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https://github.com/parasyte/alt64
synced 2025-02-28 09:21:46 -05:00
Merge pull request #4 from AriaHiro64/moparisthebest-master
fixed weird leftovers from merge
This commit is contained in:
commit
e2650f1715
6
Makefile
6
Makefile
@ -19,11 +19,7 @@ OBJDIR = ./obj
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BINDIR = ./bin
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TOOLSDIR = ./tools
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<<<<<<< HEAD
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LINK_FLAGS = -O1 -L$(ROOTDIR)/lib -L$(ROOTDIR)/mips64-elf/lib -ldragon -lmad -lmikmod -lyaml -lc -lm -ldragonsys -lnosys $(LIBS) -Tn64ld.x
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=======
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LINK_FLAGS = -O1 -L$(ROOTDIR)/lib -L$(ROOTDIR)/mips64-elf/lib -ldragon -lmad -lyaml -lc -lm -ldragonsys -lnosys $(LIBS) -Tn64ld.x
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>>>>>>> 3733e676f9e52632f1015a86a8e422e54fc18f22
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PROG_NAME = OS64P
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CFLAGS = -std=gnu99 -march=vr4300 -mtune=vr4300 -O1 -I$(INCDIR) -I$(ROOTDIR)/include -I$(ROOTDIR)/mips64-elf/include -lpthread -lrt -D_REENTRANT -DUSE_TRUETYPE $(SET_DEBUG)
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ASFLAGS = -mtune=vr4300 -march=vr4300
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@ -31,7 +27,7 @@ CC = $(GCCN64PREFIX)gcc
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AS = $(GCCN64PREFIX)as
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LD = $(GCCN64PREFIX)ld
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OBJCOPY = $(GCCN64PREFIX)objcopy
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SOURCES := $(wildcard $(SRCDIR)/*.c)
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OBJECTS = $(SOURCES:$(SRCDIR)/%.c=$(OBJDIR)/%.o)
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@ -6,16 +6,11 @@ Alternative Everdrive64 menu
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originally written by saturnu, and released on the
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[Everdrive64 forum](http://krikzz.com/forum/index.php?topic=816.0).
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<<<<<<< HEAD
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## Building
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If you want to build the menu, you need an n64 toolchain. This is terrible to build, moparisthebest ended up creating a Dockerfile in the docker folder, instructions included in it.
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Or if you trust him, you can use the one he built and pushed to docker hub, [moparisthebest/altra64-dev](https://hub.docker.com/r/moparisthebest/altra64-dev)
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=======
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## Reason for this fork
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The original version overwrote 1 save file per game on system reset, but if you (or your kids...) accidentally turn it off, or hit reset twice, you just lost your entire game progress forever. I have modified the saving/loading to *never* overwrite a save file, and instead save `gamename.0000.SRM`, then `gamename.0001.SRM` next and so on, up to `gamename.9999.SRM`, so that absolute worst case if you mess up you only lose 1 gaming session's save. If need be you can put the SD card into a computer and delete the latest faulty save. Upon starting a game it'll always load the highest numbered save.
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## Building
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@ -1624,11 +1624,6 @@ int backupSaveData(display_context_t disp)
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int saveTypeFromSd(display_context_t disp, char *rom_name, int stype)
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{
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TRACE(disp, rom_filename);
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<<<<<<< HEAD
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=======
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>>>>>>> 3733e676f9e52632f1015a86a8e422e54fc18f22
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const char* save_type_extension = saveTypeToExtension(stype, ext_type);
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TCHAR fname[256] = {0};
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int save_count = 0; //TODO: once this crosses 9999 bad infinite-loop type things happen, look into that one day
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@ -27,9 +27,6 @@ void menu_about(display_context_t disp)
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printText("ChillyWilly", 9, -1, disp);
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printText("ShaunTaylor", 9, -1, disp);
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printText("Conle", 9, -1, disp);
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<<<<<<< HEAD
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printText("Aria Hiro 64", 9, -1, disp);
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=======
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>>>>>>> 3733e676f9e52632f1015a86a8e422e54fc18f22
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printText("moparisthebest", 9, -1, disp);
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} //TODO: make scrolling text, should include libraries used.
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