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alexbevi
GitHub Repository: alexbevi/BizHawk
Path: blob/master/libsnes/bsnes/snes/system/serialization.cpp
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#ifdef SYSTEM_CPP
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serializer System::serialize() {
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serializer s(serialize_size);
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unsigned signature = 0x31545342, version = Info::SerializerVersion, crc32 = cartridge.crc32();
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char description[512], profile[16];
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memset(&description, 0, sizeof description);
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memset(&profile, 0, sizeof profile);
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strmcpy(profile, Info::Profile, sizeof profile);
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s.integer(signature);
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s.integer(version);
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s.integer(crc32);
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s.array(description);
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s.array(profile);
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serialize_all(s);
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return s;
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}
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bool System::unserialize(serializer &s) {
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unsigned signature, version, crc32;
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char description[512], profile[16];
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s.integer(signature);
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s.integer(version);
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s.integer(crc32);
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s.array(description);
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s.array(profile);
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if(signature != 0x31545342) return false;
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if(version != Info::SerializerVersion) return false;
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//if(crc32 != cartridge.crc32()) return false;
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if(strcmp(profile, Info::Profile)) return false;
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power();
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serialize_all(s);
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return true;
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}
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//========
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//internal
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//========
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void System::serialize(serializer &s) {
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s.integer((unsigned&)region);
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s.integer((unsigned&)expansion);
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}
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//zero 01-dec-2012 - these will embed strings in the savestates, so you can debug them more easily. but itll break the savestate format
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//#define DEBUGSAVESTATE(X) s.array(#X)
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#define DEBUGSAVESTATE(X)
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void System::serialize_all(serializer &s) {
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DEBUGSAVESTATE(cart);
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cartridge.serialize(s);
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DEBUGSAVESTATE(system);
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system.serialize(s);
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DEBUGSAVESTATE(random);
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random.serialize(s);
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DEBUGSAVESTATE(cpu);
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cpu.serialize(s);
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DEBUGSAVESTATE(smp);
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smp.serialize(s);
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DEBUGSAVESTATE(ppu);
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ppu.serialize(s);
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DEBUGSAVESTATE(dsp);
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dsp.serialize(s);
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DEBUGSAVESTATE(input);
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input.serialize(s);
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DEBUGSAVESTATE(sufamiturbo);
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if(cartridge.mode() == Cartridge::Mode::SufamiTurbo) sufamiturbo.serialize(s);
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#if defined(GAMEBOY)
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DEBUGSAVESTATE(icd2);
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if(cartridge.mode() == Cartridge::Mode::SuperGameBoy) icd2.serialize(s);
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#endif
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DEBUGSAVESTATE(superfx);
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if(cartridge.has_superfx()) superfx.serialize(s);
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DEBUGSAVESTATE(sa1);
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if(cartridge.has_sa1()) sa1.serialize(s);
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DEBUGSAVESTATE(necdsp);
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if(cartridge.has_necdsp()) necdsp.serialize(s);
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DEBUGSAVESTATE(hitachidsp);
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if(cartridge.has_hitachidsp()) hitachidsp.serialize(s);
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DEBUGSAVESTATE(armdsp);
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if(cartridge.has_armdsp()) armdsp.serialize(s);
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DEBUGSAVESTATE(srtc);
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if(cartridge.has_srtc()) srtc.serialize(s);
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DEBUGSAVESTATE(sdd1);
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if(cartridge.has_sdd1()) sdd1.serialize(s);
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DEBUGSAVESTATE(spc7110);
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if(cartridge.has_spc7110()) spc7110.serialize(s);
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DEBUGSAVESTATE(obc1);
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if(cartridge.has_obc1()) obc1.serialize(s);
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DEBUGSAVESTATE(msu1);
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if(cartridge.has_msu1()) msu1.serialize(s);
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}
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//perform dry-run state save:
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//determines exactly how many bytes are needed to save state for this cartridge,
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//as amount varies per game (eg different RAM sizes, special chips, etc.)
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void System::serialize_init() {
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serializer s;
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unsigned signature = 0, version = 0, crc32 = 0;
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char profile[16], description[512];
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s.integer(signature);
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s.integer(version);
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s.integer(crc32);
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s.array(profile);
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s.array(description);
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serialize_all(s);
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serialize_size = s.size();
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}
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#endif
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