Open hrydgard opened 5 years ago
So I decided to give this another test. I picked 6 random save files (namely 19, 7, 26, 18, 35 and 9) from the speedrun save file collection and copied them onto my PSP. All 6 saves were recognised as corrupted.
After writing this result into the Discord, I was told to test making a save on the PSP, load it and make a new save into a different slot with the emulator and try to load the new save on real hardware.
At first, the hardware save was corrupted after being loaded by the emulator and the new, emulator save worked fine on the PSP. However, when I repeated this, neither the hardware save (after being loaded in the emulator) and the new save worked.
On your PSP, what firmware are you using?
PPSSPP emulates 6.61 OFW generally, with some CFW behaviors in certain places. Some versions of CFW would auto-hack your game to make it only save as older firmware would, or were simply based on older firmware that would normally error when newer games try to save, and were hacked to save anyway.
I just want to confirm that's not involved here. Does this happen when comparing with OFW 6.61?
-[Unknown]
My PSP runs OFW 6.61 and I run the games with 6.61 PRO-C. For your request I've checked the Save Data Utility before launching the CFW and - using the same save files I mentioned in my previous post - only one of them (namely 9) was recognised.
Does using the "MagicSave" tool referenced here help?
http://wololo.net/talk/viewtopic.php?t=13880
The type of issue I mentioned above happened to people even before viable PSP emulators were available. It's just a CFW issue. I'm trying to eliminate that as a possible cause of these issues. I'm not sure how to enable/disable the savedata compatibility features of PRO, so from my perspective any save loaded or saved with it is "tainted." Is it possible to try PPSSPP against OFW?
-[Unknown]
Waiting for a friend with OFW to reply.
Any update here?
-[Unknown]
Not yet.
Unfortunately I can't conclude anything.
Something just occurred to me. Would renaming the save file's folder (in order to change save slot) have an effect here?
Renaming save folders can definitely make saves break/fail to load. They might even embed the slot number in the save data, not just the folder name. All of this is just handled via game logic.
-[Unknown]
How to make in-game save in GTA LCS ?
@sum2012 you go to the shining save point in your apartment, which you get after completing the first mission, if I remember correctly.
@hrydgard Thanks the tip,after mission,go back safe house to save
I test save in ppsspp (v1.13.2-987-g02793375a ) Can load in real psp (GTA LCS eur version) I don't know about speedrun
Renaming save folders can definitely make saves break/fail to load. They might even embed the slot number in the save data, not just the folder name. All of this is just handled via game logic.
-[Unknown]
I finally turned on my PSP again and had a look at this issue. So it looks like the PSP detecting them as a corrupt save file is indeed caused by renaming the save folder. Eg ULUS10160S92F0 to ULUS10160S92F7 or ULES00502S92F0 to ULUS10160S92F0 (European VCS to American VCS)
This is definitely not handled via the game's logic though as when run through PPSSPP all of the game versions have absolutely no trouble detecting and loading the saves, even if the folders are renamed cross-regions (the same way as the above example.)
I could believe that the PARAM.SFO checks are supposed to validate the directory name as well, and we probably don't do that. That seems like a change that, if made to be accurate, would also make some people unhappy. So I guess we'd need an option or some way to allow it.
It's kinda like if we made a competing operating system for Android devices, but emulated the Android APIs so that games and apps made for Android would work. Would it be a bug we need to fix if the OS didn't report your personal data back to Google? Technically, it would not be a perfect Android OS simulator until it did. But maybe all forms of correctness are not ideal.
-[Unknown]
I could believe that the PARAM.SFO checks are supposed to validate the directory name as well, and we probably don't do that. That seems like a change that, if made to be accurate, would also make some people unhappy. So I guess we'd need an option or some way to allow it.
Don't get me wrong, I'm not complaining that PPSSPP allows this. In fact, I prefer it this way. It's just that it's a source of confusion.
Thanks for telling me about PARAM.SFO though, now I know how to retrieve the original folder names.
I could believe that the PARAM.SFO checks are supposed to validate the directory name as well, and we probably don't do that. That seems like a change that, if made to be accurate, would also make some people unhappy. So I guess we'd need an option or some way to allow it.
What if the only consequence of a failed validation would be a message displayed to the user? That way they can be aware that they have to resave ingame to make it work on console.
That sounds reasonable - just an on-screen message that a save in the wrong directory was detected and not blocked. One thing is, some games may do their own checking, so we'd want to carefully word it so it's not confusing if the game doesn't accept it after all.
-[Unknown]
From Discord: