The current location the memory card is saved. As of version 0.1.4, the save location is lost if the game crashes while in-progress, but will be stored at the location used when the game crashed. If the save state was saved and then the game crashed while the card was still in use, the card will be read from the first location in memory.
Some issues have been reported when saving a save slot without having previous save states. This problem can only occur when entering a save slot that has no data or it’s not being used. To avoid this issue, this option is enabled by default.
There are 5 save files. The first is for the main device in which case all save files are stored internally. If the user has a memory card reader cartridge, this is a save file. If the user does not have a memory card reader cartridge, there are 4 save files, corresponding to the memory cards the user has (save data.0 to save data.3). If the user has only a bluetooth stick, there are 3 save files, corresponding to the bluetooth stick (save data.0 to save data.2).
The save list will show that the game is unloaded from the memory card and then loaded to the memory card after the save. So it looks like the game won’t load the memory card in this situation. It will only load the save file.
I have not solved this, but if the save game files are not opened in a game, then they will be written to the memory card and not the.sav file. Unfortunately, I don’t know enough about the Cint Files to help you.
Keep in mind that save states also include the state of the memory card; carelessly loading an old save state will OVEWRITE the memory card, potentially resulting in lost saved games. You can set the ‘Don’t overwrite SaveRAM on loading savestate’ option in RetroArch’s Saving settings to On to prevent this.
I won’t go into too much detail on the process of making a trick (I’m sure you’ve seen one on the internet somewhere), but let’s pretend I need to make my cheat card file for one of the tricks I have learned for this game: GRAN.TURISMO.MEMORY.CARD.SAVE.DATA.(MCR.FILE).USED.FOR.THE.EPSXE To make a cheat card, you must first create a new cheat data file. One way to do this is to select the game you want to use in the front end, click the file menu, and select Create New Cheat File, then start the game. After the timer starts, press the Load Game button. The cheat data file you create will be automatically used for that trick in the game, and as you save that trick, it will be saved in the cheat data file as well. To start a new trick, simply continue playing without loading the game. To remove a trick, use the Remove Trick button.
You are using a memory card which contains a compilation of saved game memory cards. I have no idea why you would need this because it takes forever to do. If you want to save a replay then you need to press right, then select the memory card that you want to save to, then press start. When you exit the game press left, then select save and then press start again. To enter the replay screen, press select then press start. If you are trying to resume from a state that you have already saved, then press start to load the saved state. There are also videos available, and they are of very low quality, but since there is no way around saving this information, the option is given.
Convert memory card one to this file format automatically by downloading and installing the package http://ntop.org/software/epsilon/ . Then go to settings, and click Load Game, then navigate to your saved files. For more information on this software, visit epsilon’s wiki .