Also correct behavior with regards to which bits in XER are treated as zero
based on a hwtest (probably doesn't affect any real games, but might as well
be correct).
EXI memcard code now doesn't know specifics of how data is flushed to whatever backing storage is used.
GC raw memcard now flushes every 15 seconds if dirty, and on memcard destruction.
GCI folder now flushes only on memcard destruction.
This isn't technically the correct place to have the downcount variable, but it is similar to what PPSSPP does to gain a bit of extra speed on ARM.
We access this variable quite a bit, with each exit in a block it is subtracted from.
On ARM this required four instructions to load and store the value, while now it only requires two.
This gives an average of 1FPS gain to most games.
Examples:
Crazy Taxi: 54FPS -> 55FPS
Luigi's Mansion: 20FPS -> 21FPS
Wind Waker(Save Screen): 27FPS -> 28FPS
This seems to average a 6mhz to 16mhz CPU core emulation improvement in the few games I've tested.
Savestates include the entire memorycard, but the only saves that should be modified are the ones that are directly modified by the game the others are preserved merely to avoid changing the memory card header during the game as some games (Zelda) refuse to save
Implement DMA r/w for memcard.
Skips programming buffer for writes
Add a migration feature that auto imports all saves from your default memcard to the new memcard dir if it doesn't exist.
Actually "delete" save files by renaming to s/*.gci/*.gci.deleted/
- remove unused variables
- reduce the scope where it makes sense
- correct limits (did you know that strcat()'s last parameter does not
include the \0 that is always added?)
- set some free()'d pointers to NULL