pauldacheez: I would be around more if I had the time
it was listed in the first post, but I just underlined it to hopefully make it stand out more.
This is good for users who mainly use save states and use in-game save as backup. But it could create confusion or even data loss for users who mainly use in-game save.
It would be perfect if it was configurable per-game. By default, I think it shouldn't store the .gci file.
That's dumb.
Why would you load a save state if you didn't want to revert to that state?
In some games, I saved many save states on important events to view them later. Sometimes I loaded a previous save state to see some dialogs or try something that I was interested to see what would happen if I did it. I think there are scenarios that users load a save state but don't want the game save to be overwritten.
It's similar to when I load a previous in-game save, it shouldn't delete all the saves after it. This is a non-issue or a minor issue for users who mainly use save states though.
your game save would only be overwritten if you save ingame after loading a state. of course games with autosave may overwrite it without asking
Your save file will also be backed up in the most recent save state.
I was finally able to restore my saved game. I finished the game and it prompted me to save a second game in hero mode. After that, I immediately shut it down and exported as a GCI. Then I transferred it to a machine running 4.0, and imported it into a virtual mem card. When I opened it up, the dates on both saved games were wrong, but when I actually started them, everything seemed to be correct.
@RachelB. If I play through on hero mode, am I likely to have this problem again unless I turn on recording?
I would recommend using LPFaint's branch, linked above. If not, yes, it will likely happen again.
Okay, good, thanks. Just curious though, is there a binary available, or source only?