# Day 25

Him doing replay save states at the platform layer is causing issues for me...  
I'm going to most likely end up doing two categories of save states, one for engine level and one for platform level.

The engine level can just store it in the memory struct, and the game memory can just stay where it is.
I want to use the same "save state" slots for both engine and game since there is no need different memory buckets for that. They will at worst case be ofcourse the size of engine's memory block.

So if there is 4, we are looking at 5x the actual memory size. This is fine for now since the engine block is 2 gigs.  
Snapshots of of memory are are handled using take and load snapshot functions. They can be used separate from the replay looping functionality.  
Replay looping however is dependent on snapshots so if a replay is save/loaded it will use the same snapshot slot of memory to do that state management.

Feels great to be past the platform layer bulk!!!
