diff options
author | Aaron Giles <aaron@aarongiles.com> | 2011-02-08 16:55:59 +0000 |
---|---|---|
committer | Aaron Giles <aaron@aarongiles.com> | 2011-02-08 16:55:59 +0000 |
commit | 44e80e9a063a4539cb6b48388acd295ff11f3036 (patch) | |
tree | f4c8f3703afd88fd6fd41c7d6613ab723eb63f21 /src/mame/drivers/fcombat.c | |
parent | 08f236d927beb545449301cab7cc7f0f2b102bb4 (diff) |
Take advantage of the driver_device to clean up state saving for
many drivers. Also move some allocated memory into arrays in the
state structure where appropriate (this is still in progress).
Regex'es used (in src/mame only):
state_save_register_global( *)\(( *)([^,]+), *state->([^ )]+)( *)\)
state->save_item\1\(\2NAME\(state->\4\)\5\)
state_save_register_global_array( *)\(( *)([^,]+), *state->([^ )]+)( *)\)
state->save_item\1\(\2NAME\(state->\4\)\5\)
state_save_register_global_bitmap( *)\(( *)([^,]+), *state->([^ )]+)( *)\)
state->save_item\1\(\2NAME\(*state->\4\)\5\)
state_save_register_global_pointer( *)\(( *)([^,]+), *state->([^,]+),
state->save_pointer\1\(\2NAME\(state->\4\)\5,
Diffstat (limited to 'src/mame/drivers/fcombat.c')
-rw-r--r-- | src/mame/drivers/fcombat.c | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/mame/drivers/fcombat.c b/src/mame/drivers/fcombat.c index d2a797e1edd..287332aa7dd 100644 --- a/src/mame/drivers/fcombat.c +++ b/src/mame/drivers/fcombat.c @@ -271,14 +271,14 @@ static MACHINE_START( fcombat ) state->maincpu = machine->device("maincpu"); - state_save_register_global(machine, state->cocktail_flip); - state_save_register_global(machine, state->char_palette); - state_save_register_global(machine, state->sprite_palette); - state_save_register_global(machine, state->char_bank); - state_save_register_global(machine, state->fcombat_sh); - state_save_register_global(machine, state->fcombat_sv); - state_save_register_global(machine, state->tx); - state_save_register_global(machine, state->ty); + state->save_item(NAME(state->cocktail_flip)); + state->save_item(NAME(state->char_palette)); + state->save_item(NAME(state->sprite_palette)); + state->save_item(NAME(state->char_bank)); + state->save_item(NAME(state->fcombat_sh)); + state->save_item(NAME(state->fcombat_sv)); + state->save_item(NAME(state->tx)); + state->save_item(NAME(state->ty)); } static MACHINE_RESET( fcombat ) |