Problem with saved state in Super Mario World [E]
Moderator: ZSNES Mods
Problem with saved state in Super Mario World [E]
Hi all, :wink:
I encountered a problem this evening with super mario world (E).
I've done something wrong :
I unfortunately saved my game under Zsnes on the only saved state I had for this game just after the credits and the "the end" screen where Luigi Mario and Peach figure out happy together.
It's pretty cool, but now whenever I reload the saved state, it always appears at this screen, and you know... even when you press "start" at the end of the game, nothing happens....
I'd like to continue playing with this state. Does anyone get an idea please ?
I can even try to "open" the *.zst" saved file with an hex editor or something else, but I really don't know how to make that... :oops:
Thank's a lot !
(and sorry for my bad english )
I encountered a problem this evening with super mario world (E).
I've done something wrong :
I unfortunately saved my game under Zsnes on the only saved state I had for this game just after the credits and the "the end" screen where Luigi Mario and Peach figure out happy together.
It's pretty cool, but now whenever I reload the saved state, it always appears at this screen, and you know... even when you press "start" at the end of the game, nothing happens....
I'd like to continue playing with this state. Does anyone get an idea please ?
I can even try to "open" the *.zst" saved file with an hex editor or something else, but I really don't know how to make that... :oops:
Thank's a lot !
(and sorry for my bad english )
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- ZSNES Developer
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I'm not exactly sure what the problem is. This isn't SMAS where completing the game will allow you new options.
In your case, just load the state and then "Reset" the game. Whatever was last saved at this point would be there. Otherwise, you are SOL (simply out of luck).
In your case, just load the state and then "Reset" the game. Whatever was last saved at this point would be there. Otherwise, you are SOL (simply out of luck).
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
you are.Johan_H wrote:Some enemies change and shit, I think that's after finishing it the first time. But as I said, it's been a while, I could be wrong.Deathlike2 wrote:I'm not exactly sure what the problem is. This isn't SMAS where completing the game will allow you new options.
there's a graphical change after completing special world, but no functional changes.
Why yes, my shift key *IS* broken.
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- Buzzkill Gil
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But not after beating Bowser.odditude wrote:you are.Johan_H wrote:Some enemies change and shit, I think that's after finishing it the first time. But as I said, it's been a while, I could be wrong.Deathlike2 wrote:I'm not exactly sure what the problem is. This isn't SMAS where completing the game will allow you new options.
there's a graphical change after completing special world, but no functional changes.
Hmmm... can you get the 96* level counter on your load screen without beating Bowser, or does he count towards stages cleared?
KHDownloadsSquall_Leonhart wrote:DirectInput represents all bits, not just powers of 2 in an axis.You have your 2s, 4s, 8s, 16s, 32s, 64s, and 128s(crash course in binary counting!). But no 1s.
yeah bowser counts as a 1 towards the 96. I haven't checked, but I'm willing to bet the entire sram (.srm file) is stored in memory. in a separate save game, if you beat a castle, and the menu comes up to continue and save, make a savestate, then choose save from the menu. open the savestate and .srm file in a hex editor, and search for the first 10 values from the .srm file in the savestate file, or maybe 10 values from somewhere in the beginning of the .srm file in the savestate. from there find out where the .srm data in the savestate begins and ends, then copy and paste it from the savestate to a new .srm file. then you should have the actual savedata from the game and not the emulator specific savestate. maybe copy the .srm data into a separate savestate, because there's a number that changes called the checksum, and if it's not correct the .srm file will be cleared in the game.
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And IIRC you have to clear the star world, BOTH ways, of all five levels.
<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.
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- Buzzkill Gil
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The order doesn't matter, if I recall. The keyhole creates a path to the next star, the goal tape sends you running forward and back to where you started.Deathlike2 wrote:Depending on the order you beat the Star World level, you will create a "new" path. I think it's if you get the bar first before the key...
KHDownloadsSquall_Leonhart wrote:DirectInput represents all bits, not just powers of 2 in an axis.You have your 2s, 4s, 8s, 16s, 32s, 64s, and 128s(crash course in binary counting!). But no 1s.
you recall (mostly) correctly. if you break the goal tape, you simply stay put - no path is created. hence,Gil_Hamilton wrote:The order doesn't matter, if I recall. The keyhole creates a path to the next star, the goal tape sends you running forward and back to where you started.
odditude wrote:the star world boards each have one exit that doesn't create a path
Why yes, my shift key *IS* broken.
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- ZSNES Shake Shake Prinny
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The "96" and all that jazz is the number of STAGE EXITS. Not paths.
The yellow stages have 1 exit, the red stages have more than one.
Expect ghosts houses to have at least 2.
If you miss exits, you probably forgot something in chocolate island 2, in any of the illusion forest stages, or the "stupid" exits of the star road.
That's all.
The yellow stages have 1 exit, the red stages have more than one.
Expect ghosts houses to have at least 2.
If you miss exits, you probably forgot something in chocolate island 2, in any of the illusion forest stages, or the "stupid" exits of the star road.
That's all.
皆黙って俺について来い!!
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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- ZSNES Shake Shake Prinny
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donut ghost house -> 2Gonzo wrote:There were ghost houses that had more than two exits?grinvader wrote: Expect ghosts houses to have at least 2.
I always thought that they all had either one or two exits.
donut secret house -> 2
vanilla house -> 1... right.
forest house -> 3... (to the left, to the bottom, and BACK TO FOREST OF ILLUSION 1)
chocolate house -> 1... think so. it sucks anyway.
valley house -> 2
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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- ZSNES Shake Shake Prinny
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You sure there's not one leading to forest of illusion bottom ?
皆黙って俺について来い!!
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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- Buzzkill Gil
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I think there's only one stage with two tapes, and it's one of the bridges.
No stage has two keyholes.
No stage has two keyholes.
KHDownloadsSquall_Leonhart wrote:DirectInput represents all bits, not just powers of 2 in an axis.You have your 2s, 4s, 8s, 16s, 32s, 64s, and 128s(crash course in binary counting!). But no 1s.