Change up the way Mempaks are meant to work, use the standard file functions. Mempaks are now loaded in when the game launches, and file handles are only opened durring read and writes
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72e6928ea8
commit
643a684c77
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@ -13,8 +13,9 @@
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class Mempak
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{
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public:
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static void Close();
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static uint8_t CalculateCrc(uint8_t * DataToCrc);
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static void Load();
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static void Format(int32_t Control);
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static void ReadFrom(int32_t Control, uint8_t * command);
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static void WriteTo(int32_t Control, uint8_t * command);
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};
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@ -11,45 +11,42 @@
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#include "stdafx.h"
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#include "Mempak.H"
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#include <Common/path.h>
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#include <Windows.h>
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static uint8_t Mempaks[4][0x8000];
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void * hMempakFile[4];
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uint8_t Mempaks[4][0x8000];
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CPath MempakNames[4];
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void Mempak::Close()
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void Mempak::Load()
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{
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for (int32_t i = 0; i < 4; i++)
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{
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if (hMempakFile[i])
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{
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CloseHandle(hMempakFile[i]);
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hMempakFile[i] = NULL;
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}
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}
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}
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void LoadMempak(int32_t Control)
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{
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CPath FileName;
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DWORD dwRead;
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stdstr MempakName;
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bool bFormatMempak = false;
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MempakName.Format("%s_Cont_%d", g_Settings->LoadStringVal(Game_GameName).c_str(), Control + 1);
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FileName.SetDriveDirectory(g_Settings->LoadStringVal(Directory_NativeSave).c_str());
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FileName.SetName(MempakName.c_str());
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FileName.SetExtension("mpk");
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if (!FileName.Exists())
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for (int i = 0; i < 3; i++)
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{
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bFormatMempak = true;
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MempakName.Format("%s_Cont_%d", g_Settings->LoadStringVal(Game_GameName).c_str(), i + 1);
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if (!FileName.DirectoryExists())
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MempakNames[i].SetDriveDirectory(g_Settings->LoadStringVal(Directory_NativeSave).c_str());
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MempakNames[i].SetName(MempakName.c_str());
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MempakNames[i].SetExtension("mpk");
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if (!MempakNames[i].DirectoryExists())
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{
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FileName.DirectoryCreate();
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MempakNames[i].DirectoryCreate();
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}
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if (MempakNames[i].Exists())
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{
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FILE *mempak = fopen(MempakNames[i], "rb");
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fread(Mempaks[i], 1, 0x8000, mempak);
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fclose(mempak);
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}
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else
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{
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Mempak::Format(i);
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}
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}
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}
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void Mempak::Format(int32_t Control)
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{
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uint8_t Initialize[] = {
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0x81, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0a, 0x0b, 0x0C, 0x0D, 0x0E, 0x0F,
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0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F,
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@ -79,25 +76,6 @@ void LoadMempak(int32_t Control)
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}
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}
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hMempakFile[Control] = CreateFile(FileName, GENERIC_WRITE | GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_ALWAYS, FILE_ATTRIBUTE_NORMAL | FILE_FLAG_RANDOM_ACCESS, NULL);
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if (hMempakFile[Control] == INVALID_HANDLE_VALUE)
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{
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WriteTrace(TraceN64System, TraceError, "Failed to open (%s), lastError = %X", (LPCTSTR)FileName, GetLastError());
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return;
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}
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SetFilePointer(hMempakFile[Control], 0, NULL, FILE_BEGIN);
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if (bFormatMempak)
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{
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WriteFile(hMempakFile[Control], Mempaks[Control], 0x8000, &dwRead, NULL);
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}
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else
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{
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ReadFile(hMempakFile[Control], Mempaks[Control], 0x8000, &dwRead, NULL);
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}
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}
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uint8_t Mempak::CalculateCrc(uint8_t * DataToCrc)
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{
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uint32_t Count;
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@ -137,10 +115,6 @@ void Mempak::ReadFrom(int32_t Control, uint8_t * command)
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if (address < 0x8000)
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{
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if (hMempakFile[Control] == NULL)
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{
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LoadMempak(Control);
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}
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memcpy(&command[5], &Mempaks[Control][address], 0x20);
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}
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else
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@ -152,19 +126,15 @@ void Mempak::ReadFrom(int32_t Control, uint8_t * command)
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void Mempak::WriteTo(int32_t Control, uint8_t * command)
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{
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DWORD dwWritten;
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uint32_t address = (command[3] << 8) | (command[4] & 0xE0);
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if (address < 0x8000)
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{
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if (hMempakFile[Control] == NULL)
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{
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LoadMempak(Control);
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}
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memcpy(&Mempaks[Control][address], &command[5], 0x20);
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SetFilePointer(hMempakFile[Control], 0, NULL, FILE_BEGIN);
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WriteFile(hMempakFile[Control], &Mempaks[Control][0], 0x8000, &dwWritten, NULL);
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FILE* mempak = fopen(MempakNames[Control], "wb");
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fwrite(Mempaks[Control], 1, 0x8000, mempak);
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fclose(mempak);
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}
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else
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{
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@ -65,12 +65,12 @@ m_CheatsSlectionChanged(false)
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m_Limiter.SetHertz(gameHertz);
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g_Settings->SaveDword(GameRunning_ScreenHertz, gameHertz);
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m_Cheats.LoadCheats(!g_Settings->LoadDword(Setting_RememberCheats), Plugins);
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Mempak::Load();
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}
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CN64System::~CN64System()
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{
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SetActiveSystem(false);
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Mempak::Close();
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if (m_SyncCPU)
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{
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m_SyncCPU->CpuStopped();
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@ -552,7 +552,6 @@ void CN64System::Reset(bool bInitReg, bool ClearMenory)
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RefreshGameSettings();
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m_Audio.Reset();
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m_MMU_VM.Reset(ClearMenory);
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Mempak::Close();
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m_CyclesToSkip = 0;
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m_AlistCount = 0;
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