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 Post subject: Nintendo "State"
PostPosted: Sat Jul 18, 2009 12:55 am 
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I like to mess around with Nintendo emulators, and recently discovered "save state" and "load state." I'm guessing it just saves all memory of the instance to a file to be loaded later.

Even if it isn't applicable to my game, I'd like to figure out how you can implement this into an rpg game. Feel free to contribute.

All elements would be preserved. This includes: movement (direction) and location, animation, map condition (switches, etc.), spells and attacks in the middle of effect... Add more later.

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I'll edit this with more information, but it was something I had to write down.
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 Post subject: Re: Nintendo "State"
PostPosted: Sat Jul 18, 2009 2:25 am 
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One word. Serialization.


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 Post subject: Re: Nintendo "State"
PostPosted: Sat Jul 18, 2009 2:28 am 
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Google Talk: FAProductions
Isn't this kind of like how it saves all your information to your account file..?


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 Post subject: Re: Nintendo "State"
PostPosted: Sun Jul 19, 2009 7:51 pm 
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Matt wrote:
Isn't this kind of like how it saves all your information to your account file..?

It's more like it saves all map conditions (in the middle of walking, in the middle of a spell animation going, etc) in real-time

Toast wrote:
One word. Serialization.

Please explain.
I wiki'ed it. I liked the term pointer unswizzler lmao.
I just wouldn't know how to prepare your code to do this, or how useful it would be in context to saving the state (which is many objects)


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 Post subject: Re: Nintendo "State"
PostPosted: Sun Jul 19, 2009 9:42 pm 
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I'm sorry I don't know how to do serialization of objects in VB6.. But Microsoft uses it for tons of crap like the clipboard. Ever wonder what happens when you copy formatted text in Microsoft Word? Or how about when you copy a designer object in VB. Microsoft uses serialization to do these things.


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 Post subject: Re: Nintendo "State"
PostPosted: Sun Jul 19, 2009 9:52 pm 
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All it does is enable objects to be written to a stream. Assuming you have a position object, a walk object etc, if when you save you just output all your instanced objects via a stream to any given medium, as long as you can then re-instantiate them, you are good to go.


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 Post subject: Re: Nintendo "State"
PostPosted: Mon Jul 20, 2009 12:45 am 
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Save every single one of your variables in a file. Load the file. Or are you talking about an orpg?

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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 Post subject: Re: Nintendo "State"
PostPosted: Tue Oct 20, 2009 2:07 am 
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Well, the nintendo does it using a memory dump. Since it's an _emulator_ it _emulates_ the system and keeps track of all memory used. The emulator saves that memory, restores it when you load and it's in the same spot.

It's similar to the way Windows can go into standby.

If you want to save things into a file from your program, you need to determine a file format. This is basically the order of the data in the file, how many bytes each variable will take, and if you will store them big endian or little endian.

Like previously said, this process is called serialization. The easiest way to do this is using text files. You can simply write the numbers in string form and seperate them by commas. Then you can read in line by line, seperate at the commas, and then convert string to number into the variables they represent

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 Post subject: Re: Nintendo "State"
PostPosted: Thu Oct 22, 2009 8:48 pm 
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mixed up months? lol

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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 Post subject: Re: Nintendo "State"
PostPosted: Fri Oct 23, 2009 5:33 am 
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havent been here for a while so I was just browsing around and this was interesting :P

never even thought to check dates

I have since marked everything read so I will not be replying to old shtuff anymore <3

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Why not try my app, ColorEye, on your Android devlce?
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 Post subject: Re: Nintendo "State"
PostPosted: Mon Jul 19, 2021 9:22 am 
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 Post subject: Re: Nintendo "State"
PostPosted: Wed Aug 18, 2021 4:56 am 
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