How much is actually in the save file? ( i'll take a look when i get home )
This has further application to a trilogy*
Ie if the information is relative to just teh player their coords inventory you could ideally create an ending location, import all the items from the previous game ( at minimal cost to your games size 172-1000 bytes each, total 300k i'd say on average for a moderate-large game). Then if the game has the same creator codes, starting appearance animation, location name/map. Then I believe you could ideally take the player to the next game seamlessly, allowing for weekly/periodic episodes of your game, series, or discs.
my advice after the scene ends fade to black, teleport them to a small black map, change the player map portrait to nothing/whatever, then present them with a "Would you like to save your game?" dialog. Then when it closes
"Look for new episodes at..."
"Please insert disc 2"
"TBC"
"..."
then end or quit the game segment. This is only if this works.
to test
this use the medieval demo game, delete all the maps except boberus city,
save over/over write boberus with a small blank map, fill it with black, place the player.
compile the game, run, Save.
build 1(modify current locale):
add the butterfly a sprig of grass whatever, compile into another location, compile, load a copy of your save game file. if it loads there should be a stamp of whatever you placed.
build2:
add a new location/map. add an event tile to boberus to teleport player to the new map location. compile into another location,load.
build3:
(maybe it only lets you modify alternate locations):
if the 1st two don't work modify the original add 2 locations and maps, link the new boberus to the other location via the east wall/boundary. compile, run, save game.
link the two rooms in CGE, compile, run load.
who knows, i doubt that they coded in some kind of authentication, but maybe they did to prevent unauthorized plugIns...only one way to find out.
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... bwahhaaaaahaaaaaugh fooooolish sammurai.