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QUESTION ABOUT 'MEMORY CARDS'

Hi, I was just wondering if there was a way to somehow load all of your information from a previous game into another game? Like FF7 on PSX?

I have found a memory card slot system which looks really intriguing. The creator is Xilef, and I now realize the topic is extremely old and the link is down. If you could help me in any way, please do.

Thank you in advance.
 
From what I can tell, first you'd have to be able to interpret the save file of the other game. Chances are, it won't be in RGSS. :) So, What you have to dy is find a way to make a script that can read another (probably interpreted hexadecimal in a custom language, if nintendo's games are any indication) programming language. Then there's the problem of being able to connect the memory card to the computer (unless there is no problem, I'm only familiar with older systems). Finally, you have to create a common map, or some fancy teleportation system. (For example, most cross-platform Pokemon games require the handheld game to be saved in a Pokemon center, to make things easier, unless it runs as an emulator, which is somewhat tougher for you to build)
 
Thank you for the feedback Glitch. But I believe I have phrased my problem poorly. I don't want cross-platform saving or any hardware like memory cards, i simply want save slots that you can transfer to another game. Let's say you end one game, and you want the other to have mostly the same characters, stats, and items. In other words, how would you go about loading another game's data into, lets say, a sequel?

P.S. I hope your timer issue is resolved soon!
 
Well, that's much simpler. What you need to do is to create a script that can read vital information from a save file (party members, their stats, items, etc.), and then adjust the new game's members to match that. (or, if you plan from the start, you can make a hidden option to export the data, although that can be difficult) Then, you need to either create a common map that they must save on in the old game, or simply have them start in a specified place with the adjustments. You also might want to load certain variables, which can also be done. (You know, if you want to make sure that if you put in some old places they won't be able to get that special treasue twice, but they can get it if they missed it) It's actually fairly simple if you understand how the game loads data from the save file. Then, there's games like Golden Sun or The Legend of Zelda, Oracle of Ages/Seasons, where you could be given a series of text and symbols, and plug it into the new game to transfer some information.
 
Thank you for all your help Glitch.
And there lies the problem. I'm extremely noobish on the RGSS part. I'll try and see if I can scrap together some save/loading essentials.

I was going to have to learn RGSS anyway to make the most out of RMXP. At least now I know which aspects I can target first so I'm not wandering around in the dark.

Again, thanks for all your help.

Oh, and the variable part was really clever, I actually hadn't thought of that...
 
Thanks. Just look at where the game loads save data. You'll have to modify that (in your new script) to look for a seperate save file, though. (Otherwise, it won't do anything, except possibly give an error) Oh, and some games avoid the necessity for some variable by blocking off old areas, a practice I find somewhat distasteful. (For example, In Golden Sun: The Lost Age, you can't visit a single place you visited in the first game) Oh, and the same ideas can be applied to future "additions" or "expansion packs" to a current game. You can make common maps where people can save, then update the game. Or, you can simply have them replace the critical files, then reload the critical info from the old save file, delete it, (or cache it somewhere), and then create a new one.
 
The only reason I mention that is because you might want to add to a game that you finished and realeased, or you might need to fix some problems deep within the game in a way that won't alienate players who already got to that point. I would recommend that you cache any current save files that you are about to replace, in case something goes wrong. (As Murphy's law dictates, if it can go wrong, it will...) Oh, and if you do decide that instead of loading an old save file, you will export info, don't let people decode the info. That essentially allows cheaters to create a maxed-out, unbeatable character. (For example, fans are planning to release an unofficial expansion pack for the original Age of Empires games this year, because they have decoded essentially every portion of the game)
 
That's what your name indicates too.

I've seen this problem with Master of the Wind. Horrible glitches just halt the player from going any further, and all they can do is start over. I, personally, would be discouraged to start over, so that's a very good point.
 
You know, they recently created a computer game based on the TV show LOST, which follows some never-before-seen characters in a backstory of the show. Unfortunately, (and ironically), it has a tendency to crash before you can reach a preset save point. Oh, check the edit to my last post, too.
 

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