Author Topic: Savestates Compression Process  (Read 630 times)

Offline ggaclassics

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Savestates Compression Process
« on: March 07, 2016, 08:18:01 pm »
I'm having a hard time figuring the compression steps followed to record a savestate file.

I'm not asking for lessons on how to preform adaptive Huffman encoding or how to use zlib, rather, I'm looking for the general process of which these savestates are written.
I need this because I want to decompress save files to get the raw values of game state so that I'll able to manually modify them.
Was there a version of FBA that had RAM search? I would not need to decompress anything if I had this feature.
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Offline dink

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Re: Savestates Compression Process
« Reply #1 on: March 07, 2016, 10:41:40 pm »
Hi,
This reply might not be of much help, but I'll give it a shot...

Unfortunately I don't know much about the savestate format or compression, but if you take a look at the source code it shouldn't be too hard to figure out.  The reason I'm replying is because I wanted to say that FBAlpha has a sorta simple cheat search function under the Misc menu tab, that might be of some help.  Also, for 68k games, there is a very basic 68k debugger under the misc tab, which can let you browse through memory.

best regards,
- dink

Offline ggaclassics

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Re: Savestates Compression Process
« Reply #2 on: July 05, 2017, 01:25:22 am »
Okay just to keep things on track, the follow up of this topic is here :
http://http://neo-source.com/index.php?topic=2920
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