4/19/2023 0 Comments File minimizer kickass![]() I also experimented with compressing the game demos (autoplay). You could even add the inputs in it to (just compress the whole dir contents), saves only a couple of bytes. No problem in compressing all states in a single file, it's even more tidier. #in the directory are compressed already.Ĭompressed_items=$(ls -1 $ & #This code makes sure that already stored save-data that was not compressed via the modified # using "cfg_snes_extra_args" variable in p0000_config # You can add extra command line arguments to all games at once ![]() So my question: hereby I give the community code that does the savestate compression/decompression and in return I would like someone from the community to make it nice and shiny and stuff -) ![]() I modified the canoe wrapper for this, so other mods that also do something with the wrapper are out of luck.That is ugly (I wanted to do it with the trap function, but that does not seem to work, none of the available traps (kill -l) seem to work). I am polling for the PID of the process to be vaporized to determine when to compress the gamestate.Now what I don't like in my script is the following: UPDATE: The script below now also compressed already saved gamestates upon loading of gamestates that were not saved at the time this script was available (beware the disclaimer!) If you do and somehow the script deletes your saves or does some other inappropriate behaviour: blame yourself for it, as you should not simply copy&paste the script, read it, understand it and create your own version of it It works for suspendpoints as well as the volatile save (the one with the wings), so basically it's finished.ĭISCLAIMER: Do not simply copy&paste this script. Well, I created a method that in fact works very well (see script below, SNES Classic only), but it's not 'beautiful'. I have been fiddling around with compressing savestates as they are quite big and it saves quite alot of space compressing them on game exit and decompressing them on load.
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