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View Full Version : Import save memory broken in SVN builds?


Dax
October 15th, 2010, 10:09
I can't seem to get it to work for the life of me. I'm trying to move saves from my Acekard 2i to Desmume rev 3823(self compiled), and games like Phoenix Wright Trials and Tribulations only show New Game, even though my save has completely finished the game. Am I doing something wrong? I can list how I'm doing it if need be.

Edit: I seem to have fixed it. Seems as if my Acekard is outputting the Ace Attorney save as 512Kbytes instead of 64Kbytes. I took a hex editor, copied the first 64K and then pasted it into a DSV file, with the desmume footer, and it worked fine in the game. Guess I'll see if any updates are available for my Acekard to correct save file issues.

SCHUMI_4EVER
October 15th, 2010, 13:58
How were you doing it? Cuz DeSmuME has an import save game function, you don't just drag and drop.

zeromus_
October 15th, 2010, 16:46
At some point we decided that the save memory size selection would be moved under a new menu config > advanced which is only available in dev+ builds. I think this was because many former nocash users were always trying to set the save size when starting a new game, and they never know the difference
between bits and bytes. So if this was hidden from them, they can't accidentally do it.

But, this changes the workflow that importers of save files use.

Maybe this was an unwise decision. I'm not sure.

SCHUMI_4EVER
October 15th, 2010, 17:50
So how would it work now? Cuz before it was set savetype, load game, wait for main menu then import and then reset game...auto wouldn't work.

zeromus_
October 15th, 2010, 18:01
it works the same as before, its just in a different menu only accessible in dev+ builds.

anyway, auto was always for letting the game auto-detect. its not really for importing.

Auto for importing possibly means that it attempts to discern it from the save file size. Considering this is almost always wrong, perhaps it would be better to make it mean: use the size that has been determined by the rom and desmume's built-in size detection. Extra data in the imported file would be discarded if it was larger than what desmume thought it should be.

That would ease the process for a great number of people.

If I were to change this in the svn would you give it a spin on some test cases and see how it works out for you?

SCHUMI_4EVER
October 15th, 2010, 18:06
Sure, you'd have to give me a build though, I suck at compiling.

zeromus_
October 15th, 2010, 18:08
itll show up on emucr.. but i guess those arent dev+ builds. maybe ill move it out of there for a while

SCHUMI_4EVER
October 15th, 2010, 21:21
O yeah I forgot about EmuCr
So you're saying I should get one of their builds? From which SVN onwards?

By the way you could add the save types to the import sub-menu. That way people won't have to meddle with it and you won't have to create too much buggy code. So for instance list import 512kbit save, import 2MBit save etc. where you just link the already present import function to a specific savetype. So then it becomes load game and wait for menu, import (which at the same type sets the savetype) and reset.

zeromus_
October 16th, 2010, 15:48
we had thought of popping open a dialog demanding that you specify the size, but your approach may be easier. anyway, i have proposed a change which would make auto work most of the time so it may be moot.

SCHUMI_4EVER
October 16th, 2010, 15:55
so do you still want me to check on anything?

zeromus_
October 16th, 2010, 15:57
yes, if i make that change, which i havent done yet

SCHUMI_4EVER
October 16th, 2010, 16:06
K, just lemme know then by PMing me or posting in this thread or whatever other form of notifying me you may choose.