rewrite how structures are stored to savestates (store individual fields, to avoid compatibility issues)
also fixes stability issues when 3D is involved. turns out we were storing raw pointers to vertices. figures more crapo code to get around that, but atleast it works without asploding now.
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@ -150,10 +150,14 @@ const s32 CmdNumCycles[256] =
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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};
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typedef struct
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typedef union
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{
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u8 Command;
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u32 Param;
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u64 _contents;
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struct
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{
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u32 Param;
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u8 Command;
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};
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} CmdFIFOEntry;
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@ -410,8 +414,73 @@ void DoSavestate(Savestate* file)
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file->Var32(&FlushRequest);
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file->Var32(&FlushAttributes);
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file->VarArray(VertexRAM, sizeof(Vertex)*6144*2);
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file->VarArray(PolygonRAM, sizeof(Polygon)*2048*2);
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for (int i = 0; i < 6144*2; i++)
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{
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Vertex* vtx = &VertexRAM[i];
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file->VarArray(vtx->Position, sizeof(s32)*4);
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file->VarArray(vtx->Color, sizeof(s32)*3);
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file->VarArray(vtx->TexCoords, sizeof(s16)*2);
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file->Var32((u32*)&vtx->Clipped);
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file->VarArray(vtx->FinalPosition, sizeof(s32)*2);
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file->VarArray(vtx->FinalColor, sizeof(s32)*3);
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}
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for(int i = 0; i < 2048*2; i++)
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{
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Polygon* poly = &PolygonRAM[i];
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// this is a bit ugly, but eh
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// we can't save the pointers as-is, that's a bad idea
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if (file->Saving)
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{
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for (int j = 0; j < 10; j++)
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{
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Vertex* ptr = poly->Vertices[j];
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u32 id;
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if (ptr) id = (u32)((ptr - (&VertexRAM[0])) / sizeof(Vertex));
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else id = -1;
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file->Var32(&id);
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}
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}
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else
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{
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for (int j = 0; j < 10; j++)
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{
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u32 id = -1;
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file->Var32(&id);
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if (id == -1) poly->Vertices[j] = NULL;
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else poly->Vertices[j] = &VertexRAM[id];
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}
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}
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file->Var32(&poly->NumVertices);
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file->VarArray(poly->FinalZ, sizeof(s32)*10);
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file->VarArray(poly->FinalW, sizeof(s32)*10);
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file->Var32((u32*)&poly->WBuffer);
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file->Var32(&poly->Attr);
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file->Var32(&poly->TexParam);
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file->Var32(&poly->TexPalette);
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file->Var32((u32*)&poly->FacingView);
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file->Var32((u32*)&poly->Translucent);
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file->Var32((u32*)&poly->IsShadowMask);
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file->Var32((u32*)&poly->IsShadow);
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file->Var32(&poly->VTop);
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file->Var32(&poly->VBottom);
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file->Var32((u32*)&poly->YTop);
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file->Var32((u32*)&poly->YBottom);
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file->Var32((u32*)&poly->XTop);
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file->Var32((u32*)&poly->XBottom);
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file->Var32(&poly->SortKey);
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}
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// probably not worth storing the vblank-latched Renderxxxxxx variables
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10
src/NDS.cpp
10
src/NDS.cpp
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@ -487,7 +487,15 @@ bool DoSavestate(Savestate* file)
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file->Var32(&CPUStop);
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file->VarArray(Timers, 8*sizeof(Timer));
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for (int i = 0; i < 8; i++)
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{
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Timer* timer = &Timers[i];
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file->Var16(&timer->Reload);
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file->Var16(&timer->Cnt);
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file->Var32(&timer->Counter);
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file->Var32(&timer->CycleShift);
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}
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file->VarArray(TimerCheckMask, 2*sizeof(u8));
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file->VarArray(DMA9Fill, 4*sizeof(u32));
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