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https://github.com/Fledge68/WiiFlow_Lite.git
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-fixed another emu nand save emu bug
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4cb521304f
commit
c05d9e4fd1
@ -1066,8 +1066,7 @@ void CMenu::_launchChannel(dir_discHdr *hdr)
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m_gcfg1.setInt("PLAYCOUNT", id, m_gcfg1.getInt("PLAYCOUNT", id, 0) + 1);
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m_gcfg1.setUInt("LASTPLAYED", id, time(NULL));
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string emuPath;
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int emuPartition = _FindEmuPart(emuPath, false);
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string emuPath = m_cfg.getString(CHANNEL_DOMAIN, "path");
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int emulate_mode = min(max(0, m_cfg.getInt(CHANNEL_DOMAIN, "emulation", 1)), (int)ARRAY_SIZE(CMenu::_NandEmu) - 1);
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int userIOS = m_gcfg2.getInt(id, "ios", 0);
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@ -1095,8 +1094,8 @@ void CMenu::_launchChannel(dir_discHdr *hdr)
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while(1) usleep(500);
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}
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NANDemuView = true;
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NandHandle.SetNANDEmu(emuPartition); /* Init NAND Emu */
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NandHandle.SetPaths(emuPath.c_str(), DeviceName[emuPartition]);
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NandHandle.SetNANDEmu(currentPartition); /* Init NAND Emu */
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NandHandle.SetPaths(emuPath.c_str(), DeviceName[currentPartition]);
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}
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gameIOS = ChannelHandle.GetRequestedIOS(gameTitle);
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if(_loadIOS(gameIOS, userIOS, id, !NAND_Emu) == LOAD_IOS_FAILED)
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