diff --git a/include/zelda_render.h b/include/zelda_render.h index 2d909e4..91820b2 100644 --- a/include/zelda_render.h +++ b/include/zelda_render.h @@ -29,7 +29,6 @@ namespace zelda64 { void shutdown() override; uint32_t get_display_framerate() const override; float get_resolution_scale() const override; - void load_shader_cache(std::span cache_binary) override; protected: std::unique_ptr app; diff --git a/lib/N64ModernRuntime b/lib/N64ModernRuntime index 3e39c2e..d5c81d0 160000 --- a/lib/N64ModernRuntime +++ b/lib/N64ModernRuntime @@ -1 +1 @@ -Subproject commit 3e39c2ec34340e245a5b7e353560b5a793b9990b +Subproject commit d5c81d0a6bf2e5f36747a095a7a060d7623bbf58 diff --git a/lib/rt64 b/lib/rt64 index 88c618c..c7e270c 160000 --- a/lib/rt64 +++ b/lib/rt64 @@ -1 +1 @@ -Subproject commit 88c618c1f8d8089f94e78537e49e0d77798fc0be +Subproject commit c7e270cf1588b7bbf73913d542ca5d40ee2728a2 diff --git a/src/main/main.cpp b/src/main/main.cpp index cbeb63a..bf13a28 100644 --- a/src/main/main.cpp +++ b/src/main/main.cpp @@ -331,6 +331,7 @@ std::vector supported_games = { .internal_name = "ZELDA MAJORA'S MASK", .game_id = u8"mm.n64.us.1.0", .mod_game_id = "mm", + .save_type = recomp::SaveType::Flashram, .is_enabled = true, .entrypoint_address = get_entrypoint_address(), .entrypoint = recomp_entrypoint, @@ -679,7 +680,6 @@ int main(int argc, char** argv) { printf("\n"); recomp::start( - 64 * 1024 * 1024, // 64MB to have plenty of room for loading mods project_version, {}, rsp_callbacks, diff --git a/src/main/rt64_render_context.cpp b/src/main/rt64_render_context.cpp index 8d5c735..e800d99 100644 --- a/src/main/rt64_render_context.cpp +++ b/src/main/rt64_render_context.cpp @@ -397,16 +397,6 @@ float zelda64::renderer::RT64Context::get_resolution_scale() const { } } -void zelda64::renderer::RT64Context::load_shader_cache(std::span cache_binary) { - // TODO figure out how to avoid a copy here. - std::istringstream cache_stream{std::string{cache_binary.data(), cache_binary.size()}}; - - if (!app->rasterShaderCache->loadOfflineList(cache_stream)) { - printf("Failed to preload shader cache!\n"); - assert(false); - } -} - RT64::UserConfiguration::Antialiasing zelda64::renderer::RT64MaxMSAA() { return device_max_msaa; }