At present, if a save state is created while running an SA1-enhanced game, closing/relaunching the content and attempting to load the state will cause the core to crash. This happens because the SA1 struct written to the save file contains a number of volatile pointers - when the state is restored after relaunching content, these point to invalid locations, and chaos ensues...
This PR ensures that only the correct SA1 data is restored when loading a save state.
At present, if a save state is created while running an SA1-enhanced game, closing/relaunching the content and attempting to load the state will cause the core to crash. This happens because the
SA1
struct written to the save file contains a number of volatile pointers - when the state is restored after relaunching content, these point to invalid locations, and chaos ensues...This PR ensures that only the correct SA1 data is restored when loading a save state.
This closes #69