Well, I like DigDug, and it REALLY ticks me off that I seem to be the only person having a problem!
I consistently get ripped off out of getting a high score designation. I don't find it very fair.
After we get a faster sync, do you think it is possible the .nvram saves could get worked on...to fix this problem, and open C4A to lots of other cool games which currently can't be done?
Here's my own thought on this...and I do not know if it could work or not...
What if...
C4A would create a file after reading the .hi file or the .nv file for score.
It would create it's own unique file that would stay there.
THEN...that file would be the file C4A would read to get scores. This would also possibly enable offline play, your scores would sync when you go online.
Once the score synced...it would also delete the existing score file for that game.
This way, when a new file is created...the sync can happen next time someone gpoes online.
I am not sure how feasible or possible this is, as I know nothing about coding.
But it would seem to me that...if C4A would look for a specific file for the score...say a .c4a file which would be created as a read of the game's .hi or .nv file.
Then...that .c4a file stays put until the player goes on line and initiates a synch.
The synch reads these files and posts the scores...then deletes the .c4a file.
This way, the sync can sync ONLY those games with a .c4a file, thus speeding up the sync.
Of course, other people playing at other times, would sync their scores...so you still might have to sync all games anyway...agian, I don't know.
I hope some of this is possible, and maybe gives ideas to people who actually know what the heck they are doing.