global script onSave{ void run(){ SaveSRAM("CrucibleCrest.zcsram",0x20); } }
global script onSaveLoad{ void run(){ LoadSRAM("CrucibleCrest.zcsram",0x20); } }EDIT: I have done more testing by moving away from the onSave slot completely. If I put the following into an FFC script:
SaveSRAM("CrucibleCrest.zcsram",0x20); Game->Save();The game will crash as above. However, if I reverse the commands:
Game->Save(); SaveSRAM("CrucibleCrest.zcsram",0x20);This will work with no issues. So it seems to be something caused by saving too soon after the SRAM is created, perhaps? Hopefully this info will help narrow down what's happening.
Edited by Mitchfork, 27 March 2021 - 07:01 PM.