branch: memcard_directory
important links: source builds
Testing would be appreciated for the branch memcard_directory,
this branch adds the ability to store saves as individual gci files instead of the current raw memorycard image containing all of your saves.
This branch should reduce the number of lost saves by only writing to the modified saves
if corruption occurs, no longer will you lose all of your save files, but only the save of the game you were playing.
--EDIT-- apparently this needs to be more prominent
This branch also stores the gci save in the savestate, which will allow games such as Zelda to work better with savestates. Keep in mind, this means when you use savestates you are also loading the gci file that existed at the time of the savestate. You *WILL* overwrite any updated progress in your existing gci file for this game.
This branch will also allow you to add gci files using the OS file tools rather than the memory card manager
To test, set the Slot to GCI Folder and start a game
When switching to a build from a different branch you will need to set the Slot back to memorycard
Test to see if your games save correctly, test savestates, report any errors related to the savedata that occur
--Update--
added some sanity checking that rejects invalid gci files and files that have more blocks than free space is available.
Save blocks are now loaded on demand if they are not for the current game, which probably only occurs with the wii sysmenu, gc ipl, FireEmblem Wii,.
but not SSBM, and probably not MGS
SSBM only checks for the direntry for Pikmin so it won't load the saveblocks, i imagine MGS is the same way
important links: source builds
Testing would be appreciated for the branch memcard_directory,
this branch adds the ability to store saves as individual gci files instead of the current raw memorycard image containing all of your saves.
This branch should reduce the number of lost saves by only writing to the modified saves
if corruption occurs, no longer will you lose all of your save files, but only the save of the game you were playing.
--EDIT-- apparently this needs to be more prominent

This branch also stores the gci save in the savestate, which will allow games such as Zelda to work better with savestates. Keep in mind, this means when you use savestates you are also loading the gci file that existed at the time of the savestate. You *WILL* overwrite any updated progress in your existing gci file for this game.
This branch will also allow you to add gci files using the OS file tools rather than the memory card manager
To test, set the Slot to GCI Folder and start a game
When switching to a build from a different branch you will need to set the Slot back to memorycard
Test to see if your games save correctly, test savestates, report any errors related to the savedata that occur
--Update--
added some sanity checking that rejects invalid gci files and files that have more blocks than free space is available.
Save blocks are now loaded on demand if they are not for the current game, which probably only occurs with the wii sysmenu, gc ipl, FireEmblem Wii,.
but not SSBM, and probably not MGS
SSBM only checks for the direntry for Pikmin so it won't load the saveblocks, i imagine MGS is the same way