public void LoadRom(string path) { #if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_STANDALONE_LINUX // If the file doesn't exist the application gets stuck in a loop. if (!File.Exists(path)) { Debug.LogError(path + " not found."); return; } #endif Display.material.color = Color.white; wrapper = new LibretroWrapper.Wrapper(CoreName); wrapper.Init(); wrapper.LoadGame(path); }
public void LoadRom(string path) { #if !UNITY_ANDROID || UNITY_EDITOR // Doesn't work on Android because you can't do File.Exists in StreamingAssets folder. // Should figure out a different way to perform check later. // If the file doesn't exist the application gets stuck in a loop. if (!File.Exists(path)) { Debug.LogError(path + " not found."); return; } #endif Display.material.color = Color.white; wrapper = new LibretroWrapper.Wrapper(Application.streamingAssetsPath + "/" + CoreName); wrapper.Init(); wrapper.LoadGame(path); }
public void LoadRom(string romPath, string corePath = "") { if (gameLoaded) { unloadROM(); } RAMPath = romPath.Substring(0, romPath.LastIndexOf('.')); STATEPath = RAMPath + ".state"; RAMPath += ".srm"; STATEPath = STATEPath.Insert(STATEPath.LastIndexOf("/"), "/SaveStates"); RAMPath = RAMPath.Insert(RAMPath.LastIndexOf("/"), "/RAMSaves"); #if !UNITY_ANDROID || UNITY_EDITOR // Doesn't work on Android because you can't do File.Exists in StreamingAssets folder. // Should figure out a different way to perform check later. // If the file doesn't exist the application gets stuck in a loop. if (!File.Exists(romPath)) { Debug.LogError(romPath + " not found."); return; } #endif Display.material.color = Color.white; if (corePath == "") { wrapper = new LibretroWrapper.Wrapper(Application.streamingAssetsPath + "/" + CoreName); } else { wrapper = new LibretroWrapper.Wrapper(corePath); } wrapper.Init(); bool returned = wrapper.LoadGame(romPath); if (RAMPath != null) { wrapper.LoadRAM(RAMPath); } gameLoaded = returned; }