That's true if the battlestep and battlestep_sign values aren't saved and restored.
If they are, then the next call to BattleStepRNG would work as it did before.
e.g. if battlestep_sign is a negative value and battlestep is 1 when you save, then after loading the save, the next call to BattleStepRNG (i.e. your next step) would set battlestep to 0 and trigger a random encounter.
If btlformation is also saved, then the encounter would be the preserved as well.
Also, this is a WIP, the final implementation would actually be one of two things:
a) a save point, which is the only place where the Tent (and potentially Cabin and House) could be used, a la later FFs;
b) a sprite that triggers the save instead of a Tent/Cabin/House (and doesn't restore HP) that could be put in specific places in any dungeon.
My friend who inquired about this was interested in option b more so than a.
May 20, 2018, 06:25:16 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
For this WIP, I changed use of the stack to use of a warp list that's stored in UNSRAM (and saved in SRAM).
I've only played this as far as the Earth Cave, so I don't know yet if the game can be completed without error.
I took advantage of the slack space in ch_stats and ch_magicdata to rearrange things to free the upper half of ch_magicdata.
I adjusted various routines to compensate for that.
Then I replaced the stack usage with a warp list and list index using most of that space.
To save and load, I store a handful of SM-related variables in a small window of apparently unused space between item_stop and ch_stats. DoStandardMap uses these when loading to figure everything out.