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Madoka Magica Portable - saving in-game works, but loading can't find it #19939
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Adding details:
I tried saving and loading on another game without issue - the problem seems to only occur with this game for me. Attempted unsuccessful troubleshooting: |
Have you tried changing the I/O Timing method? |
Just tried saving and loading with all four - the result is the same with all of them. The game successfully saves, but cannot find the save when loading. |
The game is hardcode ForceUMDDelay in compat.ini , see detail #6557.I didn't test much. |
First system save, second game save |
I think that we need convert JPCSP code to C++ of this |
The problem is |
I don't think it's a constant "-001" most likely from an id/index, based on the searched names:
|
Yes, I just take a example for hack to fix |
Btw, could you try this game using the artifacts at https://github.com/ANR2MERefork/ppsspp/actions/runs/12265058234?pr=18 |
@anr2me Fail, I forget to tell you saveId = -1 at that time. |
saveDataList[0].saveName do not return "-001" , I think that hard to fix |
So the main issue is that the game use an invalid id (-1) during if (saveId >= 0 && saveNameListDataCount > 0) // if user selection, use it
return GetFilename(saveId);
else
return GetSaveName(param);
while on JPCSP, if it's protected boolean executeUpdateVisible() {
Memory mem = Processor.memory;
switch (savedataParams.mode) {
...
case SceUtilitySavedataParam.MODE_LOAD: {
switch (dialogState) {
case init: {
if (savedataParams.saveName == null || savedataParams.saveName.length() == 0) {
if (savedataParams.saveNameList != null && savedataParams.saveNameList.length > 0) {
savedataParams.saveName = savedataParams.saveNameList[0];
}
}
GuSavedataDialogLoad gu = new GuSavedataDialogLoad(savedataParams, this);
openDialog(gu);
dialogState = DialogState.confirmation;
break;
}
... |
Good digging. Wanna make the PR? Otherwise I'll code it up next week. |
I don't have the game, not even have ppsspp source code on my local storage. @sum2012 probably have tried to fix it
was the saveDataList array empty? |
90% from kimi A.I. But still not fix hrydgard#19939
I am trying using https://kimi.moonshot.cn/ to fix from JPCSP. But don't work, |
@anr2me param->saveName, saveDataList[0].saveName.c_str()); also return System |
May be we should fix the saveName at |
@anr2me No change , I try to change jpcsp source to find out when the string change to "-000". |
In the latest JPCSP version , the save not work , f562cfb version work. |
So even jpcsp have regression, any changes related to save data since f562cfb? btw, where did you get jpcsp version f562cfb ? the latest version often crashed and generating a very large dump file :( Edit: the only changes related to save data since f562cfb is this KIRK-related PR based on https://github.com/jpcsp/jpcsp/activity |
I downloaded from f562cfb from jpcsp forum. It doesn't crash to me , it only cannot reproduce ULJS00430-001 folder - same with PPSSPP |
The range: Yes , most likely my pull request jpcsp/jpcsp#510 |
The game save is no problem , it is just Press "X" and "O" correctly. |
I see, no wonder i saw a commit related to the confirmation button on the range you were trying to bisect on JPCSP earlier. |
It looks like that was indeed the issue. I think I got confused because the confirm/back buttons on the save screen are the opposite from the rest of the game (plus even when reading the on-screen prompts, I'm not thinking in terms of X and O since the actual controller I'm using has different buttons). The game acting like it successfully saved afterwards was tripping me up, too. Sorry for the mistaken report! |
As it says in the title.
Reported by Mint on Discord.
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