Viper Snake
Member
I've been using nosave 1 to prevent the game from saving on certain stages so that when a player loads the game the music always plays. See this topic: http://www.chronocrash.com/forum/index.php?topic=1570.msg18929#msg18929
While this does work, I'm having an unfortunate side effect. Getting a game over or pausing then quiting on any stage that has nosave 1 set will cause the game to think there is no save data when you try to load. However, restarting openbor will show the old save again. If I don't restart openbor and get to a point where the game would save again, occasionally openbor won't even display "no save data" anymore when trying to load and it erases any save that might have existed. Oddly, the boss stage of my burning village level does not have this "no save data" problem and I have no idea why.
I wouldn't mind going back to having it just save every stage if there was a way to have music play only once you've loaded/started a game, at least the saving works properly that way.
EDIT: Having nosave 0 instead of 1 on the first level of the set is the cause of these problems it seems. For some reason I thought that I had always put nosave 0 on the first level, however after looking at an older version of my game I was mistaken.
[attachment deleted by admin]
While this does work, I'm having an unfortunate side effect. Getting a game over or pausing then quiting on any stage that has nosave 1 set will cause the game to think there is no save data when you try to load. However, restarting openbor will show the old save again. If I don't restart openbor and get to a point where the game would save again, occasionally openbor won't even display "no save data" anymore when trying to load and it erases any save that might have existed. Oddly, the boss stage of my burning village level does not have this "no save data" problem and I have no idea why.
I wouldn't mind going back to having it just save every stage if there was a way to have music play only once you've loaded/started a game, at least the saving works properly that way.
Code:
set Burning_Village
typemp 2
cansave 2
maxplayers 2
continuescore 2
noshare 1
lives 1
credits 1
musicoverlap 1
z 432 432 160
file data/stages/normal/burningvillage_start.txt # (nosave 0)
z 1312 1312 160
file data/stages/normal/burningvillage_vertical.txt # (nosave 1)
z 816 816 160
file data/stages/normal/burningvillage_topfloor.txt # (nosave 1)
z 384 384 160
file data/stages/normal/burningvillage_bottomfloor.txt # (nosave 1)
branch warp_burningvillage_descent
z 832 832 160
file data/stages/normal/burningvillage_descent.txt # (nosave 1)
z 704 704 160
file data/stages/normal/burningvillage_descended.txt # (nosave 1)
branch warp_burningvillage_pits
z 960 960 160
file data/stages/normal/burningvillage_pits.txt # (nosave 1)
z 428 428 160
file data/stages/normal/burningvillage_preboss.txt # (nosave 0) Checkpoint
z 608 608 160
file data/stages/normal/burningvillage_boss.txt # (nosave 1)
end
set Save_Test
typemp 2
cansave 2
maxplayers 2
continuescore 2
noshare 1
lives 1
credits 1
z 864 864 160
file data/stages/normal/royalchapel_mainroom.txt # (nosave 0)
z 480 480 160
file data/stages/normal/hidden_room.txt # (nosave 1)
z 428 428 160
file data/stages/normal/burningvillage_preboss.txt # (nosave 0) Checkpoint
end
EDIT: Having nosave 0 instead of 1 on the first level of the set is the cause of these problems it seems. For some reason I thought that I had always put nosave 0 on the first level, however after looking at an older version of my game I was mistaken.
[attachment deleted by admin]