Provenance
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Saves Failing to Save unless Emulation is stopped (in certain games..)
Recently put Provenance on my 7 Plus, started playing Mario RPG and saved my file. Came back a few hours later and tried to load my saves and it won't. It shows a date and time for the save but won't load. Automatic doesn't work either .
Also, I am running the latest version of iOS, not the beta of 10.3 Maybe it's a bad rom. I'll test that theory on report back
Update: I tried a different copy of Mario RPG and it didn't work. I tried a different game and it worked fine. Anyone else having this issue with Mario RPG?
I can absolutely confirm. I built and installed Provenance for the first time this week and planned to play Super Mario RPG primarily.
This doesn't work for me either.
version 1.3.2 (672) mode DEBUG git rev ec652bb
I just tested this with Super Mario RPG - Legend of the Seven Stars (USA). Is this the same game being mentioned here?
I'm able to reproduce the issue with save states, but I'm not sure what the problem is exactly. Have you tried this particular ROM in another SNES emulator on a different platform? Do save states work there?
As a workaround, I'd recommend relying on the in-game saving mechanism, as that appears to work fine in my testing.
Save states are volatile and shouldn't be relied upon for long-term saving and shouldn't be the primary save you use. If we ever update the emulator core for that system, there is a chance that the save state format or memory map of the emulator may change, rendering save states from the older version useless (whereas the battery saves will still be fully compatible).
I'll have to get a copy to try but I remember this has been a long time issue with many emulator for only this game. If I recall, by exiting to the main emulator menu before closing the emulator will keep the save file, but most have had to just to rely on save states only. I'll do testing when I get a chance, but it might be a file/game issue that emulator cannot be fixed or controlled.
I can confirm this being an issue in Kirby Super Star but not being an issue in Super Mario World (on a 4th gen Apple TV). Maybe this has something to do with there being special chips involved with the emulation? Both Kirby Super Star and Mario RPG use the SA1, so that might be what's causing this. (Mario World doesn't use the SA1)
Confirming this on latest def builds. Updating name to something more clear..