#include "gba-serialize.h" #include "gba-io.h" #include "memory.h" #include #include #include #include #include const uint32_t GBA_SAVESTATE_MAGIC = 0x01000000; void GBASerialize(struct GBA* gba, struct GBASerializedState* state) { state->versionMagic = GBA_SAVESTATE_MAGIC; memcpy(state->cpu.gprs, gba->cpu.gprs, sizeof(state->cpu.gprs)); state->cpu.cpsr = gba->cpu.cpsr; state->cpu.spsr = gba->cpu.spsr; state->cpu.cycles = gba->cpu.cycles; state->cpu.nextEvent = gba->cpu.nextEvent; memcpy(state->cpu.bankedRegisters, gba->cpu.bankedRegisters, 6 * 7 * sizeof(int32_t)); memcpy(state->cpu.bankedSPSRs, gba->cpu.bankedSPSRs, 6 * sizeof(int32_t)); GBAMemorySerialize(&gba->memory, state); GBAIOSerialize(gba, state); GBAVideoSerialize(&gba->video, state); } void GBADeserialize(struct GBA* gba, struct GBASerializedState* state) { memcpy(gba->cpu.gprs, state->cpu.gprs, sizeof(gba->cpu.gprs)); gba->cpu.cpsr = state->cpu.cpsr; gba->cpu.spsr = state->cpu.spsr; gba->cpu.cycles = state->cpu.cycles; gba->cpu.nextEvent = state->cpu.nextEvent; memcpy(gba->cpu.bankedRegisters, state->cpu.bankedRegisters, 6 * 7 * sizeof(int32_t)); memcpy(gba->cpu.bankedSPSRs, state->cpu.bankedSPSRs, 6 * sizeof(int32_t)); gba->cpu.executionMode = gba->cpu.cpsr.t ? MODE_THUMB : MODE_ARM; ARMSetPrivilegeMode(&gba->cpu, gba->cpu.cpsr.priv); gba->cpu.memory->setActiveRegion(gba->cpu.memory, gba->cpu.gprs[ARM_PC]); GBAMemoryDeserialize(&gba->memory, state); GBAIODeserialize(gba, state); GBAVideoDeserialize(&gba->video, state); } static int _getStateFd(struct GBA* gba, int slot) { char path[PATH_MAX]; path[PATH_MAX - 1] = '\0'; snprintf(path, PATH_MAX - 1, "%s.ss%d", gba->activeFile, slot); int fd = open(path, O_CREAT | O_RDWR, 0777); if (fd >= 0) { ftruncate(fd, sizeof(struct GBASerializedState)); } return fd; } int GBASaveState(struct GBA* gba, int slot) { int fd = _getStateFd(gba, slot); if (fd < 0) { return 0; } struct GBASerializedState* state = GBAMapState(fd); GBASerialize(gba, state); GBADeallocateState(state); close(fd); return 1; } int GBALoadState(struct GBA* gba, int slot) { int fd = _getStateFd(gba, slot); if (fd < 0) { return 0; } struct GBASerializedState* state = GBAMapState(fd); GBADeserialize(gba, state); GBADeallocateState(state); close(fd); return 1; } struct GBASerializedState* GBAMapState(int fd) { return fileMemoryMap(fd, sizeof(struct GBASerializedState), MEMORY_WRITE); } struct GBASerializedState* GBAAloocateState(void) { return anonymousMemoryMap(sizeof(struct GBASerializedState)); } void GBADeallocateState(struct GBASerializedState* state) { mappedMemoryFree(state, sizeof(struct GBASerializedState)); }