GBA Savedata: Fix extracting save when not yet configured in-game

This commit is contained in:
Vicki Pfau 2020-06-18 01:26:54 -07:00
parent 8f1148498e
commit 2f29082401
2 changed files with 2 additions and 0 deletions

View File

@ -25,6 +25,7 @@ Other fixes:
- Core: Ensure ELF regions can be written before trying - Core: Ensure ELF regions can be written before trying
- Debugger: Don't skip undefined instructions when debugger attached - Debugger: Don't skip undefined instructions when debugger attached
- GB Core: Fix extracting SRAM when none is present - GB Core: Fix extracting SRAM when none is present
- GBA Savedata: Fix extracting save when not yet configured in-game
- Qt: Force OpenGL paint engine creation thread (fixes mgba.io/i/1642) - Qt: Force OpenGL paint engine creation thread (fixes mgba.io/i/1642)
- Qt: Fix static compilation in MinGW (fixes mgba.io/i/1769) - Qt: Fix static compilation in MinGW (fixes mgba.io/i/1769)
Misc: Misc:

View File

@ -139,6 +139,7 @@ bool GBASavedataClone(struct GBASavedata* savedata, struct VFile* out) {
} else if (savedata->vf) { } else if (savedata->vf) {
off_t read = 0; off_t read = 0;
uint8_t buffer[2048]; uint8_t buffer[2048];
savedata->vf->seek(savedata->vf, 0, SEEK_SET);
do { do {
read = savedata->vf->read(savedata->vf, buffer, sizeof(buffer)); read = savedata->vf->read(savedata->vf, buffer, sizeof(buffer));
out->write(out, buffer, read); out->write(out, buffer, read);