public void StartNewPlayback() { // See StartNewRecording for details as to why this savestate check is here if (!StartsFromSavestate) { Global.Emulator.ClearSaveRam(); } _mode = Moviemode.Play; }
public virtual void StartNewRecording() { _mode = Moviemode.Record; if (Global.Config.EnableBackupMovies && MakeBackup && _log.Any()) { SaveBackup(); MakeBackup = false; } _log.Clear(); }
public void StartNewRecording() { _mode = Moviemode.Record; if (Global.Config.EnableBackupMovies && _makeBackup && _log.Any()) { SaveBackup(); _makeBackup = false; } _log.Clear(); }
public virtual void StartNewRecording() { Mode = Moviemode.Record; if (Global.Config.EnableBackupMovies && MakeBackup && Log.Any()) { SaveBackup(); MakeBackup = false; } Log.Clear(); }
public void Stop(bool saveChanges = true) { if (saveChanges) { if (_mode == Moviemode.Record || _changes) { Save(); } } _changes = false; _mode = Moviemode.Inactive; }
public void Stop(bool saveChanges = true) { if (saveChanges) { if (_mode == Moviemode.Record || Changes) { Save(); } } Changes = false; _mode = Moviemode.Inactive; }
public virtual bool Stop(bool saveChanges = true) { bool saved = false; if (saveChanges) { if (_mode == Moviemode.Record || (IsActive && Changes)) { Save(); saved = true; } } Changes = false; _mode = Moviemode.Inactive; return saved; }
public bool Stop(bool saveChanges = true) { bool saved = false; if (saveChanges) { if (_mode == Moviemode.Record || _changes) { Save(); saved = true; } } _changes = false; _mode = Moviemode.Inactive; return saved; }
public virtual bool Stop(bool saveChanges = true) { bool saved = false; if (saveChanges) { if (_mode == Moviemode.Record || (IsActive && Changes)) { Save(); saved = true; } } Changes = false; _mode = Moviemode.Inactive; return(saved); }
public bool Stop(bool saveChanges = true) { bool saved = false; if (saveChanges) { if (_mode == Moviemode.Record || _changes) { Save(); saved = true; } } _changes = false; _mode = Moviemode.Inactive; return(saved); }
public void StartNewRecording() { // adelikat: ClearSaveRam shouldn't be here at all most likely, especially considering this is an implementation detail // If Starting a new recording requires clearing sram it shoudl be done at a higher layer and not rely on all IMovies doing this // Haven't removed it yet because I coudln't guarantee that power-on movies coudl live without it // And the immediate fire is that Savestate movies are breaking if (!StartsFromSavestate) { Global.Emulator.ClearSaveRam(); } _mode = Moviemode.Record; if (Global.Config.EnableBackupMovies && _makeBackup && _log.Any()) { SaveBackup(); _makeBackup = false; } _log.Clear(); }
public void FinishedMode() { _mode = Moviemode.Finished; }
public void SwitchToPlay() { _mode = Moviemode.Play; Save(); }
public virtual void StartNewPlayback() { Mode = Moviemode.Play; }
public void StartNewPlayback() { _mode = Moviemode.Play; }
public void SwitchToRecord() { _mode = Moviemode.Record; }
public virtual void StartNewPlayback() { _mode = Moviemode.Play; }
public virtual void SwitchToRecord() { Mode = Moviemode.Record; }
public virtual void SwitchToPlay() { _mode = Moviemode.Play; }