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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
commit44e80e9a063a4539cb6b48388acd295ff11f3036 (patch)
treef4c8f3703afd88fd6fd41c7d6613ab723eb63f21 /src/mame/drivers/fcombat.c
parent08f236d927beb545449301cab7cc7f0f2b102bb4 (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.c16
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 )