Sorgelig wrote:What exactly saved in Legend Of Zelda?
I guess it's not like Action Replay memory dump/restore when you continue play from exact saved state?
This save is some kind of legal save from Nintendo as i guess. So what is saved? Hall Of Fame?
As I see from the code, the saved memory has fixed size and only up to 32KB which can be greatly simplified using BRAM. So i want to optimize this part.
GreyRogue wrote:Save data is only updated when you create/name a character or when you select save from the menu. To bring up the menu you can either die or press start to bring up the inventory screen and press up+a on controller 2 from the inventory screen. Inventory and number of deaths will be saved. The easiest way to test, though is just create a new character and then verify the name is remembered after power on.
Sorgelig wrote:Thanks for tips! I didn't know how to save in the game.
Is it OK to assume that any game will save and restore 32KB? Just for simplification. With fixed size, it will be possible to implement saving slots later.
NegSol wrote:Works for me. Although I did press save state before quitting. Not sure if that is required but it worked. The name was saved.
GreyRogue wrote:I noticed the MiSTer menu.rbf only supports 50Hz resolution, which doesn't work over VGA on my monitor. I multiplied the four horizontal numbers in menu.sv by 5/6, and it changes the resolution to 60Hz and shows up in my monitor (if slightly off center). I'm not sure if this is useful to anyone or if there is a good way to send desired frame rate to the menu core (I put in a wire for the setting to switch between 50Hz and 60Hz, but nothing is driving it). If anyone cares, it's in my fork of the Menu:
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