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A state load reset every recompiler, so the frame after it compiled the whole working set again; runahead loads a state every frame. A state this session wrote now loads its code memory - EE RAM, IOP RAM, the scratchpad and both VU micro memories - page by page: a page the state changes is cleared of its compiled code the way a guest write to it would be, then written, and a page it does not change keeps its code. When what the recompilers build into code from outside memory changes - the game-start and EELOAD hooks - they are reset as before, and every other state still resets them. tests/framepace's BIOS calls a routine in RAM that rewrites its own add partway through the frames run, so every rollback in it goes back across that rewrite; the run checks the rewrite falls inside it. tests/savestate/loadorder checks the code is kept only through the same-instance gate.