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Saving (and loading, once saving starts working) problems https://www.kodewerx.org/forum/viewtopic.php?f=5&t=1754 |
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Author: | Hextator [ Thu May 03, 2007 7:05 pm ] |
Post subject: | Saving (and loading, once saving starts working) problems |
No$GBA won't load battery saves for DS games. However, I only know this because I borrowed a copy of a friend's save and couldn't get it to load. After attempting to see if my own save would work, I tried saving a game, but it won't even create a save file. I made sure to set the save type (I've tried 512 KB FRAM and 64 KB EEP), but nothing helps. What the hell? Edit: I think my problem may actually be game specific. New Super Mario Bros. actually saved and loaded properly. SM64DS, however, doesn't do jack shit. |
Author: | Z3R0 [ Fri May 04, 2007 10:22 am ] |
Post subject: | |
all we can do is wait for new no$gba versions...I have 2.4a with the same problems |
Author: | Hextator [ Fri May 04, 2007 2:30 pm ] |
Post subject: | |
I have another question that I don't feel requires making a whole new thread; does No$GBA strictly emulate with interpreter style processing? I was debugging the freeware and I assumed that since it was executing in the $4xxxxx range and NOP'ing an instruction caused a massive crash that it was using an interpreter core, and I didn't see an option for a DynaRec core. IIRC DynaRec would run faster and slightly alleviate my speed issue (even at 10% unlimited MHz disaster, the emulator only tops 20% speed). However, the stupid interpreter core, while convenient for testing assembly altering codes, makes tracing a pain in the ass (if not altogether impossible). |
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