/**************************************************************************** * Snes9x 1.51 Nintendo Wii/Gamecube Port * * softdev July 2006 * crunchy2 May 2007-July 2007 * Michniewski 2008 * Tantric 2008-2009 * * freeze.cpp * * Snapshots Memory File System * * This is a single global memory file controller. * Don't even think of opening two at the same time! ***************************************************************************/ #include #include #include #include #include #include #include #include "snes9x.h" #include "memmap.h" #include "soundux.h" #include "snapshot.h" #include "srtc.h" #include "snes9xGX.h" #include "freeze.h" #include "fileop.h" #include "filebrowser.h" #include "menu.h" #include "video.h" #include "pngu.h" extern void S9xSRTCPreSaveState (); extern void NGCFreezeStruct (); extern bool8 S9xUnfreezeGame (const char *filename); static int bufoffset; /**************************************************************************** * GetMem * * Return x bytes from memory buffer ***************************************************************************/ int GetMem (char *buffer, int len) { memcpy (buffer, savebuffer + bufoffset, len); bufoffset += len; return len; } /**************************************************************************** * PutMem * * Put some values in memory buffer ***************************************************************************/ static void PutMem (char *buffer, int len) { memcpy (savebuffer + bufoffset, buffer, len); bufoffset += len; } void NGCFreezeBlock (char *name, uint8 * block, int size) { char buffer[512]; sprintf (buffer, "%s:%06d:", name, size); PutMem (buffer, strlen (buffer)); PutMem ((char *) block, size); } /**************************************************************************** * NGCFreezeMembuffer * * Copies a snapshot of Snes9x state into memory ***************************************************************************/ static int NGCFreezeMemBuffer () { int i; char buffer[1024]; bufoffset = 0; S9xUpdateRTC (); S9xSRTCPreSaveState (); for (i = 0; i < 8; i++) { SoundData.channels[i].previous16[0] = (int16) SoundData.channels[i].previous[0]; SoundData.channels[i].previous16[1] = (int16) SoundData.channels[i].previous[1]; } sprintf (buffer, "%s:%04d\n", SNAPSHOT_MAGIC, SNAPSHOT_VERSION); PutMem (buffer, strlen (buffer)); sprintf (buffer, "NAM:%06d:%s%c", (int) strlen (Memory.ROMFilename) + 1, Memory.ROMFilename, 0); PutMem (buffer, strlen (buffer) + 1); NGCFreezeStruct (); return 0; } /**************************************************************************** * SaveSnapshot ***************************************************************************/ int SaveSnapshot (char * filepath, bool silent) { int offset = 0; // bytes written (actual) int woffset = 0; // bytes written (expected) int imgSize = 0; // image screenshot bytes written int device; if(!FindDevice(filepath, &device)) return 0; // save screenshot - I would prefer to do this from gameScreenTex if(gameScreenTex2 != NULL) { AllocSaveBuffer (); IMGCTX pngContext = PNGU_SelectImageFromBuffer(savebuffer); if (pngContext != NULL) { imgSize = PNGU_EncodeFromGXTexture(pngContext, screenwidth, screenheight, gameScreenTex2, 0); PNGU_ReleaseImageContext(pngContext); } if(imgSize > 0) { char screenpath[1024]; strncpy(screenpath, filepath, 1024); screenpath[strlen(screenpath)-4] = 0; sprintf(screenpath, "%s.png", screenpath); SaveFile(screenpath, imgSize, silent); } FreeSaveBuffer (); } S9xSetSoundMute (TRUE); S9xPrepareSoundForSnapshotSave (FALSE); AllocSaveBuffer (); // copy freeze mem into savebuffer - bufoffset contains # bytes written NGCFreezeMemBuffer (); woffset = bufoffset; S9xPrepareSoundForSnapshotSave (TRUE); S9xSetSoundMute (FALSE); offset = SaveFile(filepath, woffset, silent); FreeSaveBuffer (); if(offset > 0) // save successful! { if(!silent) InfoPrompt("Save successful"); return 1; } return 0; } int SaveSnapshotAuto (bool silent) { char filepath[1024]; if(!MakeFilePath(filepath, FILE_SNAPSHOT, Memory.ROMFilename, 0)) return false; return SaveSnapshot(filepath, silent); } /**************************************************************************** * NGCUnFreezeBlock ***************************************************************************/ int NGCUnFreezeBlock (char *name, uint8 * block, int size) { char buffer[20], *e; int len = 0; int rem = 0; GetMem (buffer, 11); if (strncmp (buffer, name, 3) != 0 || buffer[3] != ':' || buffer[10] != ':' || (len = strtol (&buffer[4], &e, 10)) == 0 || e != buffer + 10) { bufoffset -= 11; // go back to where we started return WRONG_FORMAT; } if (len > size) { rem = len - size; len = size; } ZeroMemory (block, size); GetMem ((char *) block, len); if (rem) { bufoffset += rem; } return SUCCESS; } /**************************************************************************** * LoadSnapshot ***************************************************************************/ int LoadSnapshot (char * filepath, bool silent) { int offset = 0; int result = 0; bufoffset = 0; int device; if(!FindDevice(filepath, &device)) return 0; AllocSaveBuffer(); offset = LoadFile(filepath, silent); if(offset > 0) { if (S9xUnfreezeGame ("AGAME") == SUCCESS) result = 1; else ErrorPrompt("Error thawing"); } else { if(!silent) ErrorPrompt("Freeze file not found"); } FreeSaveBuffer(); return result; } int LoadSnapshotAuto (bool silent) { char filepath[1024]; if(!MakeFilePath(filepath, FILE_SNAPSHOT, Memory.ROMFilename, 0)) return false; return LoadSnapshot(filepath, silent); }