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Author Topic: Save restoreation with 8F  (Read 423 times)

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ISSOtm

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Re: Save restoreation with 8F
« Reply #15 on: July 11, 2017, 02:42:49 pm »
There's no way to "set it up quickly".

Also you can't backup saves. Best you can do is view a Pokémon sprite before attempting anything that might corrupt your save. This will greatly reduce your chances of trashing the save.
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Re: Save restoreation with 8F
« Reply #16 on: July 11, 2017, 03:58:30 pm »
Why do sprites lower the chance of losing your save file?
I need to double check codes before I use them

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Re: Save restoreation with 8F
« Reply #17 on: July 12, 2017, 12:22:22 pm »
Why do sprites lower the chance of losing your save file?
Viewing a Pokemon's sprite forces the game to switch SRAM Banks which makes it less likely that the one where player save data is stored will get corrupted should anything go wrong.
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Re: Save restoreation with 8F
« Reply #18 on: July 12, 2017, 01:09:06 pm »
Why can 8f corrupt your save anyways?
I need to double check codes before I use them

ISSOtm

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Re: Save restoreation with 8F
« Reply #19 on: July 13, 2017, 05:12:22 am »
Because 8F makes the Game Boy's CPU run code outside of where it's usually done. If done right, you maintain the flow of code "in-bounds" (ie. the way you intended it), but if you made a mistake, the CPU can end up running any kind of code. Thus, possibly trashing your save file.
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Re: Save restoreation with 8F
« Reply #20 on: July 13, 2017, 05:41:39 am »
In addition to this, Virtual Console has a higher chance of corrupting the save if you f**k up with 8F and the game crashes.

I'm not sure why, but it's there and very annoying for everyone involved.
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ISSOtm

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Re: Save restoreation with 8F
« Reply #21 on: July 13, 2017, 06:34:43 am »
I think that was because it doesn't implement SRAM locking.

Basically, SRAM (the segment of RAM present on the cartridge that is used to store your save file) cannot be accessed unless you "write" a byte to the cartridge's ROM. When SRAM is locked, the CPU is denied access to SRAM, and the battery circuits are engaged (meaning if the cartridge loses power, the SRAM's contents will no decay). Writing any value that's not an "unlocking" one will lock SRAM again.
So, apparently the VC doesn't implement SRAM locking (because "lol what do we need it for ?"), and add to this that saving sets SRAM banks juuuust right... boom.

Also, to anyone wondering why viewing a sprite switches SRAM banks :
Sprites are graphical data, and thus take a load of space. So to fit everything in the cartridge, the developers came up with a compression system, but it requires a sizable chunk of RAM. Because the GB's WRAM is almost completely filled, the developers chose to use a bit of SRAM bank 0 - 'cause it's RAM before being "S"RAM.
Fun fact : right after the area where sprites are decompressed, is the Hall Of Fame data. Since glitch Pokémon's sprites tend to have sizes larger than what can fit in the decompression area, it overflows into Hall Of Fame data. Woopsies.
"THOU SHALL NOT PASS !!"  RIVAL's effect, Gandalf.

Proudly glitching Pokémon Red and Yellow on a Black & White GB, Pocket GB, GB Color, GBA SP and new 3DS.

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Here is an online tool to build 8F setups : GBz80 to Items !

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