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Some DoState code meant for after a load ran on every save: - scePower reset the bus frequency a game set (and with a locked CPU speed, applied the current setting to the clock). - sceDisplay reset the lag sync baseline, and could schedule lag sync in the measuring pass only, which failed the save. - GPUState dirtied the texture, sceUmd notified the UI, and sceMpeg dropped a pending ringbuffer fix-up for an old state. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>