Added SRAM save game functionality

This commit is contained in:
2026-05-15 00:19:45 +01:00
parent c416bea9ac
commit 787e403232
3 changed files with 84 additions and 6 deletions

View File

@@ -23,6 +23,7 @@ namespace Core.Memory
// A flag to handle cartridges that don't use paging (like early 32KB games)
private bool _isCartridgeLoaded = false;
public bool SramUsed { get; private set; } = false;
public void LoadCartridge(byte[] romData)
{
@@ -57,7 +58,7 @@ namespace Core.Memory
if ((_mapperControl & 0x08) != 0)
{
int ramBank = (_mapperControl & 0x04) != 0 ? 1 : 0;
int ramOffset = (ramBank * 0x4000) + (address & 0x3FFF);
int ramOffset = (ramBank * 0x4000) + (address & 0x1FFF);
return _cartridgeRam[ramOffset];
}
@@ -139,8 +140,9 @@ namespace Core.Memory
// Bypass the lock if they are trying to save their game!
if (address >= 0x8000 && (_mapperControl & 0x08) != 0)
{
SramUsed = true;
int ramBank = (_mapperControl & 0x04) != 0 ? 1 : 0;
int ramOffset = (ramBank * 0x4000) + (address & 0x3FFF);
int ramOffset = (ramBank * 0x4000) + (address & 0x1FFF);
_cartridgeRam[ramOffset] = value;
return;
}
@@ -196,11 +198,37 @@ namespace Core.Memory
return _cartridgeRom[absoluteAddress];
}
public void LoadSaveData(string filePath)
{
if (System.IO.File.Exists(filePath))
{
byte[] saveData = System.IO.File.ReadAllBytes(filePath);
Array.Copy(saveData, _cartridgeRam, Math.Min(saveData.Length, _cartridgeRam.Length));
SramUsed = true; // We loaded a save, so it's active!
}
else
{
for (int i = 0; i < _cartridgeRam.Length; i++)
{
_cartridgeRam[i] = 0xFF;
}
SramUsed = false;
}
}
public void SaveSaveData(string filePath)
{
// Only write a file to the hard drive if the game actually used the Save RAM!
if (SramUsed)
{
System.IO.File.WriteAllBytes(filePath, _cartridgeRam);
}
}
public void CleanRAMData()
{
Array.Clear(_workRam, 0, _workRam.Length);
Array.Clear(_cartridgeRam, 0, _cartridgeRam.Length);
_mapperControl = 0;
}
}
}