docs(save-states): cover SRAM, EEPROM, and diagnostic-exit persistence
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01HhfHfHEuzv2AUTd6erW1gU
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# Save states
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A save state freezes the emulated machine at a step boundary and restores it later.
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It is separate from the game's own save (Flash) and does not replace it: [Flash persistence](saves.md) still needs the game's SAVE command and a clean exit.
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It is separate from the game's own save (Flash, SRAM, or EEPROM) and does not replace it: [save-file persistence](saves.md) still needs the game's SAVE command, then a clean exit or a window diagnostic.
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## Desktop use
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A rejected load (missing file, wrong ROM, corrupt or older-format file) is reported in the terminal and the game keeps running unchanged.
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Loading discards queued host audio and shows the state's last captured frame immediately.
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The Flash image inside the state replaces the running one. It is written to `--save-file` only on a clean exit, and only if it differs from the last persisted bytes.
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The save image inside the state replaces the running one. It is written to `--save-file` only on a clean exit or a window diagnostic, and only if it differs from the last persisted bytes.
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The RTC resumes at the saved calendar value and then follows host elapsed time again.
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Quitting with Escape does not write a state. Press F5 first.
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`Machine::save_state` and `Machine::load_state` (`crates/gba-core/src/machine/snapshot.rs`) encode:
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- CPU registers, banks, status, instruction buffer, and retained fetch history.
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- All RAMs, VRAM, palette, and OAM, plus the Flash image and its modified flag.
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- Every device: timers and the shared prescaler, DMA channels and latches, display position, interrupts, keypad, serial, audio (FIFOs, PSG channels, wave RAM), Flash and RTC/GPIO state machines.
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- All RAMs, VRAM, palette, and OAM, plus the save image (Flash, SRAM, or EEPROM) and its modified flag.
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- Every device: timers and the shared prescaler, DMA channels and latches, display position, interrupts, keypad, serial, audio (FIFOs, PSG channels, wave RAM), Flash, SRAM, and EEPROM state, and RTC/GPIO state machines.
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- Video latches: affine accumulators, mosaic and window counters, sprite row pipeline, and the double-buffered scanline capture.
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- Game Pak prefetch, IWRAM bus lanes, BIOS protected-read snapshot, the device cycle count, and the last step timing.
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