Comments (7)
Are you attempting to load an x86 saved game on x86_64? They are incompatible due to pointer size differences.
from dante.
I'm talking about x86_64 platform in general... I save the game (Using EGL), build the code again ( for say, GLX ), and then try to load the new save, and it's always incompatible.
from dante.
I will try to reproduce the issue later this week. If I cannot, I would need to get some extra logs from you, but it's much easier to debug if I can reproduce it myself and have instantaneous feedback. I'll let you know.
from dante.
I see, and after a bit more investigating I think I spotted the cause of this issue. Pretty much this stems from the mapping of size_t to int. So the best bet would be to examine the size_t usage. After all, the Optimum result would be for saves to work on all supported platforms. This means a safe file generated on x86 will work on x86_64, powerpc, arm, mips, and whatever else eventually gets the data... Although, the reverse should also hold true.
from dante.
I have uploaded new prebuilt APK to http://dante.mobi/, please test when you have time. Cross-architecture saves (e.g. x86 files on x86_64) still will not work.
from dante.
@kphillisjr Has the new APK solved the save game issue for you? We should open a separate issue for architecture independent save files, however I do not consider this a high priority issue.
Architecture independent save games are kind of a niche feature. I do not see many people copying over save games from their desktop to an Android (or other architecture) device and resuming their partially complete single-player campaign.
from dante.
I have not tested yet... it should work on any platform as long as the x86 to x86_64 works, and then the other way around. Although, It'd probably be better if kkszysiu tested the arm based stuff since that's where he is focusing.
from dante.
Related Issues (20)
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from dante.