Ugly hack to make mid-render $2004 reads *slightly* resemble what the real hardware gives
1. Send a HARD reset to the NSF mapper when loading
2. Send CONFIG_WINDOW,TRUE to the config proc to open the window
3. Update version to 0.950
Update game genie menu checkbox when loading state
Disable game genie when loading state; if the state uses it, it'll turn back on.
Also disallow states with a blank type
Whoops
Don't save states while playing a movie, only when reviewing
If the CPU wraps from $FFFF to $0000 while reading an instruction, it can crash the program. This is a Bad Thing.
Update mapper interface to v3.5, remove SaveSRAM/LoadSRAM (and put them in the emu where they belong)
Keep track of movie record position in a variable rather than relying on the file handle
Remove FMV support, add frame size to movie data
Update PPU to use its own buffer for storing frame data, allowing it to be converted to the desired RGB format all at once
Add new variable, MovieFrameLen, so we can keep track of how big each frame is
When loading a savestate during a movie recording session, display the frame number
Display frame counter when paused, or when saving/loading state
...and change $4017's initial value to $40 yet AGAIN
Fix nasty bug
Fix debugger nametable/pattern table displays
Proper fix for 15-bit color
Add framework for saving FDS disk changes
Add FDS disk data saving