implement savestate support#359
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This is a nearly complete implementation of the full savestate (SD2SNES, 256K SRAM) from the practice hack. The only thing pending is an actual flag to enable/disable the feature in the ROM. So far I've tested in most of the rooms and the 4 major bosses and MB. |
| ; Makes the game check Samus' health again, to see if we need annoying sound | ||
| STZ !SAMUS_HEALTH_WARNING | ||
| ; see if no_beeping.asm applied | ||
| LDA $90EA92 : CMP #$EAEA : BNE .done_health_alarm |
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shouldn't this be BEQ nop nop (disabled sounds)
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Tried out the latest commit.
Seems to mostly be working. Couple of things I caught.
- holding save/load will loop the saving/loading until the inputs are released
- loading a savestate from an item room continiues to play the item room music after load.
- loading a savestate in the death animation the music doesn't play at all.
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It feels very nice, will be a great addition. Some feedback:
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Thinking about it a bit more, I would lean toward dropping the cog and just having "Limited" always be a value of 1 (in the ASM it could still be implemented as a general counter). I think that would be better, because otherwise the limiting value can tend to be hidden, both in the web UI and in-game, so the flexibility doesn't seem worth it for the confusion that it would tend to create. One other thing: on the seed page display of "Other options", we could distinguish between "Unlimited savestates enabled" and "Limited savestates enabled", so then the player can have a clear understanding of what to expect. |
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