fixed disappearing in-game save data
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2 changed files with 19 additions and 0 deletions
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@ -3019,6 +3019,7 @@ void Menu_quit(void) {
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SDL_FreeSurface(menu.overlay);
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}
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void Menu_beforeSleep(void) {
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SRAM_write();
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State_autosave();
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putFile(AUTO_RESUME_PATH, game.path + strlen(SDCARD_PATH));
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POW_setCPUSpeed(CPU_SPEED_MENU);
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@ -3836,6 +3837,7 @@ static void Menu_loop(void) {
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screen = GFX_resize(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_PITCH);
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}
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SRAM_write();
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POW_warn(0);
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POW_setCPUSpeed(CPU_SPEED_MENU); // set Hz directly
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GFX_setVsync(VSYNC_STRICT);
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17
todo.txt
17
todo.txt
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@ -5,14 +5,20 @@
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Please see the README.txt in the zip file for installation and update instructions.
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**Base**
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- fixed mistaking bare tag name folders as empty
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- removed incomplete hdmi support (won't support codepaths I won't use, ergonomics are all wrong)
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- restored low battery overlay
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- fixed disappearing in-game save data that may occur after quicksave/auto-resume
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**Extras**
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-
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-------------------------------
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review the original Union for workflows
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for building multiple platforms
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from a single make call
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bugs
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-
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@ -106,3 +112,14 @@ keymon
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jack
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instead of manually polling once a second use poll()?
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tired ramblings
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why did I include the extension in save names?
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the rare case where one core/TAG emulate multiple platforms with games of the same name but different extension
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eg. picodrive
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Sonic The Hedgehog (USA, Europe).md
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Sonic The Hedgehog (USA, Europe).sms
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the rare case you have two versions of the same game with different extensions?
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eg. ffiii.fig / ffiii.sfc / ffiii.smc
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concerns about removing too much of a filename when stripping the extension and creating collisions that way?
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or was it just easier to not have to remove the extension when building paths
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I mean yes but taken in aggregate I think the above issues justify the decision
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