From what I remember, it doesn't always do it, but it is as you described. the surefire way for it to happen is usin SStates on the save screen iirc*pauses and peers for a moment* If I interpret this correctly.. you're saying that the issue with using save states and in-game saves is that.. er.. I'm thinking about how if I save state in a snes emulated game, save in-game, then restore the saved state, I'll loose the ingame save that I had jsut made. Is this the same idea--only it happens on occasion rather then consistantly, or...?
No.. I think I am slightly off in my understanding... but.. ?