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#include "genesis.h"
void *write_multi_game_b(uint32_t address, void *vcontext, uint8_t value)
{
m68k_context *context = vcontext;
genesis_context *gen = context->system;
gen->bank_regs[0] = address;
uint32_t base = (address & 0x3F) << 16, start = 0, end = 0x400000;
//find the memmap chunk, so we can properly mask the base value
for (int i = 0; i < context->options->gen.memmap_chunks; i++)
{
if (context->options->gen.memmap[i].flags & MMAP_PTR_IDX) {
base &= context->options->gen.memmap[i].mask;
start = context->options->gen.memmap[i].start;
end = context->options->gen.memmap[i].end;
break;
}
}
context->mem_pointers[gen->mapper_start_index] = gen->cart + base/2;
m68k_invalidate_code_range(context, start, end);
return vcontext;
}
void *write_multi_game_w(uint32_t address, void *context, uint16_t value)
{
return write_multi_game_b(address, context, value);
}
void multi_game_serialize(genesis_context *gen, serialize_buffer *buf)
{
save_int8(buf, gen->bank_regs[0]);
}
void multi_game_deserialize(deserialize_buffer *buf, genesis_context *gen)
{
write_multi_game_b(load_int8(buf), gen->m68k, 0);
}
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