April 26, 2024, 06:22:53 am
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; ----; -- Saves --; ----; Number of Rewind States [0..99]RewindStates=8; Delay between rewinds [1..99] - (1 = 200ms, 5 = 1s, 10 = 2s)RewindFrames=15; Don't Save SRAM (0 = NO, 1 = Yes); Only enable this if you don't want to Save SRAM at any given time.; This option will make Update SRAM in Real-Time useless.nosaveSRAM=0; Update SRAM in Real-Time (0 = NO, 1 = Yes); This is useful if you fear something will prevent ZSNES from exiting normally.; It is required to play games that store important values directly to SRAM.; ZSNES normally updates SRAM on exit.; If Don't Save SRAM is enabled, this option is useless.SRAMSave5Sec=0
Try opening up youe zsnes.cfg file and locate the following section: Quote; ----; -- Saves --; ----; Number of Rewind States [0..99]RewindStates=8; Delay between rewinds [1..99] - (1 = 200ms, 5 = 1s, 10 = 2s)RewindFrames=15; Don't Save SRAM (0 = NO, 1 = Yes); Only enable this if you don't want to Save SRAM at any given time.; This option will make Update SRAM in Real-Time useless.nosaveSRAM=0; Update SRAM in Real-Time (0 = NO, 1 = Yes); This is useful if you fear something will prevent ZSNES from exiting normally.; It is required to play games that store important values directly to SRAM.; ZSNES normally updates SRAM on exit.; If Don't Save SRAM is enabled, this option is useless.SRAMSave5Sec=0Change the "SRAMSave5Sec=0" to "SRAMSave5Sec=1", save and exit. That should save the game in real time. What's happening (and this happens with a lot of Front Ends from time to time) is that Maximus is killing the ZSNES process, and not allowing the game to save it's SRAM state. By doing this, you force the emulator to save in real time, so when the process is killed, the save is made. Give it a shot and see how it works out for you.