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 Post subject: savestate issue
PostPosted: Sun Jul 24, 2005 8:31 pm 
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Formerly Fx3
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Location: Brazil
This happens with MegaManII. I save at Heatman's stage. I did a log of everything. At first screen of the game (Capcom credits, on startup), depending of the time I hit the key to restore the state, it glitches - in fact, it still goes to Heatman, playing the music, but the sprites are replaced by the Boss Chosen animation (glitched, of course; background is fine). After checking it a bit, the PRG pages at 8000/A000/C000/E000 are 1A,1B,1E,1F instead of 1C,1D,1E,1F.

Like I said - it depends of the time you hit the key to load the saved state; sometimes, it loads fine. Any ideas for help me?

EDIT- I'm tracking the mapper state loading... It might be there.

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PostPosted: Fri Jul 29, 2005 12:16 pm 
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Formerly Fx3
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I've found the problem. Since the PPU is clocked during an instruction (I mean 'mid-instruction'), so a savestate could be loaded, hence messing up the emulation A LOT. To fix the problem, I created a CPU scheduler - this way, events like key reading would be scheduled right before the NEXT instruction. I finally fixed the annoyances with savestates and key reading. :)

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