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Discussion Starter · #1 ·
A while ago we had a lot of posts about people's saves mysteriously disappearing after they started using save states (like they were corrupted or something else). I thought they were forgetting about F4, but apparently there IS a weird sort of bug going on. While going through a whirlwind tour of Suikoden 2, I saved a savestate accidentally (accidentally brushed against the key on the way to the escape button, par for the course...). I continued on for four hours and then shut off ePSXe. Returning an hour later, I discovered my save mysteriously "vanished." The save listed now was the save I HAD had several hours before. Trying a number of saves with various mixtures of saving and loading, I eventually just forgot about it and went on with using save states. After a while, I decided to kill myself for game reasons and because I was interested in testing a hypothesis about where in the world the mysterious game saves went to. Lo and behold, after dying and going back to the main screen and selecting to continue a game, the recent save I made came up instead of the ages old save. Maybe save states prevent writing saves in specific games? Hmm.
 

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I had a similar scenario with siphon filter. After you finish a level it saves this so that you can restart any level that you have visted previously. Now I used the save state for the first time in order to get past that french bloke with the flamethrower. Anyways after doing this the game refused to show any other levels unles I first loaded said save state then played the next level, saved it, quit to the games menu then created a new save state here. Definately sound similar. You could also use this trick as a kind of workaround of you wish.
 

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Please read the faqs i cut this directly from the faqs

Q: When I save my game using the memory cards after loading a save state, it saves fine, but
the save data is missing/older when I play it the next time, what gives?
A: ***WARNING: This answer has yet to be confirmed by the authors, although our tests verify it***
(Answer provided by Lewpy, developer of Lewpy's Glide GPU plugin)

Here's a step-by-step of what I believe happens:
1) You start the game in ePSXe and the memcards you have selected in the GUI are used.
2) You make a SaveState - this includes PSX RAM, GPU VRAM, SPU RAM, and memcards (<- important!)
3) You quit ePSXe, go do something really important in RealLife™, and then come back
4) You start the game in ePSXe and the memcards you have selected in the GUI are used.
5) You load the SaveState - here is the problem: what should happen to the memcards?
They need to be restored from the SaveState, but should they overwrite the ones that
you have selected in the GUI? That _could_ trash some important saves! So the safe
route is taken: some memcards called temp.000 & temp.001 are created from the SaveState,
and ePSXe then uses those for the rest of the game, until closed.

What does this mean?
1) Your original memcards are not overwritten by the SaveState
2) Your saves _are_ being recorded after the SaveState load
3) You have to manually recover the memcards once you quit ePSXe, BEFORE you load another
SaveState (as this will overwrite the previous temp.000 & temp.001 files)

To recover the memcards, go to the memcards directory and rename temp.000 & temp.001 to
whatever you like. Then, in the ePSXe GUI, point it at these memcards. There may be a more
sensible way around this quandary, but at least at the moment ePSXe plays it the "safe" way:
imagine the "knee-jerk" reaction that would happen if ePSXe started overwritting memcards
with the ones from SaveStates ;)
 

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So basicly, when you save normaly and also use the savestate feature go in your ePSXe directory and look for temp001 and temp002 files, then rename them xxxx.mcd (or whichever memeroy card file extension you want) And there it is!
 

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Discussion Starter · #6 ·
Iran: ack. I committed one of the cardinal sins of not reading the faq. Kind of forgot PSXEmu updated it for 1.2.0 (oops). I should have noticed my faq was five months old...Oh well, all's well that ends well.
 
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