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authorskidau <skidau@gmail.com>2011-02-15 09:07:55 +0000
committerskidau <skidau@gmail.com>2011-02-15 09:07:55 +0000
commitfb4c82fb48b756b348140993c36d3177a869aa52 (patch)
treeb29d5a74a30174662c975d4859056d8f1c6d1e54 /Source/Core/VideoCommon
parentcf212518021a82ca50aa39fb428a9327066a235c (diff)
Added the feature to allow creating a TAS movie from a save state. To activate this function, start the game and use the "Start recording" command. A save state will be created at that point in time and the emulator will start recording. This results in two files, a .dtm containing the movie and a .dtm.sav which is the save state.
Changes: * Allow events to be scheduled when the emulator is not running. This allows the save state event to be added before the emulator starts. * Removed the Audio back-end init flag from the save state. This value should not be saved as it is not data relevant to guest machine. * Allow a recording to be started at any time (apart from when a recording is already being made). * Updated the status bar and title bar when an on-screen message is shown * Removed the saving of PEToken from the save state as the FIFO will save this information * Added a couple Pixel Engine interrupt states to the save state * Added the copyright notice to the GCPadStatus.h file. This function is preliminary. Let us know of any bugs you find or any UI quirks. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7175 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon')
-rw-r--r--Source/Core/VideoCommon/Src/PixelEngine.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/Src/PixelEngine.cpp b/Source/Core/VideoCommon/Src/PixelEngine.cpp
index 9aff12a780..b7b95df8dd 100644
--- a/Source/Core/VideoCommon/Src/PixelEngine.cpp
+++ b/Source/Core/VideoCommon/Src/PixelEngine.cpp
@@ -135,10 +135,11 @@ void DoState(PointerWrap &p)
p.Do(m_AlphaModeConf);
p.Do(m_AlphaRead);
p.Do(m_Control);
- p.Do(CommandProcessor::fifo.PEToken);
p.Do(g_bSignalTokenInterrupt);
p.Do(g_bSignalFinishInterrupt);
+ p.Do(interruptSetToken);
+ p.Do(interruptSetFinish);
p.Do(bbox);
p.Do(bbox_active);