view multi_game.c @ 1971:80920c21bb52

Add an event log soft flush and call it twice per frame in between hard flushes to netplay latency when there are insufficient hardware updates to flush packets in the middle of a frame
author Michael Pavone <pavone@retrodev.com>
date Fri, 08 May 2020 11:40:30 -0700
parents adb62000d296
children
line wrap: on
line source

#include "genesis.h"

void *write_multi_game_b(uint32_t address, void *vcontext, uint8_t value)
{
	m68k_context *context = vcontext;
	genesis_context *gen = context->system;
	gen->bank_regs[0] = address;
	uint32_t base = (address & 0x3F) << 16, start = 0, end = 0x400000;
	//find the memmap chunk, so we can properly mask the base value
	for (int i = 0; i < context->options->gen.memmap_chunks; i++)
	{
		if (context->options->gen.memmap[i].flags & MMAP_PTR_IDX) {
			base &= context->options->gen.memmap[i].mask;
			start = context->options->gen.memmap[i].start;
			end = context->options->gen.memmap[i].end;
			break;
		}
	}
	context->mem_pointers[gen->mapper_start_index] = gen->cart + base/2;
	m68k_invalidate_code_range(context, start, end);
	return vcontext;
}

void *write_multi_game_w(uint32_t address, void *context, uint16_t value)
{
	return write_multi_game_b(address, context, value);
}

void multi_game_serialize(genesis_context *gen, serialize_buffer *buf)
{
	save_int8(buf, gen->bank_regs[0]);
}

void multi_game_deserialize(deserialize_buffer *buf, genesis_context *gen)
{
	write_multi_game_b(load_int8(buf), gen->m68k, 0);
}