| Commit message (Collapse) | Author | Files | Lines |
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The error checking of SaveDataArchive is completely different from DiskArchive, so it has to be a new class instead of a subclass of DiskArchive.
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This makes clang-format useful on those.
Also add a bunch of forgotten transitive includes, which otherwise
prevented compilation.
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Format information is currently only implemented for the ExtSaveData, SharedExtSaveData and SaveData archives, the information is stored in a file alongside the root folder of the archive.
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Also fixed a bug with CreateExtSaveData that made it unable to create ExtSaveData archives in the SDMC directory.
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Ported to the new factory pattern we have for archives.
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Each archive now takes a mount point of either NAND or SDMC, and builds its own directory structure there, trying to simulate an HLE-friendly hardware layout
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It is now kept in memory as per 3dbrew, all updates happen on memory, then they can be saved using UpdateConfigNANDSavegame.
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Added a "config" file to the CFG process service (CFG:U), and added a few default blocks to it.
Implemented GetSystemModel and GetModelNintendo2DS
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It will be stored in the /syssavedata folder. This archive is user by various Services and possibly games via the FS:U service.
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The savedata for each game is stored in /savedata/<ProgramID> for NCCH files. ELF files and 3DSX files use the folder 0 because they have no ID information
Got rid of the code duplication in File and Directory
Files that deal with the host machine's file system now live in DiskFile, similarly for directories and DiskDirectory and archives with DiskArchive.
FS_U: Use the correct error code when a file wasn't found
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