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If the switch that indicates that the player has "beaten" the game is off (which it should be at the end of the playthrough), the player would save, the Exit Game command would be called only once and never again, and somewhere in the middle of that, the switch would be turned on.
When the save file is loaded, the game would acknowledge that the switch is on, either the Exit Game command or the event containing it would be disregarded somehow, and the player would be sent to the first map in the game. They would then be able to play normally, but with certain parts of the game being altered, like a post-game in any other RPG.
(To clarify, this is more of a preference than anything so if I can't pull it off I'll just find a way to work around it)
Use a very long MIDI file playing at 0% volume just before opening the save menu, then use where the music is at.
Play MIDI (0% volume)
Open Save menu
Variable A = (Other : MIDI play location tick in ms)
if A is approximately 83 ms (or close to that value), it's highly likely a load
else it's likely a save, the value should be a lot higher.
But you need to actually know if a save has been done, you can cancel on the save menu and not being able to load at the correct bifurcation point, just being booted out of the game.
The workaround for that is to once again use the "Other" tab on the variable setter like this :
Play MIDI (0% volume)
Variable B = (Other : Save Count)
label 1
Open Save menu
Variable A = (Other : MIDI play location tick in ms)
Variable B - (Other : Save Count)
if B = -1 : the save is done this is where we proceed with the load check on Var A.
else (B would be 0) we have not saved yet. go back to label 1 to prompt the save menu again.
Create a very short but not too short music file (like 2 seconds - so it can survive the time the screen needs to fade in). Play it on 0% (or make sure it's quiet in the first place) before the save menu is opened. Then after saving, check "If BGM has completed a loop" in a conditional branch. If it has, then you are still on the original session, but if it hasn't, the user loaded the game.
I guess we can do both and still keep the regular music playing.
Just check for "music non looped" and either "tick is 80-85" for a MIDI, or "tick is 0" for non MIDI (it counts in seconds), and you got your load bifurcation.