Example #1
0
bool FCEU_isFileInArchive(const char *path)
{
	bool isarchive = false;
	FCEUFILE* fp = FCEU_fopen(path,0,"rb",0,0);
	if(fp) {
		isarchive = fp->isArchive();
		delete fp;
	}
	return isarchive;
}
Example #2
0
//begin playing an existing movie
bool FCEUI_LoadMovie(const char *fname, bool _read_only, int _pauseframe)
{
	if(!FCEU_IsValidUI(FCEUI_PLAYMOVIE))
		return true;	//adelikat: file did not fail to load, so let's return true here, just do nothing

	assert(fname);

	//mbg 6/10/08 - we used to call StopMovie here, but that cleared curMovieFilename and gave us crashes...
	if(movieMode == MOVIEMODE_PLAY || movieMode == MOVIEMODE_FINISHED)
		StopPlayback();
	else if(movieMode == MOVIEMODE_RECORD)
		StopRecording();
	//--------------

	currMovieData = MovieData();

	strcpy(curMovieFilename, fname);
	FCEUFILE *fp = FCEU_fopen(fname,0,"rb",0);
	if (!fp) return false;
	if(fp->isArchive() && !_read_only) {
		FCEU_PrintError("Cannot open a movie in read+write from an archive.");
		return true;	//adelikat: file did not fail to load, so return true (false is only for file not exist/unable to open errors
	}

#if defined(WIN32) && !defined(DINGUX)
	//Fix relative path if necessary and then add to the recent movie menu
	extern std::string BaseDirectory;

	string name = fname;
	if (IsRelativePath(fname))
	{
		name = ConvertRelativePath(name);
	}
	AddRecentMovieFile(name.c_str());
#endif

	LoadFM2(currMovieData, fp->stream, fp->size, false);
	LoadSubtitles(currMovieData);
	delete fp;

	freshMovie = true;	//Movie has been loaded, so it must be unaltered
	if (bindSavestate) AutoSS = false;	//If bind savestate to movie is true, then their isn't a valid auto-save to load, so flag it
	//fully reload the game to reinitialize everything before playing any movie
	poweron(true);

	if(currMovieData.savestate.size())
	{
		//WE NEED TO LOAD A SAVESTATE
		movieFromPoweron = false;
		bool success = MovieData::loadSavestateFrom(&currMovieData.savestate);
		if(!success) return true;	//adelikat: I guess return true here?  False is only for a bad movie filename, if it got this far the file was good?
	} else {
		movieFromPoweron = true;
	}

	//if there is no savestate, we won't have this crucial piece of information at the start of the movie.
	//so, we have to include it with the movie
	if(currMovieData.palFlag)
		FCEUI_SetVidSystem(1);
	else
		FCEUI_SetVidSystem(0);

	//force the input configuration stored in the movie to apply
	//FCEUD_SetInput(currMovieData.fourscore, currMovieData.microphone, (ESI)currMovieData.ports[0], (ESI)currMovieData.ports[1], (ESIFC)currMovieData.ports[2]);

	//stuff that should only happen when we're ready to positively commit to the replay
	currFrameCounter = 0;
	pauseframe = _pauseframe;
	movie_readonly = _read_only;
	movieMode = MOVIEMODE_PLAY;

	if(movie_readonly)
		FCEU_DispMessage("Replay started Read-Only.",0);
	else
		FCEU_DispMessage("Replay started Read+Write.",0);

#if defined(WIN32) && !defined(DINGUX)
	SetMainWindowText();
#endif

	#ifdef CREATE_AVI
	if(LoggingEnabled)
	{
	    FCEU_DispMessage("Video recording enabled.\n",0);
	    LoggingEnabled = 2;
	}
	#endif

	return true;
}