I just want to confirm something. So, the only folder I need to recover or restore is AppData\Roaming\RenPy (as shown in the red circle in the picture below). After that, I can delete everything else, including the save files in the game’s folder on my D drive, where I unzip the archives and launch the game (like the blue circle in the picture below). Is that correct?
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For RPGM game saves, if I couldn’t find "a struggle with sin" save in AppData\Local, should I just add the save file of the game’s folder (in the D Drive) to File Recovery, like in the picture? So I can restore my save? By the way, when I close RPGM games, no File Recovery window pops up like it does with Ren’Py games. However, when I check my D drive game folder, all the save files are still there. I’m not sure why this happens.
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Also, what should I do with those games that have no folder in the Local/LocalLow/Roaming of the AppData, like the game "A struggle with sin", or there is no game name on the file, like the Unity or Unreal Engine game? How can I set a place for them to restore the save or data like I did for the Ren'Py game? One more thing, I put my archives and some saves separately. I store them in different locations. Do I also need to put them into the force folder, or do I not need to do anything? I am really sorry for bothering you. I am just a computer idiot. Again, thank you so much for answering my questions.
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So, about Renpy games. A long time ago in Renpy (in early versions 6.x.x and older), saves were made exclusively in the game folder (
game\saves\). Then they added saves to
AppData\Roaming\RenPy\[gamename]\ and they completely duplicate the
game\saves\ folder, so you only need to restore one of the folders, and I recommend the one in
AppData\Roaming\RenPy\.
[gamename] may not match the name of the game if the developer was too lazy to change it in the project settings (this is controlled by the
config.save_directory variable in
options.rpy).
About the files. First of all, these are
.save files, as well as a
persistent file (this is where settings and your progress in the game are stored, such as scenes opened in the gallery, etc.). The save folder may also contain a
sync folder, which is for Renpy's built-in function of transferring saves to another device, mainly to mobile platforms and back.
There is also the option to save data for access from multiple games (usually games from the same developer, different seasons, or the desire to insert characters from one game into another and keep the names you gave them the same) - this is all stored in the
AppData\Roaming\RenPy\persistent\ folder. The files here usually do not have extensions (the format of this file is the same as the persistent file in the save folder), but developers often insert dots in the name, so don't be surprised if you see .org or .io extension.
And the last folder is
AppData\Roaming\RenPy\tokens\. It serves for security purposes - it allows you to determine where your saves were created and warns you if you try to load saves from a computer other than your own. There should be two files here:
security_keys.txt and
upgraded.txt. The last file is essentially a list of games that have been launched on your PC and support this security feature.
In general, there should be no other files or folders, and it would be extremely suspicious to find .zip or .exe files in these folders, so you should not restore them. Everything else can be safely deleted - these are either temporary files or logs, or have nothing to do with Renpy at all.
There is one caveat regarding the game's loading speed. The fact is that usually, after unpacking the game from the archive, all pre-compiled
.pyo/.pyc engine files become obsolete (since they store the date of the file from which they were compiled) and will be recompiled when the game is launched. Without a sandbox, this will be done once after unpacking, but in a sandbox, if they are not restored, they will be recompiled every time the game is launched, which can increase the game's launch time, especially on weaker computers. To avoid this, you can restore these files (
.pyo/.pyc) from the sandbox once after launching the new version of the game.
It also happens (very rarely) when a careless developer saves some information themselves, bypassing Renpy's functions. For example, in the game "Boxed In", the developer saved the MC's name in the
aw01.fr file in the game root, and if the file is missing, the gallery and saves will throw an error when trying to display the MC's name. I don't know why the developer wasn't satisfied with persistent storage. This usually happens when a developer thinks they are a super expert, but in reality does not know the basic capabilities of Renpy.
As for RPGM, I have played very few games on this engine (especially after switching to the sandbox), so I don't have much data. Basically, everything is as has already been said here — they are saved in the folder where they are installed. But I know that sometimes they are saved in
AppData\Local\[..something..]. I don't know exactly what types of files are there, but I've seen
.rpgsave, so you can use them as a guide when restoring files. Maybe someone with more knowledge will write more details here.
Furthermore, the latest versions of RPGM use
nwjs and a browser built into the game, which make intensive use of the
AppData\Local\User Data\ folder. I am uncertain how important it is to restore data from it and whether any saves are stored there.
Here's what I found in another thread on this subject:
*Saves will be stored in nwjs data directory:
Windows: %LOCALAPPDATA%/<name-in-package.json>
Mac: ~/Library/Application Support/<name-in-package.json>
Linux: ~/.config/<name-in-package.json>
For Unity, it's even worse — the engine basically doesn't have any save functionality, so each developer does whatever they want. There may be plugins that do this in a more standard way. In any case, games can save to the folder where they are installed, to
AppData\Local\ or
AppData\LocalLow\, and even to the registry. And of course, the format and extension of the files can be anything.
I recommend creating a sandbox for each engine with different Recovery Folder and Force Folder settings (these are different things, by the way, don't confuse them) — run different games and collect statistics on where and how they save.
I'm sure this is an unfathomably dumb question but every time I load a game and play it for a bit it tries to make a bunch of files in catroot2 and sandboxie catches that
Is this just what happens normally and sandboxie does what it's supposed to do or is it cause for concern that catroot2 is even getting fed files?
In this specific case it's from
Innocent Assault and is an unreal engine game ran in a protected sandboxie environment with No internet access
Well, for UE, what I wrote for Unity is basically true, so I can't say anything for sure.