[GH-ISSUE #579] LittleBigPlanet savedata issue #153

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opened 2026-03-17 04:40:08 +03:00 by kerem · 42 comments
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Originally created by @hrydgard on GitHub (Feb 3, 2013).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/579

If you don't have a save file, this just keeps showing up on startup:

savedata_lbp

Originally created by @hrydgard on GitHub (Feb 3, 2013). Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/579 If you don't have a save file, this just keeps showing up on startup: ![savedata_lbp](https://f.cloud.github.com/assets/130929/121671/04d3fc90-6ddf-11e2-9837-62172fee9736.png)
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@unknownbrackets commented on GitHub (Feb 3, 2013):

Weird. I don't have savedata and I don't see that? Does the directory exist and it's just empty?

-[Unknown]

<!-- gh-comment-id:13044219 --> @unknownbrackets commented on GitHub (Feb 3, 2013): Weird. I don't have savedata and I don't see that? Does the directory exist and it's just empty? -[Unknown]
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@hrydgard commented on GitHub (Feb 3, 2013):

Just for the record, apparently the EU version has different behaviour than the US version here.

<!-- gh-comment-id:13044314 --> @hrydgard commented on GitHub (Feb 3, 2013): Just for the record, apparently the EU version has different behaviour than the US version here.
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@cloud1250x4 commented on GitHub (Feb 8, 2013):

yes it clearly doesn't have the same behavior

http://www.youtube.com/watch?v=5fP7AQKTdA8&feature=youtu.be

go past 1:00 there is some interesting thing in the log

<!-- gh-comment-id:13276159 --> @cloud1250x4 commented on GitHub (Feb 8, 2013): yes it clearly doesn't have the same behavior http://www.youtube.com/watch?v=5fP7AQKTdA8&feature=youtu.be go past 1:00 there is some interesting thing in the log
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@unknownbrackets commented on GitHub (Mar 18, 2013):

Is this going any farther now in the EU version?

-[Unknown]

<!-- gh-comment-id:15041103 --> @unknownbrackets commented on GitHub (Mar 18, 2013): Is this going any farther now in the EU version? -[Unknown]
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@unknownbrackets commented on GitHub (Apr 21, 2013):

Still doesn't work. Hmm. A log would be helpful.

-[Unknown]

<!-- gh-comment-id:16747350 --> @unknownbrackets commented on GitHub (Apr 21, 2013): Still doesn't work. Hmm. A log would be helpful. -[Unknown]
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@sum2012 commented on GitHub (Apr 22, 2013):

1
ppsspp-v0.7.5-402-gb7a496 Seem work EU version
log:https://gist.github.com/sum2012/c23b83b0c8f2aeb8bcd7

<!-- gh-comment-id:16799969 --> @sum2012 commented on GitHub (Apr 22, 2013): ![1](https://f.cloud.github.com/assets/2177532/410319/f7704116-ab6a-11e2-9aa3-e647533a74dc.jpg) ppsspp-v0.7.5-402-gb7a496 Seem work EU version log:https://gist.github.com/sum2012/c23b83b0c8f2aeb8bcd7
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@unknownbrackets commented on GitHub (Apr 27, 2013):

Some possible suspects:

  • ms callback (seems to run, maybe timing?)
  • sceIoGetstat (calls on a file that doesn't exist, then isn't happy shortly after.)
  • sceIoOpenAsync (calls after Getstat fails, which still points to Getstat...)
  • io callbacks (shows msgdialog after result of sceIoOpenAsync running a callback.)

-[Unknown]

<!-- gh-comment-id:17121811 --> @unknownbrackets commented on GitHub (Apr 27, 2013): Some possible suspects: - ms callback (seems to run, maybe timing?) - sceIoGetstat (calls on a file that doesn't exist, then isn't happy shortly after.) - sceIoOpenAsync (calls after Getstat fails, which still points to Getstat...) - io callbacks (shows msgdialog after result of sceIoOpenAsync running a callback.) -[Unknown]
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@unknownbrackets commented on GitHub (May 13, 2013):

After the async merge, and deleting the corrupt data, does this work any better?

-[Unknown]

<!-- gh-comment-id:17791580 --> @unknownbrackets commented on GitHub (May 13, 2013): After the async merge, and deleting the corrupt data, does this work any better? -[Unknown]
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@arg274 commented on GitHub (Jun 20, 2013):

isnt this issue over yet?

<!-- gh-comment-id:19755773 --> @arg274 commented on GitHub (Jun 20, 2013): isnt this issue over yet?
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@0x0ade commented on GitHub (Jun 20, 2013):

Removing corrupt data makes it regenerate the data - game still playable via ppsspp save states.

<!-- gh-comment-id:19765837 --> @0x0ade commented on GitHub (Jun 20, 2013): Removing corrupt data makes it regenerate the data - game still playable via ppsspp save states.
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@unknownbrackets commented on GitHub (Jun 23, 2013):

I'm hoping maybe the recent change to MAKEDATA/etc. (which this game uses, at least in my version) might've helped...

-[Unknown]

<!-- gh-comment-id:19870457 --> @unknownbrackets commented on GitHub (Jun 23, 2013): I'm hoping maybe the recent change to MAKEDATA/etc. (which this game uses, at least in my version) might've helped... -[Unknown]
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@0x0ade commented on GitHub (Jun 23, 2013):

It kinda helped, [Unknown].
LBP: First it shows up error code 80110327 and then it asks if you want to play without memcard. Selecting no makes the game restart.

<!-- gh-comment-id:19871570 --> @0x0ade commented on GitHub (Jun 23, 2013): It kinda helped, [Unknown]. LBP: First it shows up error code 80110327 and then it asks if you want to play without memcard. Selecting no makes the game restart.
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@unknownbrackets commented on GitHub (Jun 23, 2013):

Interesting. FF4 does that too, and it turned out it even does it on the PSP. If you don't have savedata, it doesn't do that on the PSP itself, right?

Also, if you put in savedata from a PSP, does it work fine?

-[Unknown]

<!-- gh-comment-id:19875056 --> @unknownbrackets commented on GitHub (Jun 23, 2013): Interesting. FF4 does that too, and it turned out it even does it on the PSP. If you don't have savedata, it doesn't do that on the PSP itself, right? Also, if you put in savedata from a PSP, does it work fine? -[Unknown]
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@0x0ade commented on GitHub (Jun 23, 2013):

Somehow, using an PSP savedata gives me the same error. Maybe it's only me.
Savestate used: 100% savestate. I've been playing with it on the PSP, too.

Also, issue #1972 seems to have got a simmilar issue - but it got solved already?
From what I read there (by flying over) I understood that there are filename problems. I hope that it's the cause and also that the fix is somewhat "universal" (if any).

Filename failures would be verry plausible because 80110327 means something like "no save data found" AFAIK.

<!-- gh-comment-id:19876193 --> @0x0ade commented on GitHub (Jun 23, 2013): Somehow, using an PSP savedata gives me the same error. Maybe it's only me. Savestate used: 100% savestate. I've been playing with it on the PSP, too. Also, issue #1972 seems to have got a simmilar issue - but it got solved already? From what I read there (by flying over) I understood that there are filename problems. I hope that it's the cause and also that the fix is somewhat "universal" (if any). Filename failures would be verry plausible because 80110327 means something like "no save data found" AFAIK.
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@unknownbrackets commented on GitHub (Jun 23, 2013):

The FF4 issue is already fixed. It shows 80110327 on a real PSP (so there's no bug, we're emulating it completely right.) It does indeed mean no data found.

I'm not sure what you mean by savestate. But it sounds like you're saying that when using the savedata from the PSP, it still gives an error, unlike on a real PSP.

-[Unknown]

<!-- gh-comment-id:19876342 --> @unknownbrackets commented on GitHub (Jun 23, 2013): The FF4 issue is already fixed. It shows 80110327 on a real PSP (so there's no bug, we're emulating it completely right.) It does indeed mean no data found. I'm not sure what you mean by savestate. But it sounds like you're saying that when using the savedata from the PSP, it still gives an error, unlike on a real PSP. -[Unknown]
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@0x0ade commented on GitHub (Jun 23, 2013):

I'm meaning LBP. Should've clearified that.

Also, I somehow forgott to say that it asks to play without memcard...
because it found no memcard... (I guess you figured that out yourself)

BTW: I just NOW noticed that FF4 is FF4 from the issue...
facepalm

<!-- gh-comment-id:19876390 --> @0x0ade commented on GitHub (Jun 23, 2013): I'm meaning LBP. Should've clearified that. Also, I somehow forgott to say that it asks to play without memcard... because it found no memcard... (I guess you figured that out yourself) BTW: I just NOW noticed that FF4 is FF4 from the issue... _facepalm_
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@unknownbrackets commented on GitHub (Sep 10, 2013):

Any chance this works now?

-[Unknown]

<!-- gh-comment-id:24143138 --> @unknownbrackets commented on GitHub (Sep 10, 2013): Any chance this works now? -[Unknown]
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@0x0ade commented on GitHub (Sep 10, 2013):

Not that I've noticed anything... May be only me.

<!-- gh-comment-id:24153982 --> @0x0ade commented on GitHub (Sep 10, 2013): Not that I've noticed anything... May be only me.
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@unknownbrackets commented on GitHub (Oct 12, 2013):

Is this affected by io on thread or anything? A more recent log may help.

-[Unknown]

<!-- gh-comment-id:26206823 --> @unknownbrackets commented on GitHub (Oct 12, 2013): Is this affected by io on thread or anything? A more recent log may help. -[Unknown]
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@unknownbrackets commented on GitHub (Jan 30, 2014):

Apparently this is affected by io on thread.

-[Unknown]

<!-- gh-comment-id:33667064 --> @unknownbrackets commented on GitHub (Jan 30, 2014): Apparently this is affected by io on thread. -[Unknown]
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@dbz400 commented on GitHub (Feb 14, 2014):

I just tested it with US version without any save data.

screen00002

<!-- gh-comment-id:35075617 --> @dbz400 commented on GitHub (Feb 14, 2014): I just tested it with US version without any save data. ![screen00002](https://f.cloud.github.com/assets/3000282/2170327/8ff9a83e-956a-11e3-8e83-6f533fa4a98a.jpg)
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@dbz400 commented on GitHub (Feb 14, 2014):

Tried to use the save here which is 100% complete and unlocked .The save loads okay

http://www.gamefaqs.com/psp/954362-littlebigplanet/saves

screen00003

<!-- gh-comment-id:35076193 --> @dbz400 commented on GitHub (Feb 14, 2014): Tried to use the save here which is 100% complete and unlocked .The save loads okay http://www.gamefaqs.com/psp/954362-littlebigplanet/saves ![screen00003](https://f.cloud.github.com/assets/3000282/2170377/e2b2f656-956b-11e3-96c3-f73a3cdaf9e1.jpg)
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@dbz400 commented on GitHub (Feb 14, 2014):

Testing EU version now .

<!-- gh-comment-id:35076301 --> @dbz400 commented on GitHub (Feb 14, 2014): Testing EU version now .
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@daniel229 commented on GitHub (Feb 14, 2014):

0.96-903 breaks the savedata.https://github.com/hrydgard/ppsspp/pull/5420
0.96-901 can go without savedata.
asia version
01
02

<!-- gh-comment-id:35076967 --> @daniel229 commented on GitHub (Feb 14, 2014): 0.96-903 breaks the savedata.https://github.com/hrydgard/ppsspp/pull/5420 0.96-901 can go without savedata. asia version ![01](https://f.cloud.github.com/assets/3481559/2170454/b2d078ee-956d-11e3-8fe9-383ef38d51a4.png) ![02](https://f.cloud.github.com/assets/3481559/2170455/b315c700-956d-11e3-8afa-b51a99167893.png)
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@daniel229 commented on GitHub (Feb 14, 2014):

0.96-903 breaks the savedata.https://github.com/hrydgard/ppsspp/pull/5420
0.96-901 can go without savedata.
asia version
01
02

<!-- gh-comment-id:35076967 --> @daniel229 commented on GitHub (Feb 14, 2014): 0.96-903 breaks the savedata.https://github.com/hrydgard/ppsspp/pull/5420 0.96-901 can go without savedata. asia version ![01](https://f.cloud.github.com/assets/3481559/2170454/b2d078ee-956d-11e3-8fe9-383ef38d51a4.png) ![02](https://f.cloud.github.com/assets/3481559/2170455/b315c700-956d-11e3-8afa-b51a99167893.png)
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@hrydgard commented on GitHub (Feb 14, 2014):

Argh. Good to know that file truncation matters here though...

<!-- gh-comment-id:35077852 --> @hrydgard commented on GitHub (Feb 14, 2014): Argh. Good to know that file truncation matters here though...
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@dbz400 commented on GitHub (Feb 14, 2014):

EU version using EU save indeed cannot load .

<!-- gh-comment-id:35085826 --> @dbz400 commented on GitHub (Feb 14, 2014): EU version using EU save indeed cannot load .
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@unknownbrackets commented on GitHub (Feb 14, 2014):

The game does this:

6=sceIoOpenAsync(disc0:/PSP_GAME/USRDIR/archives/gui.arc, 00000001, 000001a4)
0=sceIoLseekAsync(6, 0, 0)
sceIoReadAsync(6, 0958a950, 100000)
sceIoCloseAsync(6)

6=sceIoOpenAsync(ms0:/PSP/SAVEDATA/UCUS98744INSTALL/GUI.ARC, 02000602, 000001a4)
0 = sceIoLseekAsync(6, 0, 0)
sceIoWriteAsync(6, 0958a950, 100000)
sceIoCloseAsync(6)

6=sceIoOpenAsync(disc0:/PSP_GAME/USRDIR/archives/gui.arc, 00000001, 000001a4)
1048576 = sceIoLseekAsync(6, 100000, 0)
sceIoReadAsync(6, 0958a950, 100000)
sceIoCloseAsync(6)

6=sceIoOpenAsync(ms0:/PSP/SAVEDATA/UCUS98744INSTALL/GUI.ARC, 02000602, 000001a4)
1048576 = sceIoLseekAsync(6, 100000, 0)
sceIoWriteAsync(6, 0958a950, 100000)
sceIoCloseAsync(6)

The last bit is important. 0x602 is O_TRUNC | O_CREAT | O_WRONLY. According to JPCSP, 02000000 is O_PLOCK which is probably not relevant.

Maybe sceIoOpenAsync behaves differently or it's an io driver difference or an sdk version thing or something...

-[Unknown]

<!-- gh-comment-id:35095005 --> @unknownbrackets commented on GitHub (Feb 14, 2014): The game does this: ``` 6=sceIoOpenAsync(disc0:/PSP_GAME/USRDIR/archives/gui.arc, 00000001, 000001a4) 0=sceIoLseekAsync(6, 0, 0) sceIoReadAsync(6, 0958a950, 100000) sceIoCloseAsync(6) 6=sceIoOpenAsync(ms0:/PSP/SAVEDATA/UCUS98744INSTALL/GUI.ARC, 02000602, 000001a4) 0 = sceIoLseekAsync(6, 0, 0) sceIoWriteAsync(6, 0958a950, 100000) sceIoCloseAsync(6) 6=sceIoOpenAsync(disc0:/PSP_GAME/USRDIR/archives/gui.arc, 00000001, 000001a4) 1048576 = sceIoLseekAsync(6, 100000, 0) sceIoReadAsync(6, 0958a950, 100000) sceIoCloseAsync(6) 6=sceIoOpenAsync(ms0:/PSP/SAVEDATA/UCUS98744INSTALL/GUI.ARC, 02000602, 000001a4) 1048576 = sceIoLseekAsync(6, 100000, 0) sceIoWriteAsync(6, 0958a950, 100000) sceIoCloseAsync(6) ``` The last bit is important. 0x602 is `O_TRUNC | O_CREAT | O_WRONLY`. According to JPCSP, 02000000 is `O_PLOCK` which is probably not relevant. Maybe sceIoOpenAsync behaves differently or it's an io driver difference or an sdk version thing or something... -[Unknown]
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@unknownbrackets commented on GitHub (Feb 14, 2014):

So, I tested it and it seems to truncate no matter what I try. Maybe the fact that it is immediately seeking is "saving" it? Except, that doesn't seem to hold water...

    int fd = sceIoOpen(EXISTING_FILENAME, PSP_O_CREAT | PSP_O_WRONLY | PSP_O_TRUNC, 0777);
    sceIoLseek(fd, 0, PSP_SEEK_SET);
    sceIoWrite(fd, "test", 4);
    sceIoClose(fd);

    fd = sceIoOpen(EXISTING_FILENAME, PSP_O_CREAT | PSP_O_WRONLY | PSP_O_TRUNC, 0777);
    sceIoLseek(fd, 4, PSP_SEEK_SET);
    sceIoWrite(fd, "abc", 3);
    sceIoClose(fd);

    u8 buf[8];
    memset(buf, 0, 8);
    fd = sceIoOpen(EXISTING_FILENAME, PSP_O_RDONLY, 0777);
    int sz = sceIoRead(fd, buf, 7);
    sceIoClose(fd);

    flushschedf();
    for (int i = 0; i < sz; ++i) {
        printf("%02x ", buf[i]);
    }
    printf("\n");

Results in:

00 00 00 00 61 62 63

-[Unknown]

<!-- gh-comment-id:35097671 --> @unknownbrackets commented on GitHub (Feb 14, 2014): So, I tested it and it seems to truncate no matter what I try. Maybe the fact that it is immediately seeking is "saving" it? Except, that doesn't seem to hold water... ``` int fd = sceIoOpen(EXISTING_FILENAME, PSP_O_CREAT | PSP_O_WRONLY | PSP_O_TRUNC, 0777); sceIoLseek(fd, 0, PSP_SEEK_SET); sceIoWrite(fd, "test", 4); sceIoClose(fd); fd = sceIoOpen(EXISTING_FILENAME, PSP_O_CREAT | PSP_O_WRONLY | PSP_O_TRUNC, 0777); sceIoLseek(fd, 4, PSP_SEEK_SET); sceIoWrite(fd, "abc", 3); sceIoClose(fd); u8 buf[8]; memset(buf, 0, 8); fd = sceIoOpen(EXISTING_FILENAME, PSP_O_RDONLY, 0777); int sz = sceIoRead(fd, buf, 7); sceIoClose(fd); flushschedf(); for (int i = 0; i < sz; ++i) { printf("%02x ", buf[i]); } printf("\n"); ``` Results in: ``` 00 00 00 00 61 62 63 ``` -[Unknown]
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@hrydgard commented on GitHub (Feb 14, 2014):

Did you try throwing in that 0x02000000 flag as well, and the same SetSdk version?

<!-- gh-comment-id:35098221 --> @hrydgard commented on GitHub (Feb 14, 2014): Did you try throwing in that 0x02000000 flag as well, and the same SetSdk version?
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@unknownbrackets commented on GitHub (Feb 14, 2014):

Well, I tried a high sdk version and that flag as well, yes. I'll check what the game actually sets...

Here's a JpcspTrace from a PSP, it definitely does use those modes:
https://gist.github.com/unknownbrackets/9004990

Created with a customized build of JpcspTrace:
https://github.com/unknownbrackets/JpcspTrace

-[Unknown]

<!-- gh-comment-id:35103687 --> @unknownbrackets commented on GitHub (Feb 14, 2014): Well, I tried a high sdk version and that flag as well, yes. I'll check what the game actually sets... Here's a JpcspTrace from a PSP, it definitely does use those modes: https://gist.github.com/unknownbrackets/9004990 Created with a customized build of JpcspTrace: https://github.com/unknownbrackets/JpcspTrace -[Unknown]
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@unknownbrackets commented on GitHub (Feb 14, 2014):

It uses sceKernelSetCompiledSdkVersion500_505(05050010); which seems to make no difference...

-[Unknown]

<!-- gh-comment-id:35104959 --> @unknownbrackets commented on GitHub (Feb 14, 2014): It uses `sceKernelSetCompiledSdkVersion500_505(05050010);` which seems to make no difference... -[Unknown]
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@unknownbrackets commented on GitHub (Feb 14, 2014):

According to JPCSP:

// When writing, PSP_O_TRUNC truncates the file at the position of the first write.
// E.g.:
// open(PSP_O_TRUNC)
// seek(0x1000)
// write() -> truncates the file at the position 0x1000 before writing
info.setTruncateAtNextWrite(true);

That behavior makes sense, and would fix this... but I can't reproduce it. Maybe sceIoLseekAsync matters...

Still no:

void testLBPCase() {
    SceInt64 iores;

    int fd = sceIoOpenAsync(EXISTING_FILENAME, 0x02000000 | PSP_O_CREAT | PSP_O_WRONLY | PSP_O_TRUNC, 0777);
    sceIoWaitAsyncCB(fd, &iores);
    sceIoLseekAsync(fd, 0, PSP_SEEK_SET);
    sceIoWaitAsyncCB(fd, &iores);
    sceIoWriteAsync(fd, "test", 4);
    sceIoWaitAsyncCB(fd, &iores);
    sceIoCloseAsync(fd);
    sceIoWaitAsyncCB(fd, &iores);

    fd = sceIoOpenAsync(EXISTING_FILENAME, 0x02000000 | PSP_O_CREAT | PSP_O_WRONLY | PSP_O_TRUNC, 0777);
    sceIoWaitAsyncCB(fd, &iores);
    sceIoLseekAsync(fd, 4, PSP_SEEK_SET);
    sceIoWaitAsyncCB(fd, &iores);
    sceIoWriteAsync(fd, "abc", 3);
    sceIoWaitAsyncCB(fd, &iores);
    sceIoCloseAsync(fd);
    sceIoWaitAsyncCB(fd, &iores);

    u8 buf[8];
    memset(buf, 0, 8);
    fd = sceIoOpen(EXISTING_FILENAME, PSP_O_RDONLY, 0777);
    int sz = sceIoRead(fd, buf, 7);
    sceIoClose(fd);

    flushschedf();
    for (int i = 0; i < sz; ++i) {
        printf("%02x ", buf[i]);
    }
    printf("\n");
}

D'oh, I'm still testing host0:/. Moral of the story: host0:/ is different.

Seems indeed saved. If there's no write, it won't extend the size of the file and still truncates to 0.

-[Unknown]

<!-- gh-comment-id:35105848 --> @unknownbrackets commented on GitHub (Feb 14, 2014): According to JPCSP: ``` java // When writing, PSP_O_TRUNC truncates the file at the position of the first write. // E.g.: // open(PSP_O_TRUNC) // seek(0x1000) // write() -> truncates the file at the position 0x1000 before writing info.setTruncateAtNextWrite(true); ``` That behavior makes sense, and would fix this... but I can't reproduce it. Maybe sceIoLseekAsync matters... Still no: ``` c++ void testLBPCase() { SceInt64 iores; int fd = sceIoOpenAsync(EXISTING_FILENAME, 0x02000000 | PSP_O_CREAT | PSP_O_WRONLY | PSP_O_TRUNC, 0777); sceIoWaitAsyncCB(fd, &iores); sceIoLseekAsync(fd, 0, PSP_SEEK_SET); sceIoWaitAsyncCB(fd, &iores); sceIoWriteAsync(fd, "test", 4); sceIoWaitAsyncCB(fd, &iores); sceIoCloseAsync(fd); sceIoWaitAsyncCB(fd, &iores); fd = sceIoOpenAsync(EXISTING_FILENAME, 0x02000000 | PSP_O_CREAT | PSP_O_WRONLY | PSP_O_TRUNC, 0777); sceIoWaitAsyncCB(fd, &iores); sceIoLseekAsync(fd, 4, PSP_SEEK_SET); sceIoWaitAsyncCB(fd, &iores); sceIoWriteAsync(fd, "abc", 3); sceIoWaitAsyncCB(fd, &iores); sceIoCloseAsync(fd); sceIoWaitAsyncCB(fd, &iores); u8 buf[8]; memset(buf, 0, 8); fd = sceIoOpen(EXISTING_FILENAME, PSP_O_RDONLY, 0777); int sz = sceIoRead(fd, buf, 7); sceIoClose(fd); flushschedf(); for (int i = 0; i < sz; ++i) { printf("%02x ", buf[i]); } printf("\n"); } ``` D'oh, I'm still testing host0:/. Moral of the story: host0:/ is different. Seems indeed saved. If there's no write, it won't extend the size of the file and still truncates to 0. -[Unknown]
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@unknownbrackets commented on GitHub (Aug 25, 2014):

So with all that truncation fun behind us, is this game not saving/loading for anyone? I recommend deleting any stale savedata.

-[Unknown]

<!-- gh-comment-id:53218657 --> @unknownbrackets commented on GitHub (Aug 25, 2014): So with all that truncation fun behind us, is this game not saving/loading for anyone? I recommend deleting any stale savedata. -[Unknown]
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@ppmeis commented on GitHub (Mar 9, 2015):

Tested with latest build. I download a 100% savefile and game works fine (EU version):
image

<!-- gh-comment-id:77844091 --> @ppmeis commented on GitHub (Mar 9, 2015): Tested with latest build. I download a 100% savefile and game works fine (EU version): ![image](https://cloud.githubusercontent.com/assets/4381277/6554802/ca722032-c65f-11e4-9aac-5d97fd5b928a.png)
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@ppmeis commented on GitHub (Mar 9, 2015):

Tested with latest build. I download a 100% savefile and game works fine (EU version):
image

<!-- gh-comment-id:77844091 --> @ppmeis commented on GitHub (Mar 9, 2015): Tested with latest build. I download a 100% savefile and game works fine (EU version): ![image](https://cloud.githubusercontent.com/assets/4381277/6554802/ca722032-c65f-11e4-9aac-5d97fd5b928a.png)
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@ppmeis commented on GitHub (Mar 10, 2015):

@unknownbrackets you can close this I think.

<!-- gh-comment-id:78012524 --> @ppmeis commented on GitHub (Mar 10, 2015): @unknownbrackets you can close this I think.
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@unknownbrackets commented on GitHub (Mar 10, 2015):

Does it work with no savedata at all, though? At least the original issue wasn't about having existing data.

-[Unknown]

<!-- gh-comment-id:78080227 --> @unknownbrackets commented on GitHub (Mar 10, 2015): Does it work with no savedata at all, though? At least the original issue wasn't about having existing data. -[Unknown]
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@ppmeis commented on GitHub (Mar 11, 2015):

@unknownbrackets Yes it does. I tried in both cases.

<!-- gh-comment-id:78257200 --> @ppmeis commented on GitHub (Mar 11, 2015): @unknownbrackets Yes it does. I tried in both cases.
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@mikeymop commented on GitHub (Jan 12, 2022):

I do still experience this issue on 1.12.3 Android.

Tried wiping the save data and creating a new one and the issue persists.

<!-- gh-comment-id:1011555952 --> @mikeymop commented on GitHub (Jan 12, 2022): I do still experience this issue on 1.12.3 Android. Tried wiping the save data and creating a new one and the issue persists.
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@unknownbrackets commented on GitHub (Jan 13, 2022):

Maybe better to create a new issue, but I'll reopen this just to make sure it's not lost.

My guess is this was broken by the Android content URI / storage changes.

-[Unknown]

<!-- gh-comment-id:1011796377 --> @unknownbrackets commented on GitHub (Jan 13, 2022): Maybe better to create a new issue, but I'll reopen this just to make sure it's not lost. My guess is this was broken by the Android content URI / storage changes. -[Unknown]
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@unknownbrackets commented on GitHub (Feb 11, 2022):

I'm going to close this based on #15379. Please comment if you're still seeing issues, or create a new issue.

-[Unknown]

<!-- gh-comment-id:1035921747 --> @unknownbrackets commented on GitHub (Feb 11, 2022): I'm going to close this based on #15379. Please comment if you're still seeing issues, or create a new issue. -[Unknown]
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starred/ppsspp#153
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