-fixed another emu nand save emu bug

This commit is contained in:
fix94.1 2012-12-28 00:12:07 +00:00
parent 4cb521304f
commit c05d9e4fd1

View File

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