main multi_game.c
 1#include "genesis.h"
 2
 3void *write_multi_game_b(uint32_t address, void *vcontext, uint8_t value)
 4{
 5	m68k_context *context = vcontext;
 6	genesis_context *gen = context->system;
 7	gen->bank_regs[0] = address;
 8	uint32_t base = (address & 0x3F) << 16, start = 0, end = 0x400000;
 9	//find the memmap chunk, so we can properly mask the base value
10	for (int i = 0; i < context->options->gen.memmap_chunks; i++)
11	{
12		if (context->options->gen.memmap[i].flags & MMAP_PTR_IDX) {
13			base &= context->options->gen.memmap[i].mask;
14			start = context->options->gen.memmap[i].start;
15			end = context->options->gen.memmap[i].end;
16			break;
17		}
18	}
19	context->mem_pointers[gen->mapper_start_index] = gen->cart + base/2;
20	m68k_invalidate_code_range(context, start, end);
21	return vcontext;
22}
23
24void *write_multi_game_w(uint32_t address, void *context, uint16_t value)
25{
26	return write_multi_game_b(address, context, value);
27}
28
29void multi_game_serialize(genesis_context *gen, serialize_buffer *buf)
30{
31	save_int8(buf, gen->bank_regs[0]);
32}
33
34void multi_game_deserialize(deserialize_buffer *buf, genesis_context *gen)
35{
36	write_multi_game_b(load_int8(buf), gen->m68k, 0);
37}