1. This is true.hushypushy said:1. what in the crap do you mean "good save state support unlike ePSXe". it's NOT the emulator's fault. its the nature of emulation and save states themselves!
2. save states dont work for MGS at all
3. i use save states in almost every game i play. they are excellent, and i rarely have problems. HOWEVER always make memory card saves as a backup. and when you have a problem, the FIRST troubleshooting step you should make is to not use save states.
So what you are asking for is 100+ MB savestates to hold all the data that is being accessed in a given moment on a PSX game, plus the registers, instruction pointers, ram state, etc etc etc. Then you have the save/load time for a savestate that size... I think that's unreasonable.BRILLIANT said:It is the emulator's fault. It simply does not save enough things. It might be the plugins' fault as well, as they might not send correct/enough data back to the emulator.
SNES, GBA, NES, maybe N64 : all of those have emulators that support save states per-fec-tly.
Yes, it's more complicated in PSX, but it's not impossible...
No, in order to be able to give proper access to any given data that is supposed to be loaded in the game, you'd need to back up most if not all of the memory the emulator is currently using. A quick game on FFIX showed a memory usage of about 60 (game intro) to 80mb(fighting). Ok, i went a bit too far away...BRILLIANT said:It certainly won't be 100mb (or did someone from a dev. team of a PSX emu said it'll be 100mb?). Maybe giving the option to use either 'compact' s.states or 'full' s.states would be nice. Hard to do? Yes. Possible? Also yes. Useful? Very.
I'm sure I'm not the only one who is willing to sacrifice up to 10MB of space for a fully working savestate.