- #Dolphin emulator memory card is corrupted cracked#
- #Dolphin emulator memory card is corrupted Pc#
- #Dolphin emulator memory card is corrupted ps2#
True, it could be a feature toggled per game and saved in user settings, but my guess is it's just not yet been a priority. My gut tells me that if such a feature was implemented in a modern emulator, the devs would want to thoroughly test the function across the hundreds of game sin the library. It's my guess that the state of PS1 emulation is not where it needs to be to intelligently overcome the possibility of having some games needing specifically timed right behaviors.
#Dolphin emulator memory card is corrupted ps2#
To my knowledge, the PS2 did not also integrate faster memory save operations, so they were definitely aware that it was a function they shouldn't change (although maximum write speeds for PS1 might have been part of that decision.) I know there were warnings that the feature may not work with all games, so Sony was aware that it was a use-at-your-own-risk, quality of life feature. I can't speak for the PS3, but there are options to speed up load times within the PS2 for PS1 games.
#Dolphin emulator memory card is corrupted cracked#
The downside to this trick is that years later, we are stuck having to emulate speeds that to us are slow.īut there is caviat! Apparently Sony partly cracked the code on spending up some of these operations without breaking to many games. Because of that, devs could use it as a "trick" up there sleeves to preload data and make the game feel overall faster. In general, the PS1 had very tight timing control. If the devs knew it specifically took X cycled to complete writing 256 bytes to the memory card RAM, they can use those background cycles to preload a stage or prep RAM data for managing player interaction for whatever comes next in the game. Once the process was finished, an interrupt would be called that basically tells the unit "writing to the memory card, finished!". In actuality, there was probably a subsystem that was us was used to write whatever block of RAM holding the data to the memory card. Devs could start a memory card write and know exactly how many CPU cycles it'd take to finish. This meant that if the developers wanted, there were some operations that could run or start while certain read and write operations were taking place. Both CD read times were fixed as we're memory card write times. Keep in mind that though the PS1 was advanced for it's time, it was still pretty basic by today's standards. It absolutely has everything to do with timing. If this is the reason, then how widespread was this method of talking to storage, in those days? And was it carried into the PS2 generation or later on? It vaguely seems like games are doing some low-level electronics with the cards, instead of delegating to the console's API-so the emulator has to preserve the original timings and can't hijack the goings-on with a faster approach. I'm curious: what limits the speed of PS1 memory cards in emulators? Considering the minuscule size of PS1 saves by modern standards, they should be read or written in moments. Detecting a memory card is slow, writing it is slow, reading it is slow-even when the game clearly doesn't reload the game world but just reads a few numbers. However, somehow this hasn't affected the speeds of reading or writing a PS1 memory card, in all emulators that I've used. This will be fixed in a future version.Speed of flash memory and other storage has improved quite a bit since the PS1 days-and now some emulators can provide higher-than-native reading speeds when loading a ‘CD’ in a game (e.g. multiple "Animal Crossing" save files are restored from the memory card, they will all have the same name, so you can't restore them to the same card. This includes "Animal Crossing", so if e.g. Games that have multiple slots but don't have a slot identifier in the comment section will all be restored with the same filename. It might have something to do with this concerning Memory Card Recover on PC:ģ. I have a feeling it has something to do with the way the saves were ripped from the image - or rather how they were NAMED after being exported. How can I put them back? I have multiple Tales of Symphonia and Sonic Adventure 2 saves that refuse to be imported into the Dolphin Memory Card Manager. raw image that I will use in GCMM on Wii, and the saves do import, but the only problem is that I have multiple saves of the same game, so when I try to import them I get the 'Memory Card already has a save for this title' error, even though the Wii and Gamecube never had any sort of issue with them when they were on the physical memory card. I am trying to use Dolphin's Memory Card Manager to import all the saves into.
However, the problem is I can't put them back on.
#Dolphin emulator memory card is corrupted Pc#
So recently, my Gamecube gave a "this memory card is corrupted" error, so I decided to dump a raw image of it with GCNN on Wii Homebrew and use GerbilSoft's GCN Memory Card Recover on PC to see if I could restore all the lost saves - and it worked.