v. 1.42n
Moderator: ZSNES Mods
-
- Devil's Advocate
- Posts: 2293
- Joined: Mon Aug 02, 2004 7:51 pm
- Location: Hmo. Son.
It depends the version of the emulator you are using, if you are using a really old version, chances are savestates won't work.
.srm files are compatible with all versions, they are even compatible with other emulators.
.srm files are compatible with all versions, they are even compatible with other emulators.
Last edited by Joe Camacho on Mon May 29, 2006 10:50 pm, edited 1 time in total.
*Sometimes I edit my posts just to correct mistakes.
-
- Locksmith of Hyrule
- Posts: 3634
- Joined: Sun Aug 08, 2004 7:49 am
- Location: 255.255.255.255
- Contact:
iirc it was the savestate code that changed sometime last year, so that's where those problems come from.
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.
Welcome to the dangers of using unstable ZSNES versions.Firon wrote:It seems like it was changed again recently, because savestates I made a week ago or so just crash the latest SVN revision.
Can't really see anything in the log that would indicate changing of savestates, though... Unless the last 3 changes in zstate.c caused it unintentionally.
-
- Seen it all
- Posts: 2302
- Joined: Mon Jan 03, 2005 5:04 pm
- Location: Germany
- Contact:
You don't even have to change the savestate format much to break things... the timing of the emulator is also important.
vSNES | Delphi 10 BPLs
bsnes launcher with recent files list
bsnes launcher with recent files list
-
- ZSNES Shake Shake Prinny
- Posts: 5632
- Joined: Wed Jul 28, 2004 4:15 pm
- Location: PAL50, dood !
Using PSR-based save states could prevent immediate crashes (usually caused by an offset mismatch) but wouldn't be very useful against timing differences - even if the old timing-critical vars were stored in.
Cope with it, use SRAMs.
Also remember that any game without SRAM/passwords can be cleared under 3 hours - hell, even most of SRAM-using games can be cleared under 3 hours... with some skills.
Cope with it, use SRAMs.
Also remember that any game without SRAM/passwords can be cleared under 3 hours - hell, even most of SRAM-using games can be cleared under 3 hours... with some skills.
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
-
- Locksmith of Hyrule
- Posts: 3634
- Joined: Sun Aug 08, 2004 7:49 am
- Location: 255.255.255.255
- Contact:
in the case of Zelda III, moar like 3 minutesgrinvader wrote:hell, even most of SRAM-using games can be cleared under 3 hours... with some skills.

<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.
-
- ZSNES Shake Shake Prinny
- Posts: 5632
- Joined: Wed Jul 28, 2004 4:15 pm
- Location: PAL50, dood !
There's no way to know if the state will load right or not. Why prevent it altogether, when you have a tiny chance of success ?
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
-
- ZSNES Developer
- Posts: 6747
- Joined: Tue Dec 28, 2004 6:47 am
Firon, if you saw that code that used before PSR, it would make maintaining ZSNES seem like shooting yourself in foot. Right now it is better to make things more flexible in the future by removing the old and adding in the new... at least with the future code that it won't crash horribly like this.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
I assumed it was possible to know if it would crash or not and prevent the load/crash, but I guess I assumed wrong! Nevermind me!
And Deathlike2, there isn't any PSR for savestates right now, it's just something grinvader mentioned to help reduce the crashes when loading savestates from older builds.
As far as changing the code to make it more flexible, it's something I've seen for quite a long time in the changelogs now, and I'd say it's a good thing. It apparently used to be a living hell just to add another item to the options, from what I remember.
All these changes (especially the ones to make it more accurate) are for the better, even if they break stuff.
And Deathlike2, there isn't any PSR for savestates right now, it's just something grinvader mentioned to help reduce the crashes when loading savestates from older builds.
As far as changing the code to make it more flexible, it's something I've seen for quite a long time in the changelogs now, and I'd say it's a good thing. It apparently used to be a living hell just to add another item to the options, from what I remember.

All these changes (especially the ones to make it more accurate) are for the better, even if they break stuff.
-
- ZSNES Developer
- Posts: 6747
- Joined: Tue Dec 28, 2004 6:47 am
PSR will be used for savestates.. it's a matter of converting the current format to PSR..Firon wrote:And Deathlike2, there isn't any PSR for savestates right now, it's just something grinvader mentioned to help reduce the crashes when loading savestates from older builds.
As far as changing the code to make it more flexible, it's something I've seen for quite a long time in the changelogs now, and I'd say it's a good thing. It apparently used to be a living hell just to add another item to the options, from what I remember.![]()
All these changes (especially the ones to make it more accurate) are for the better, even if they break stuff.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...