Only delete old save file being saved.
Saving compressed file deletes uncompressed save and vice versa. Also if uncompressed file exists, it loads uncompressed save instead of compressed save.
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@ -1518,11 +1518,6 @@ bool CN64System::SaveState()
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SaveFile.DirectoryCreate();
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}
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//delete any old save
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ExtraInfo.Delete();
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SaveFile.Delete();
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ZipFile.Delete();
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//Open the file
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if (g_Settings->LoadDword(Game_FuncLookupMode) == FuncFind_ChangeMemory)
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{
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@ -1538,6 +1533,7 @@ bool CN64System::SaveState()
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uint32_t NextViTimer = m_SystemTimer.GetTimer(CSystemTimer::ViTimer);
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if (g_Settings->LoadDword(Setting_AutoZipInstantSave))
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{
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ZipFile.Delete();
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zipFile file = zipOpen(ZipFile, 0);
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zipOpenNewFileInZip(file, SaveFile.GetNameExtension().c_str(), NULL, NULL, 0, NULL, 0, NULL, Z_DEFLATED, Z_DEFAULT_COMPRESSION);
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zipWriteInFileInZip(file, &SaveID_0, sizeof(SaveID_0));
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@ -1579,6 +1575,8 @@ bool CN64System::SaveState()
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}
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else
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{
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ExtraInfo.Delete();
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SaveFile.Delete();
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CFile hSaveFile(SaveFile, CFileBase::modeWrite | CFileBase::modeCreate);
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if (!hSaveFile.IsOpen())
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{
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@ -1662,6 +1660,10 @@ bool CN64System::LoadState()
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CPath ZipFileName;
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ZipFileName = (const std::string &)FileName + ".zip";
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if (g_Settings->LoadDword(Setting_AutoZipInstantSave))
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{
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FileName=ZipFileName;
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}
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if ((g_Settings->LoadDword(Setting_AutoZipInstantSave) && ZipFileName.Exists()) || FileName.Exists())
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{
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if (LoadState(FileName))
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