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to hack a quick save feature into a game that doesn't have it? Because much of the frustration of Dark Salvation would be gone if you could fucking quick save.
You can try searching for some mods.
It doesn't have any, unfortunately. I'm mostly asking out of curiosity, since I don't have the skills to hack it in if you could anyway.

I've looked online for uploaded save files (none), cheats (can't get them working), and trainers (can't get it working either). I keep telling myself that the game gets better past the first level, but I'm worried that I finally will get past it, only to discover that the rest of the game is more of the same but worse.
It is possible, theoretically. It also means breaking EULA, decompiling some stuff, digging trough the code and rewriting engine of the game in some manner. Therefore, it is possible, but highly improbable anyone would do it.
I don't know it it will work in practice, but theoretically if you run the game in a vmware vm and take a snapshot whenever you need to save, it may work to load the snapshot...
It might be a slow process though...
Does it have a regular save anywhere feature? Maybe it'd be possible to make a fancy keyboard macro thing, like... press a button and it reads it as "esc wait down down enter wait enter q s enter wait left enter" so it'd open the menu, pick the save option, pick a file, name it qs and then agree to overwrite or something. It might be prone to failure, like if having the mouse in the wrong place automatically highlights something in the menu, or if it loads slower than the given waiting time. It could also be completely impossible, I've never tried anything like that (I've only made "enter g l h f enter" macros, ever).
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Adzeth: Does it have a regular save anywhere feature? Maybe it'd be possible to make a fancy keyboard macro thing, like... press a button and it reads it as "esc wait down down enter wait enter q s enter wait left enter" so it'd open the menu, pick the save option, pick a file, name it qs and then agree to overwrite or something. It might be prone to failure, like if having the mouse in the wrong place automatically highlights something in the menu, or if it loads slower than the given waiting time. It could also be completely impossible, I've never tried anything like that (I've only made "enter g l h f enter" macros, ever).
It has a stupid save system that drops you off at the beginning of the level. A genuine quick save, that actually saves where you are, like, say, after you finally make it past the first lava filled jumping puzzle, would be real nice.
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Fenixp: It is possible, theoretically. It also means breaking EULA, decompiling some stuff, digging trough the code and rewriting engine of the game in some manner. Therefore, it is possible, but highly improbable anyone would do it.
That sounds like a pain in the ass.
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Adzeth: Does it have a regular save anywhere feature? Maybe it'd be possible to make a fancy keyboard macro thing, like... press a button and it reads it as "esc wait down down enter wait enter q s enter wait left enter" so it'd open the menu, pick the save option, pick a file, name it qs and then agree to overwrite or something. It might be prone to failure, like if having the mouse in the wrong place automatically highlights something in the menu, or if it loads slower than the given waiting time. It could also be completely impossible, I've never tried anything like that (I've only made "enter g l h f enter" macros, ever).
Yes, if you have such a feature (like a keyboard driver that can save and replay "macros"), that is your best bet.

Even if you could hack the game executable, you would be unlikely to be able to produce a clean save. If the game is written to save only at specific points, it is probably also written to accumulate the data that need to be saved only at those points. At other points, a coherent set of data that could be saved won't even exist.
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cjrgreen: Yes, if you have such a feature (like a keyboard driver that can save and replay "macros"), that is your best bet.

Even if you could hack the game executable, you would be unlikely to be able to produce a clean save. If the game is written to save only at specific points, it is probably also written to accumulate the data that need to be saved only at those points. At other points, a coherent set of data that could be saved won't even exist.
I think the problem is that they didn't bother to try to use a real save feature. A Quake III single player mod has the same issue (same engine). The trainer I tried had a save state option, but as I said, I couldn't get it to work.
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Fenixp: It is possible, theoretically. It also means breaking EULA, decompiling some stuff, digging trough the code and rewriting engine of the game in some manner. Therefore, it is possible, but highly improbable anyone would do it.
That's one way, for more simple games, sometimes you can just save the state of the RAM to a file and load that. I doubt that it would work on games the games that really need it though. In general, I think that's mostly when dealing with emulated NES games and similar.
Virtualisation is unfortunately the only real option for most Windows-based games.

For DOS-based games it's very easy though; Taewoong's DOSBox builds include save state support, allowing you to save and load when you want.
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Arkose: Virtualisation is unfortunately the only real option for most Windows-based games.

For DOS-based games it's very easy though; Taewoong's DOSBox builds include save state support, allowing you to save and load when you want.
I was just going to suggest that it would be possible to add save state to dosbox. I didn't realize that it has it already. That's cool.