;
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bool hasArg = false;
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if (lua_gettop(L) >= 1) {
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if (lua_gettop(L) >= 1)
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{
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hasArg = true;
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path = luaL_checkstring(L, 1);
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if(path == NULL) {
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which = luaL_checkinteger(L, 1);
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if(lua_isnumber(L,1))
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{
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which = luaL_checkinteger(L,1);
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if (which < 1 || which > 10) {
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luaL_error(L, "invalid player's savestate %d", which);
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}
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}
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else
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{
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path = luaL_checkstring(L, 1);
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}
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}
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//lets use lua to allocate the memory, since it is effectively a memory pool.
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@ -2730,9 +2737,9 @@ static int savestate_create_aliased(lua_State *L, bool newnumbering) {
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// So I turned the filename selection code into my bitch. :)
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// Numbers are 0 through 9.
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if (newnumbering) //1-9, 10 = 0. QWERTY style.
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ss->filename = FCEU_MakeFName(FCEUMKF_STATE, (which % 10), 0);
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ss->filename = FCEU_MakeFName(FCEUMKF_STATE, (which % 10), 0);
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else // Note: Windows Slots 1-10 = Which 2-10, 1
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ss->filename = FCEU_MakeFName(FCEUMKF_STATE, which - 1, 0);
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ss->filename = FCEU_MakeFName(FCEUMKF_STATE, which - 1, 0);
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// Only ensure load if the file exists
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// Also makes it persistent, but files are like that
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