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Emulator Issues #1229

closed

Corrupted Memcards after load state if you delete a save from memcard first

Added by darkvalen21 over 14 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
Category:
Logic
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
Yes
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

What steps will reproduce the problem?
I would like to suggest a change in savestates. Currently the savestate
contains info about the memcards, so if you delete a save from the memcard
and then load a state, it appears again, only this time corrupt, ruining
your memcard and making it unusable.

What is the expected output? What do you see instead?
If there is no savestate info, this error would dissapear and it will make
smaller savestates.

What version of the product are you using? On what operating system?
It happens in all revesions currently. Using 3914 X64 in Vista.

Please provide any additional information below.
There is a similar feature in Pcsx2, ejecting memcards when you load a
state, thus not corrupting them. This also will make a step forward in the
implementation of TAS.


Related issues 1 (0 open1 closed)

Blocks Emulator - Emulator Issues #1152: Loading save-state causes Dolphin to think memory card is corruptFixedlpfaint99

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Actions #1

Updated by marcus over 14 years ago

  • Status changed from New to Accepted
  • Issue type set to Bug
  • Priority set to Normal
  • Category set to logic
  • Relates to usability set to Yes
  • Operating system N/A added
Actions #2

Updated by federelli over 14 years ago

True, and a nice feature to have if it could be added. Put Xtra as Owner :P.

Actions #3

Updated by lpfaint99 over 14 years ago

please test with r3999

Actions #4

Updated by lpfaint99 over 14 years ago

patch that may fix the memleak, needs more testing

Actions #5

Updated by darkvalen21 over 14 years ago

Ok, here are my first tests (also posted in r3999)

1.- Save From Beginning in a Formated Memcard
2.- Load from save without loading a state
3.- Load from save after loading a state (finishing current game and loading save
again without exiting emu)(i.e. in ZWW, after save answer no or in REmake exiting to
main menu)
4.- Load from state and then save after deleting save from memcard (this is the same
as removing your current memcard and inserting a new one,which you could do in a real
gamecube).
5.- Save after loading a state.

                   REV. 3998                     REV. 3999

Game 1 2 3 4 5 | 1 2 3 4 5

REmake Ok Ok Ok No Ok | Ok Ok Ok Ok Ok
RE0 Ok Ok Ok No Ok | Ok Ok Ok Ok Ok
ZWW Ok Ok Ok No Ok | Ok Ok Ok No No
ZTP Ok Ok Ok No Ok | Ok Ok Ok No No

So, in summary, RE problems have been corrected, but in ZWW and ZTP, problems are worse.

If you need more tests I have a couple more games (metroids)

Actions #6

Updated by lpfaint99 over 14 years ago

thanks for testing. sms is the same as zelda
I'll probably revert the change for now, until I can determine the correct way to
tell the games that it has been ejected

Actions #7

Updated by lpfaint99 over 14 years ago

forgot to mention: reason zww, ztp, sms are worse is because when loading the state
the first thing they see is the exidummy. RE and other games may not be as picky

Actions #8

Updated by Anonymous over 14 years ago

really exi/si dummy should be disabled by default. It's an invalid device we use(d) in
order to figure things out. So, understandable that games don't like it (maybe part of
the reason why memcards are so finicky in general)

Instead, we should reply there is no device connected and leave it at that.

Actions #9

Updated by lpfaint99 over 14 years ago

agreed

Actions #10

Updated by lpfaint99 over 14 years ago

  • Status changed from Accepted to Fixed

This issue was closed by revision r4913.

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