/* FCE Ultra - NES/Famicom Emulator * * Copyright notice for this file: * Copyright (C) 2002 Xodnizel * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ // TODO: Add (better) file io error checking #include #include #include #include //#include //mbg merge 7/17/06 removed #include #include #include "types.h" #include "x6502.h" #include "fceu.h" #include "sound.h" #include "utils/endian.h" #include "utils/memory.h" #include "utils/memorystream.h" #include "utils/xstring.h" #include "file.h" #include "fds.h" #include "state.h" #include "movie.h" #include "ppu.h" #include "netplay.h" #include "video.h" #include "input.h" #include "zlib.h" #include "driver.h" using namespace std; static void (*SPreSave)(void); static void (*SPostSave)(void); static int SaveStateStatus[10]; static int StateShow; //tells the save system innards that we're loading the old format bool FCEU_state_loading_old_format; char lastSavestateMade[2048]; //Stores the filename of the last savestate made (needed for UndoSavestate) bool undoSS = false; //This will be true if there is lastSavestateMade, it was made since ROM was loaded, a backup state for lastSavestateMade exists bool redoSS = false; //This will be true if UndoSaveState is run, will turn false when a new savestate is made char lastLoadstateMade[2048]; //Stores the filename of the last state loaded (needed for Undo/Redo loadstate) bool undoLS = false; //This will be true if a backupstate was made and it was made since ROM was loaded bool redoLS = false; //This will be true if a backupstate was loaded, meaning redoLoadState can be run #define SFMDATA_SIZE (64) static SFORMAT SFMDATA[SFMDATA_SIZE]; static int SFEXINDEX; #define RLSB FCEUSTATE_RLSB //0x80000000 extern SFORMAT FCEUPPU_STATEINFO[]; extern SFORMAT FCEUSND_STATEINFO[]; extern SFORMAT FCEUCTRL_STATEINFO[]; extern SFORMAT FCEUMOV_STATEINFO[]; SFORMAT SFCPU[]={ { &X.PC, 2|RLSB, "PC\0"}, { &X.A, 1, "A\0\0"}, { &X.P, 1, "P\0\0"}, { &X.X, 1, "X\0\0"}, { &X.Y, 1, "Y\0\0"}, { &X.S, 1, "S\0\0"}, { &RAM, 0x800 | FCEUSTATE_INDIRECT, "RAM", }, { 0 } }; SFORMAT SFCPUC[]={ { &X.jammed, 1, "JAMM"}, { &X.IRQlow, 4|RLSB, "IQLB"}, { &X.tcount, 4|RLSB, "ICoa"}, { &X.count, 4|RLSB, "ICou"}, { ×tampbase, sizeof(timestampbase) | RLSB, "TSBS"}, { &X.mooPI, 1, "MooP"}, // alternative to the "quick and dirty hack" { 0 } }; void foo(uint8* test) { (void)test; } static int SubWrite(std::ostream* os, SFORMAT *sf) { uint32 acc=0; while(sf->v) { if(sf->s==~0) //Link to another struct { uint32 tmp; if(!(tmp=SubWrite(os,(SFORMAT *)sf->v))) return(0); acc+=tmp; sf++; continue; } acc+=8; //Description + size acc+=sf->s&(~FCEUSTATE_FLAGS); if(os) //Are we writing or calculating the size of this block? { os->write(sf->desc,4); write32le(sf->s&(~FCEUSTATE_FLAGS),os); #ifndef LSB_FIRST if(sf->s&RLSB) FlipByteOrder((uint8*)sf->v,sf->s&(~FCEUSTATE_FLAGS)); #endif if(sf->s&FCEUSTATE_INDIRECT) os->write(*(char **)sf->v,sf->s&(~FCEUSTATE_FLAGS)); else os->write((char*)sf->v,sf->s&(~FCEUSTATE_FLAGS)); //Now restore the original byte order. #ifndef LSB_FIRST if(sf->s&RLSB) FlipByteOrder((uint8*)sf->v,sf->s&(~FCEUSTATE_FLAGS)); #endif } sf++; } return(acc); } static int WriteStateChunk(std::ostream* os, int type, SFORMAT *sf) { os->put(type); int bsize = SubWrite((std::ostream*)0,sf); write32le(bsize,os); if(!SubWrite(os,sf)) { return 5; } return (bsize+5); } static SFORMAT *CheckS(SFORMAT *sf, uint32 tsize, char *desc) { while(sf->v) { if(sf->s==~0) // Link to another SFORMAT structure. { SFORMAT *tmp; if((tmp= CheckS((SFORMAT *)sf->v, tsize, desc) )) return(tmp); sf++; continue; } if(!memcmp(desc,sf->desc,4)) { if(tsize!=(sf->s&(~FCEUSTATE_FLAGS))) return(0); return(sf); } sf++; } return(0); } static bool ReadStateChunk(std::istream* is, SFORMAT *sf, int size) { SFORMAT *tmp; int temp = is->tellg(); while(is->tellg()read(toa,4).gcount()<4) return false; read32le(&tsize,is); if((tmp=CheckS(sf,tsize,toa))) { if(tmp->s&FCEUSTATE_INDIRECT) is->read(*(char **)tmp->v,tmp->s&(~FCEUSTATE_FLAGS)); else is->read((char *)tmp->v,tmp->s&(~FCEUSTATE_FLAGS)); #ifndef LSB_FIRST if(tmp->s&RLSB) FlipByteOrder((uint8*)tmp->v,tmp->s&(~FCEUSTATE_FLAGS)); #endif } else is->seekg(tsize,std::ios::cur); } // while(...) return true; } static int read_sfcpuc=0, read_snd=0; void FCEUD_BlitScreen(uint8 *XBuf); //mbg merge 7/17/06 YUCKY had to add void UpdateFCEUWindow(void); //mbg merge 7/17/06 YUCKY had to add static bool ReadStateChunks(std::istream* is, int32 totalsize) { int t; uint32 size; bool ret=true; bool warned=false; read_sfcpuc=0; read_snd=0; //mbg 6/16/08 - wtf //// int moo=X.mooPI; // if(!scan_chunks) // X.mooPI=/*X.P*/0xFF; while(totalsize > 0) { t=is->get(); if(t==EOF) break; if(!read32le(&size,is)) break; totalsize -= size + 5; switch(t) { case 1:if(!ReadStateChunk(is,SFCPU,size)) ret=false;break; case 3:if(!ReadStateChunk(is,FCEUPPU_STATEINFO,size)) ret=false;break; case 4:if(!ReadStateChunk(is,FCEUCTRL_STATEINFO,size)) ret=false;break; case 7: if(!FCEUMOV_ReadState(is,size)) { //allow this to fail in old-format savestates. if(!FCEU_state_loading_old_format) ret=false; } break; case 0x10:if(!ReadStateChunk(is,SFMDATA,size)) ret=false; break; // now it gets hackier: case 5: if(!ReadStateChunk(is,FCEUSND_STATEINFO,size)) ret=false; else read_snd=1; break; case 6: if(FCEUMOV_Mode(MOVIEMODE_PLAY|MOVIEMODE_RECORD)) { if(!ReadStateChunk(is,FCEUMOV_STATEINFO,size)) ret=false; } else { is->seekg(size,std::ios::cur); } break; case 8: // load back buffer { extern uint8 *XBackBuf; if(is->read((char*)XBackBuf,size).gcount() != size) ret = false; //MBG TODO - can this be moved to a better place? //does it even make sense, displaying XBuf when its XBackBuf we just loaded? #ifdef WIN32 else { FCEUD_BlitScreen(XBuf); UpdateFCEUWindow(); } #endif } break; case 2: { if(!ReadStateChunk(is,SFCPUC,size)) ret=false; else read_sfcpuc=1; } break; default: // for somebody's sanity's sake, at least warn about it: if(!warned) { char str [256]; sprintf(str, "Warning: Found unknown save chunk of type %d.\nThis could indicate the save state is corrupted\nor made with a different (incompatible) emulator version.", t); FCEUD_PrintError(str); warned=true; } //if(fseek(st,size,SEEK_CUR)<0) goto endo;break; is->seekg(size,std::ios::cur); } } //endo: //mbg 6/16/08 - wtf // if(X.mooPI==0xFF && !scan_chunks) // { //// FCEU_PrintError("prevmoo=%d, p=%d",moo,X.P); // X.mooPI=X.P; // "Quick and dirty hack." //begone // } extern int resetDMCacc; if(read_snd) resetDMCacc=0; else resetDMCacc=1; return ret; } int CurrentState=0; extern int geniestage; bool FCEUSS_SaveMS(std::ostream* outstream, int compressionLevel) { //a temp memory stream. we'll dump some data here and then compress //TODO - support dumping directly without compressing to save a buffer copy #ifdef GEKKO memorystream ms(512*1024); // set aside some space, otherwise expand fails on Wii! #else memorystream ms; #endif std::ostream* os = (std::ostream*)&ms; uint32 totalsize = 0; FCEUPPU_SaveState(); FCEUSND_SaveState(); totalsize=WriteStateChunk(os,1,SFCPU); totalsize+=WriteStateChunk(os,2,SFCPUC); totalsize+=WriteStateChunk(os,3,FCEUPPU_STATEINFO); totalsize+=WriteStateChunk(os,4,FCEUCTRL_STATEINFO); totalsize+=WriteStateChunk(os,5,FCEUSND_STATEINFO); if(FCEUMOV_Mode(MOVIEMODE_PLAY|MOVIEMODE_RECORD)) { totalsize+=WriteStateChunk(os,6,FCEUMOV_STATEINFO); //MBG tasedit HACK HACK HACK! //do not save the movie state if we are in tasedit! that is a huge waste of time and space! if(!FCEUMOV_Mode(MOVIEMODE_TASEDIT)) { os->seekp(5,std::ios::cur); int size = FCEUMOV_WriteState(os); os->seekp(-(size+5),std::ios::cur); os->put(7); write32le(size, os); os->seekp(size,std::ios::cur); totalsize += 5 + size; } } // save back buffer { extern uint8 *XBackBuf; uint32 size = 256 * 256 + 8; os->put(8); write32le(size, os); os->write((char*)XBackBuf,size); totalsize += 5 + size; } if(SPreSave) SPreSave(); totalsize+=WriteStateChunk(os,0x10,SFMDATA); if(SPreSave) SPostSave(); //save the length of the file #ifdef GEKKO int len = ms.tellp(); #else int len = ms.size(); #endif //sanity check: len and totalsize should be the same if(len != totalsize) { FCEUD_PrintError("sanity violation: len != totalsize"); return false; } int error = Z_OK; uint8* cbuf = (uint8*)ms.buf(); uLongf comprlen = -1; if(compressionLevel != Z_NO_COMPRESSION) { //worst case compression. //zlib says "0.1% larger than sourceLen plus 12 bytes" comprlen = (len>>9)+12 + len; cbuf = new uint8[comprlen]; error = compress2(cbuf,&comprlen,(uint8*)ms.buf(),len,compressionLevel); } //dump the header uint8 header[16]="FCSX"; FCEU_en32lsb(header+4, totalsize); FCEU_en32lsb(header+8, FCEU_VERSION_NUMERIC); FCEU_en32lsb(header+12, comprlen); //dump it to the destination file outstream->write((char*)header,16); outstream->write((char*)cbuf,comprlen==-1?totalsize:comprlen); if(cbuf != (uint8*)ms.buf()) delete[] cbuf; return error == Z_OK; } void FCEUSS_Save(const char *fname) { std::fstream* st = 0; char *fn; if(geniestage==1) { FCEU_DispMessage("Cannot save FCS in GG screen."); return; } if(fname) //If filename is given use it. { st =FCEUD_UTF8_fstream(fname, "wb"); } else //Else, generate one { //FCEU_PrintError("daCurrentState=%d",CurrentState); fn = strdup(FCEU_MakeFName(FCEUMKF_STATE,CurrentState,0).c_str()); //backup existing savestate first if (CheckFileExists(fn)) { CreateBackupSaveState(fn); //Make a backup of previous savestate before overwriting it strcpy(lastSavestateMade,fn); //Remember what the last savestate filename was (for undoing later) undoSS = true; //Backup was created so undo is possible } else undoSS = false; //so backup made so lastSavestateMade does have a backup file, so no undo st = FCEUD_UTF8_fstream(fn,"wb"); free(fn); } if(st == NULL) { FCEU_DispMessage("State %d save error.",CurrentState); return; } if(FCEUMOV_Mode(MOVIEMODE_INACTIVE)) FCEUSS_SaveMS(st,-1); else FCEUSS_SaveMS(st,0); delete st; if(!fname) { SaveStateStatus[CurrentState]=1; FCEU_DispMessage("State %d saved.",CurrentState); } redoSS = false; //we have a new savestate so redo is not possible } int FCEUSS_LoadFP_old(std::istream* is, ENUM_SSLOADPARAMS params) { //if(params==SSLOADPARAM_DUMMY && suppress_scan_chunks) // return 1; int x; uint8 header[16]; int stateversion; char* fn=0; ////Make temporary savestate in case something screws up during the load //if(params == SSLOADPARAM_BACKUP) //{ // fn=FCEU_MakeFName(FCEUMKF_NPTEMP,0,0); // FILE *fp; // // if((fp=fopen(fn,"wb"))) // { // if(FCEUSS_SaveFP(fp)) // { // fclose(fp); // } // else // { // fclose(fp); // unlink(fn); // free(fn); // fn=0; // } // } //} //if(params!=SSLOADPARAM_DUMMY) { FCEUMOV_PreLoad(); } is->read((char*)&header,16); if(memcmp(header,"FCS",3)) { return(0); } if(header[3] == 0xFF) { stateversion = FCEU_de32lsb(header + 8); } else { stateversion=header[3] * 100; } //if(params == SSLOADPARAM_DUMMY) //{ // scan_chunks=1; //} x=ReadStateChunks(is,*(uint32*)(header+4)); //if(params == SSLOADPARAM_DUMMY) //{ // scan_chunks=0; // return 1; //} if(read_sfcpuc && stateversion<9500) { X.IRQlow=0; } if(GameStateRestore) { GameStateRestore(stateversion); } if(x) { FCEUPPU_LoadState(stateversion); FCEUSND_LoadState(stateversion); x=FCEUMOV_PostLoad(); } if(fn) { //if(!x || params == SSLOADPARAM_DUMMY) //is make_backup==2 possible?? oh well. //{ // * Oops! Load the temporary savestate */ // FILE *fp; // // if((fp=fopen(fn,"rb"))) // { // FCEUSS_LoadFP(fp,SSLOADPARAM_NOBACKUP); // fclose(fp); // } // unlink(fn); //} free(fn); } return(x); } bool FCEUSS_LoadFP(std::istream* is, ENUM_SSLOADPARAMS params) { //maybe make a backup savestate memorystream msBackupSavestate; bool backup = (params == SSLOADPARAM_BACKUP); if(backup) FCEUSS_SaveMS(&msBackupSavestate,Z_NO_COMPRESSION); uint8 header[16]; //read and analyze the header is->read((char*)&header,16); if(memcmp(header,"FCSX",4)) { //its not an fceux save file.. perhaps it is an fceu savefile is->seekg(0); FCEU_state_loading_old_format = true; bool ret = FCEUSS_LoadFP_old(is,params)!=0; FCEU_state_loading_old_format = false; if(!ret && backup) FCEUSS_LoadFP(&msBackupSavestate,SSLOADPARAM_NOBACKUP); return ret; } int totalsize = FCEU_de32lsb(header + 4); int stateversion = FCEU_de32lsb(header + 8); int comprlen = FCEU_de32lsb(header + 12); std::vector buf(totalsize); //not compressed: if(comprlen != -1) { //load the compressed chunk and decompress std::vector cbuf(comprlen); is->read((char*)&cbuf[0],comprlen); uLongf uncomprlen = totalsize; int error = uncompress((uint8*)&buf[0],&uncomprlen,(uint8*)&cbuf[0],comprlen); if(error != Z_OK || uncomprlen != totalsize) return false; //we dont need to restore the backup here because we havent messed with the emulator state yet } else { is->read((char*)&buf[0],totalsize); } FCEUMOV_PreLoad(); memorystream mstemp(&buf); bool x = ReadStateChunks(&mstemp,totalsize)!=0; //mbg 5/24/08 - we don't support old states, so this shouldnt matter. //if(read_sfcpuc && stateversion<9500) // X.IRQlow=0; if(GameStateRestore) { GameStateRestore(stateversion); } if(x) { FCEUPPU_LoadState(stateversion); FCEUSND_LoadState(stateversion); x=FCEUMOV_PostLoad(); } if(!x && backup) { msBackupSavestate.sync(); FCEUSS_LoadFP(&msBackupSavestate,SSLOADPARAM_NOBACKUP); } return x; } bool FCEUSS_Load(const char *fname) { std::fstream* st; //mbg movie - this needs to be overhauled ////this fixes read-only toggle problems //if(FCEUMOV_IsRecording()) { // FCEUMOV_AddCommand(0); // MovieFlushHeader(); //} if(geniestage==1) { FCEU_DispMessage("Cannot load FCS in GG screen."); return false; } if(fname) { st=FCEUD_UTF8_fstream(fname, "rb"); } else { string fn = FCEU_MakeFName(FCEUMKF_STATE,CurrentState,fname); st=FCEUD_UTF8_fstream(fn,"rb"); strcpy(lastLoadstateMade,fn.c_str()); } if(st == NULL) { FCEU_DispMessage("State %d load error.",CurrentState); SaveStateStatus[CurrentState]=0; return false; } //If in bot mode, don't do a backup when loading. //Otherwise you eat at the hard disk, since so many //states are being loaded. if(FCEUSS_LoadFP(st,SSLOADPARAM_BACKUP)) { if(fname) { char szFilename[260]={0}; splitpath(fname, 0, 0, szFilename, 0); FCEU_DispMessage("State %s loaded.",szFilename); } else { //This looks redudant to me... but why bother deleting it:) SaveStateStatus[CurrentState]=1; FCEU_DispMessage("State %d loaded.",CurrentState); SaveStateStatus[CurrentState]=1; } delete st; return true; } else { if(!fname) { SaveStateStatus[CurrentState]=1; } FCEU_DispMessage("Error(s) reading state %d!",CurrentState); delete st; return 0; } } void FCEUSS_CheckStates(void) { FILE *st=NULL; int ssel; for(ssel=0;ssel<10;ssel++) { st=FCEUD_UTF8fopen(FCEU_MakeFName(FCEUMKF_STATE,ssel,0),"rb"); if(st) { SaveStateStatus[ssel]=1; fclose(st); } else SaveStateStatus[ssel]=0; } CurrentState=1; StateShow=0; } void ResetExState(void (*PreSave)(void), void (*PostSave)(void)) { int x; for(x=0;x0) CurrentState=(CurrentState+1)%10; else CurrentState=(CurrentState+9)%10; FCEUI_SelectState(CurrentState, 1); } int FCEUI_SelectState(int w, int show) { FCEUSS_CheckStates(); int oldstate=CurrentState; if(w == -1) { StateShow = 0; return 0; } //mbg merge 7/17/06 had to make return a value CurrentState=w; if(show) { StateShow=180; FCEU_DispMessage("-select state-"); } return oldstate; } void FCEUI_SaveState(const char *fname) { if(!FCEU_IsValidUI(FCEUI_SAVESTATE)) return; StateShow=0; FCEUSS_Save(fname); } int loadStateFailed = 0; // hack, this function should return a value instead void FCEUI_LoadState(const char *fname) { if(!FCEU_IsValidUI(FCEUI_LOADSTATE)) return; StateShow = 0; loadStateFailed = 0; /* For network play, be load the state locally, and then save the state to a temporary file, and send that. This insures that if an older state is loaded that is missing some information expected in newer save states, desynchronization won't occur(at least not from this ;)). */ BackupLoadState(); //Backup the current state before loading a new one if (!movie_readonly && autoMovieBackup && freshMovie) //If auto-backup is on, movie has not been altered this session and the movie is in read+write mode { FCEUI_MakeBackupMovie(false); //Backup the movie before the contents get altered, but do not display messages } if(FCEUSS_Load(fname)) { //mbg todo netplay /*if(FCEUnetplay) { char *fn = strdup(FCEU_MakeFName(FCEUMKF_NPTEMP, 0, 0).c_str()); FILE *fp; if((fp = fopen(fn," wb"))) { if(FCEUSS_SaveFP(fp,0)) { fclose(fp); FCEUNET_SendFile(FCEUNPCMD_LOADSTATE, fn); } else { fclose(fp); } unlink(fn); } free(fn); }*/ freshMovie = false; //The movie has been altered so it is no longer fresh } else { loadStateFailed = 1; } } void FCEU_DrawSaveStates(uint8 *XBuf) { if(!StateShow) return; FCEU_DrawNumberRow(XBuf,SaveStateStatus,CurrentState); StateShow--; } //************************************************************************* //Savestate backup functions //(Used when making savestates) //************************************************************************* string GenerateBackupSaveStateFn(const char *fname) { //This backup is for the backup "slot" for any savestate made. Example: smb.fc0 becomes smb-bak.fc0 string filename; filename = fname; //Convert fname to a string object int x = filename.find_last_of("."); //Find file extension filename.insert(x,"-bak"); //add "-bak" before the dot. return filename; } void CreateBackupSaveState(const char *fname) { string newFilename = GenerateBackupSaveStateFn(fname); //Get backup savestate filename if (CheckFileExists(newFilename.c_str())) //See if backup already exists remove(newFilename.c_str()) ; //If so, delete it rename(fname,newFilename.c_str()); //Rename savestate to backup filename undoSS = true; //There is a backup savestate file to mast last loaded, so undo is possible } void SwapSaveState() { //-------------------------------------------------------------------------------------------- //Both files must exist //-------------------------------------------------------------------------------------------- if (!lastSavestateMade) { FCEUI_DispMessage("Can't Undo"); FCEUI_printf("Undo savestate was attempted but unsuccessful because there was not a recently used savestate.\n"); return; //If there is no last savestate, can't undo } string backup = GenerateBackupSaveStateFn(lastSavestateMade); //Get filename of backup state if (!CheckFileExists(backup.c_str())) { FCEUI_DispMessage("Can't Undo"); FCEUI_printf("Undo savestate was attempted but unsuccessful because there was not a backup of the last used savestate.\n"); return; //If no backup, can't undo } //-------------------------------------------------------------------------------------------- //So both exists, now swap the last savestate and its backup //-------------------------------------------------------------------------------------------- string temp = backup; //Put backup filename in temp temp.append("x"); //Add x rename(backup.c_str(),temp.c_str()); //rename backup file to temp file rename(lastSavestateMade,backup.c_str()); //rename current as backup rename(temp.c_str(),lastSavestateMade); //rename backup as current undoSS = true; //Just in case, if this was run, then there is definately a last savestate and backup if (redoSS) //This was a redo function, so if run again it will be an undo again redoSS = false; else //This was an undo function so next will be redo, so flag it redoSS = true; FCEUI_DispMessage("%s restored",backup.c_str()); FCEUI_printf("%s restored\n",backup.c_str()); } //------------------------------------------------------------------------------------------------------------------------------------------------------ //************************************************************************* //Loadstate backup functions //(Used when Loading savestates) //************************************************************************* string GetBackupFileName() { //This backup savestate is a special one specifically made whenever a loadstate occurs so that the user's place in a movie/game is never lost //particularly from unintentional loadstating string filename; int x; filename = strdup(FCEU_MakeFName(FCEUMKF_STATE,CurrentState,0).c_str()); //Generate normal savestate filename x = filename.find_last_of("."); //Find last dot filename = filename.substr(0,x); //Chop off file extension filename.append(".bak.fc0"); //add .bak return filename; } bool CheckBackupSaveStateExist() { //This function simply checks to see if the backup loadstate exists, the backup loadstate is a special savestate //That is made before loading any state, so that the user never loses his data string filename = GetBackupFileName(); //Get backup savestate filename //Check if this filename exists fstream test; test.open(filename.c_str(),fstream::in); if (test.fail()) { test.close(); return false; } else { test.close(); return true; } } void BackupLoadState() { string filename = GetBackupFileName(); FCEUSS_Save(filename.c_str()); undoLS = true; } void LoadBackup() { if (!undoLS) return; string filename = GetBackupFileName(); //Get backup filename if (CheckBackupSaveStateExist()) { FCEUSS_Load(filename.c_str()); //Load it redoLS = true; //Flag redoLoadState undoLS = false; //Flag that LoadBackup cannot be run again } else FCEUI_DispMessage("Error: Could not load %s",filename.c_str()); } void RedoLoadState() { if (!redoLS) return; if (lastLoadstateMade && redoLS) { FCEUSS_Load(lastLoadstateMade); FCEUI_printf("Redoing %s\n",lastLoadstateMade); } redoLS = false; //Flag that RedoLoadState can not be run again undoLS = true; //Flag that LoadBackup can be run again }