AspringSquire, I think you may be missing something here perhaps?
Both options you mention work separate from each other. I'm not sure if there was something happening in between though?
AspiringSquire wrote:GUI page as of right now wrote:SRAM Check+Save - When this option is enabled, ZSNES will write SRAM data to disk shortly after a game modifies it. With this disabled, ZSNES will write SRAM data when you exit the emulator or exit to the GUI.
Ok, that does need revising.
what you think it should say wrote:SRAM Check+Save - Normally, ZSNES will write SRAM data to disk when you exit the emulator or exit to the GUI. When this option is enabled, ZSNES will also write SRAM data shortly after a game modifies it.
That sounds about what it should say. The original premise is that if ZSNES crashes, SRAM is not saved and people get pissy/disappointed at the emu. This helps people solve said headache/heartache. However, I think you are missing the key point. When ZSNES quits successfully/normally, currently working SRAM is ALWAYS saved to disk.
With both "Load Save State with SRAM" and "SRAM Check+Save" (as it used to be) enabled, you would be able to view the save data contained in a save state (via menus in-game) AND not have to worry about your current SRAM getting overwritten. There is no good substitute for this handy capability; the alternatives would involve making backups of your SRAM (and copying it back afterwards) for every time you want to check a state's save contents. For some RPGs in particular, I like to keep saves at several points in the game (so I can return to various events without playing through several hours over again), and this original function of SRAM Check+Save made it nice and easy. Could you please give SRAM Check+Save exclusive saving privileges when it is enabled (i.e. by not saving SRAM at the GUI, nor on exit)?
Actually, that's incorrect. Whenever Load Save State with SRAM is checked, it ALWAYS overwrites the current working SRAM with its own. When Load Save State with SRAM is unchecked, the SRAM data in the savestate is ignored (not loaded). SRAM Check+Save has no actual effect on this option either way. Though, it may simply not be a safe solution in some games like Star Ocean for instance...
The point remains, that if SRAM Check+Save operated as a complete replacement of the usual (saving at GUI and on exit), it would allow users to view the SRAM data in a state without overwriting their most recent saves. I think this implementation should be worth some consideration.
No, you certainly do not want to change the behavior of a working feature. If you wanted another option that prevents currently working SRAM being saved on exit, that would probably not be a bad idea. However, note that SRAM Check+Save ensures that the SRAM is saved when modified at any given time... so it can't actually coexist.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...