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Nintendo "State"
#1
I like to mess around with Nintendo emulators, and recently discovered "save state" and "load state." I'm guessing it just saves all memory of the instance to a file to be loaded later.

Even if it isn't applicable to my game, I'd like to figure out how you can implement this into an rpg game. Feel free to contribute.

All elements would be preserved. This includes: movement (direction) and location, animation, map condition (switches, etc.), spells and attacks in the middle of effect... Add more later.

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I'll edit this with more information, but it was something I had to write down.
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#2
One word. Serialization.
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#3
Isn't this kind of like how it saves all your information to your account file..?
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#4
Matt Wrote:Isn't this kind of like how it saves all your information to your account file..?
It's more like it saves all map conditions (in the middle of walking, in the middle of a spell animation going, etc) in real-time

Toast Wrote:One word. Serialization.
Please explain.
I wiki'ed it. I liked the term pointer unswizzler lmao.
I just wouldn't know how to prepare your code to do this, or how useful it would be in context to saving the state (which is many objects)
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#5
I'm sorry I don't know how to do serialization of objects in VB6.. But Microsoft uses it for tons of crap like the clipboard. Ever wonder what happens when you copy formatted text in Microsoft Word? Or how about when you copy a designer object in VB. Microsoft uses serialization to do these things.
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#6
All it does is enable objects to be written to a stream. Assuming you have a position object, a walk object etc, if when you save you just output all your instanced objects via a stream to any given medium, as long as you can then re-instantiate them, you are good to go.
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#7
Save every single one of your variables in a file. Load the file. Or are you talking about an orpg?
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#8
mixed up months? lol
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