I thought it was weird that, in Mario Galaxy, for instance, you could quicksave and reload right away, but if you tried to go back to a game later and load a quicksave, you get an error saying "Communications with the Wii Remote have been terminated."
I assumed it was just an issue with not not being able to run a savestate if you have stopped and restarted Dolphin. But according to experiments run by the guy in this thread, the issue is a little weirder:
http://forums.ngemu.com/dolphin-discussion/125613-issue-related-experiment-wii-saved-states-expiring-phenomenon.html
Apparently the emulator loses contact with the (virutal) wiimote if the date/time of the savestate doesn't match the current system time closely enough. And it's not real exact. 20 minutes is too long, but a 10 minute-old save state will work.
So you can use savestates to give you a quick do-over on a hard jump (which is what I really need them for in a game like Galaxy) but not for regular saving your game.
This is all using 32bit r4688 on Windows XP.
I assumed it was just an issue with not not being able to run a savestate if you have stopped and restarted Dolphin. But according to experiments run by the guy in this thread, the issue is a little weirder:
http://forums.ngemu.com/dolphin-discussion/125613-issue-related-experiment-wii-saved-states-expiring-phenomenon.html
Apparently the emulator loses contact with the (virutal) wiimote if the date/time of the savestate doesn't match the current system time closely enough. And it's not real exact. 20 minutes is too long, but a 10 minute-old save state will work.
So you can use savestates to give you a quick do-over on a hard jump (which is what I really need them for in a game like Galaxy) but not for regular saving your game.
This is all using 32bit r4688 on Windows XP.
My Rig: AMD Athlon 64 X2 Dual Core 5600+, 2GB Ram, GeForce 8800GT, Windows XP SP3