

real bup stuff from the codebase saves 32kb files, however the hexadecimal FF stuff is still there.hooked a new core option allowing to either have shared bup or per-game bup (shared file will be named shared_bup.ram, per-game’s will be named after the game).hooked the real bup stuff from the codebase instead, it’s now saving into its own savefiles subfolder named kronos, i further splited stv/saturn into 2 subsubfolders.
SHINING FORCE 3 YABAUSE CODE
The size was also hardcoded to 0x10000 (64kb) in the libretro code for whatever reason, while it was 0x8000 (32kb) in the codebase. removed the srm stuff, it was handled by retroarch by directly accessing the bupram pointer through retro_get_memory_data/retro_get_memory_size libretro api (this code was a remnant of old yabause port), however while it works for saving, it doesn’t work for loading.Doing so with a Kronos save, I get a 64kb srm which I think should work, but as long as Kronos doesn’t load its own saves (and according to BarbuDreadMon’s findings it doesn’t) I can’t test it.Ĭontent of yesterday’s and today’s commits : Hopefully cluster size won’t be an issue.

So my idea, in short, is to load the container in the parser, then insert the previously extracted actual save, overwrite and save that new file. bkr, etc) and it seems like the SS Save Parser can load them all. Other emus store that little file in a… let’s call it ‘container’ (.srm. bin files that you can find inside SSF backup folders.

Now the way I see it, all Saturn actual saves are the same. It appears to be part of yabause’s saving system. I have also noticed that all yabause (and its forks) saves contain the seemingly random ÿ characters. It worked when I needed to export my old SSF saves for Beetle and Yabasanshiro. So I might have found a way to convert Saturn saves from any emulator format into any other. The discussion started somewhere else* but I think the topic is interesting enough to have its own thread so here we go.
