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Merge pull request networkfusion#4 from AriaHiro64/moparisthebest-master
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fixed weird leftovers from merge
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ariahiro64 authored Sep 28, 2021
2 parents a3dd8d4 + 7c3a32b commit e2650f1
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6 changes: 1 addition & 5 deletions Makefile
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Expand Up @@ -19,19 +19,15 @@ OBJDIR = ./obj
BINDIR = ./bin
TOOLSDIR = ./tools

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LINK_FLAGS = -O1 -L$(ROOTDIR)/lib -L$(ROOTDIR)/mips64-elf/lib -ldragon -lmad -lmikmod -lyaml -lc -lm -ldragonsys -lnosys $(LIBS) -Tn64ld.x
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LINK_FLAGS = -O1 -L$(ROOTDIR)/lib -L$(ROOTDIR)/mips64-elf/lib -ldragon -lmad -lyaml -lc -lm -ldragonsys -lnosys $(LIBS) -Tn64ld.x
>>>>>>> 3733e676f9e52632f1015a86a8e422e54fc18f22
PROG_NAME = OS64P
CFLAGS = -std=gnu99 -march=vr4300 -mtune=vr4300 -O1 -I$(INCDIR) -I$(ROOTDIR)/include -I$(ROOTDIR)/mips64-elf/include -lpthread -lrt -D_REENTRANT -DUSE_TRUETYPE $(SET_DEBUG)
ASFLAGS = -mtune=vr4300 -march=vr4300
CC = $(GCCN64PREFIX)gcc
AS = $(GCCN64PREFIX)as
LD = $(GCCN64PREFIX)ld
OBJCOPY = $(GCCN64PREFIX)objcopy

SOURCES := $(wildcard $(SRCDIR)/*.c)
OBJECTS = $(SOURCES:$(SRCDIR)/%.c=$(OBJDIR)/%.o)

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5 changes: 0 additions & 5 deletions README.md
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Expand Up @@ -6,16 +6,11 @@ Alternative Everdrive64 menu
originally written by saturnu, and released on the
[Everdrive64 forum](http://krikzz.com/forum/index.php?topic=816.0).

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## Building

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.

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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## Reason for this fork

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.

## Building

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5 changes: 0 additions & 5 deletions src/main.c
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Expand Up @@ -1624,11 +1624,6 @@ int backupSaveData(display_context_t disp)
int saveTypeFromSd(display_context_t disp, char *rom_name, int stype)
{
TRACE(disp, rom_filename);
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>>>>>>> 3733e676f9e52632f1015a86a8e422e54fc18f22
const char* save_type_extension = saveTypeToExtension(stype, ext_type);
TCHAR fname[256] = {0};
int save_count = 0; //TODO: once this crosses 9999 bad infinite-loop type things happen, look into that one day
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3 changes: 0 additions & 3 deletions src/menu_about.c
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Expand Up @@ -27,9 +27,6 @@ void menu_about(display_context_t disp)
printText("ChillyWilly", 9, -1, disp);
printText("ShaunTaylor", 9, -1, disp);
printText("Conle", 9, -1, disp);
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printText("Aria Hiro 64", 9, -1, disp);
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>>>>>>> 3733e676f9e52632f1015a86a8e422e54fc18f22
printText("moparisthebest", 9, -1, disp);
} //TODO: make scrolling text, should include libraries used.

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