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ZSNES board ZSNES and other SNES related stuff
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franpa Gecko snack
Joined: 21 Aug 2005 Posts: 2176 Location: Australia, Brisbane
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Posted: Sat Apr 25, 2009 11:40 pm Post subject: |
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same name, but SRM file extension. _________________ Core2 DUO e6750 @ 2.66GHZ, ASUS P5KC mb, 2 gig DDR2 800 RAM, 500g SATA2 HDD, X-FI Extreme Music, Nvidia Geforce 8800gt 512MB PCI-E, Windows Windows 7 RTM x64, Thermaltake 750watt Toughpower Power Supply, Thermaltake Armor+ MX case. |
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adventure_of_link Locksmith of Hyrule

Joined: 08 Aug 2004 Posts: 5614 Location: 255.255.255.255
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Posted: Sun Apr 26, 2009 12:27 am Post subject: |
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| DrJimesTooper wrote: | | i had been making in-game saves using the Save blocks which i guess would be save ram files, right? i was just also using save states so i could save in between those in-game save blocks. is there some special way to get the emulator to load the save ram files, or should they simply be in the list on the file selecting/loading screen in the game (as long as they're all in the same directory)? |
Yes, using the save blocks triggers the in-game save feature of the game.
You don't need to do anything else to load the in-game saves, other than make sure the *.srm file is either in your defined saves folder or ROM folder (whatever your setup is) and make sure it's named the same as your SMRPG ROM, example:
smrpg.smc
smrpg.srm
And the save file should appear in the file select screen.
That being said, I'm going to go ahead and sticky this one.. it appears this is the most reported problem in ZSNES. _________________
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here. |
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Panzer88 Inmate

Joined: 11 Jan 2007 Posts: 1465 Location: Salem, Oregon
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Posted: Sun Apr 26, 2009 1:52 am Post subject: |
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I believe bsnes plays the game with no freezing, if your computer can run that at a decent speed it's worth a shot. _________________
| byuu wrote: | Seriously, what kind of asshole makes an old-school 2D emulator that requires a Core 2 to get full speed? > |
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adventure_of_link Locksmith of Hyrule

Joined: 08 Aug 2004 Posts: 5614 Location: 255.255.255.255
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Posted: Sun Apr 26, 2009 6:17 am Post subject: |
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| Panzer88 wrote: | | I believe bsnes plays the game with no freezing, if your computer can run that at a decent speed it's worth a shot. |
Failing that, you can always use the latest version of snes9x
I've beat SMRPG several times on the latest snes9x on various ports (windows, wii, and linux w/ GTK GUI) and I didn't have problems other than the timed hits being a little off on the Wii version. _________________
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here. |
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DrJimesTooper New Member
Joined: 25 Apr 2009 Posts: 3
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Posted: Sun Apr 26, 2009 7:47 am Post subject: |
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| adventure_of_link wrote: | | DrJimesTooper wrote: | | i had been making in-game saves using the Save blocks which i guess would be save ram files, right? i was just also using save states so i could save in between those in-game save blocks. is there some special way to get the emulator to load the save ram files, or should they simply be in the list on the file selecting/loading screen in the game (as long as they're all in the same directory)? |
Yes, using the save blocks triggers the in-game save feature of the game.
You don't need to do anything else to load the in-game saves, other than make sure the *.srm file is either in your defined saves folder or ROM folder (whatever your setup is) and make sure it's named the same as your SMRPG ROM, example:
smrpg.smc
smrpg.srm
And the save file should appear in the file select screen.
That being said, I'm going to go ahead and sticky this one.. it appears this is the most reported problem in ZSNES. |
Turns out that even though I tried to make an effort to avoid this, the srm and the smc files were not in the same directory when I tried to play the game on snesgt or snes9x. Pretty simple issue, i feel silly for getting that wrong. Relocated everything correctly and it loaded the in-game save just fine. snesGT didn't have the Smithy issue i kept running into on zsnes. everything played perfectly; it certainly felt a lot smoother too, whereas it felt somewhat choppy (for the whole duration of my playing the game, beginning to end even when it wasn't during or near one of the problem areas) or something on ZSNES.
thanks for your patient, instructive/constructive reply.
hopefully this all gets fixed some day, but for now i'll probably just use snesGT. thanks. |
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adventure_of_link Locksmith of Hyrule

Joined: 08 Aug 2004 Posts: 5614 Location: 255.255.255.255
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Posted: Sun Apr 26, 2009 7:45 pm Post subject: |
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| DrJimesTooper wrote: | | adventure_of_link wrote: | | DrJimesTooper wrote: | | i had been making in-game saves using the Save blocks which i guess would be save ram files, right? i was just also using save states so i could save in between those in-game save blocks. is there some special way to get the emulator to load the save ram files, or should they simply be in the list on the file selecting/loading screen in the game (as long as they're all in the same directory)? |
Yes, using the save blocks triggers the in-game save feature of the game.
You don't need to do anything else to load the in-game saves, other than make sure the *.srm file is either in your defined saves folder or ROM folder (whatever your setup is) and make sure it's named the same as your SMRPG ROM, example:
smrpg.smc
smrpg.srm
And the save file should appear in the file select screen.
That being said, I'm going to go ahead and sticky this one.. it appears this is the most reported problem in ZSNES. |
Turns out that even though I tried to make an effort to avoid this, the srm and the smc files were not in the same directory when I tried to play the game on snesgt or snes9x. Pretty simple issue, i feel silly for getting that wrong. Relocated everything correctly and it loaded the in-game save just fine. snesGT didn't have the Smithy issue i kept running into on zsnes. everything played perfectly; it certainly felt a lot smoother too, whereas it felt somewhat choppy (for the whole duration of my playing the game, beginning to end even when it wasn't during or near one of the problem areas) or something on ZSNES.
thanks for your patient, instructive/constructive reply.
hopefully this all gets fixed some day, but for now i'll probably just use snesGT. thanks. |
No problem, given you:
1) complained about a SA-1 game (even tho you took it to this thread)
and 2) for not reading the FAQ on saving
in all seriousness, I'm one of the more nicer people on this board.  _________________
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here. |
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grinvader ZSNES Shake Shake Prinny
Joined: 28 Jul 2004 Posts: 16777215 Location: PAL50, dood !
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Posted: Mon Apr 27, 2009 4:53 am Post subject: |
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| adventure_of_link wrote: | | in all seriousness, I'm one of the more nicer people on this board. :) |
Being lubed from the feet up sure helps.
":)" _________________ 皆黙って俺について来い!!
| Code: | | <grinvader> static const struct { const char *const name; void *const ptr; } const lbl24[] |
Pantheon: Gideon Zhi | CaitSith2 | Nach |
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