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path: root/src/core/file_sys/archive_savedata.cpp (follow)
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* Remove lots more 3DS-specific code.bunnei2017-10-131-33/+0
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* nso: Refactor and allocate .bss section.bunnei2017-09-301-3/+6
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* FileSys: abstract SD save data archive sourcewwylele2016-11-291-73/+6
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* FileSys: add SaveDataArchivewwylele2016-11-191-2/+2
| | | | The error checking of SaveDataArchive is completely different from DiskArchive, so it has to be a new class instead of a subclass of DiskArchive.
* Use negative priorities to avoid special-casing the self-includeYuri Kunde Schlesner2016-09-211-1/+1
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* Remove empty newlines in #include blocks.Emmanuel Gil Peyrot2016-09-211-3/+1
| | | | | | | This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
* Manually tweak source formatting and then re-run clang-formatYuri Kunde Schlesner2016-09-191-4/+3
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* Sources: Run clang-format on everything.Emmanuel Gil Peyrot2016-09-181-12/+21
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* Common: Remove Common::make_unique, use std::make_uniqueMerryMage2016-04-051-2/+2
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* HLE/FS: Change the error code returned when an ExtSaveData archive is not found.Subv2016-03-201-7/+7
| | | | This allows Fire Emblem to boot again.
* HLE/FS: Corrected some style concerns.Subv2016-03-201-4/+4
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* HLE/FS: Implemented GetFormatInfoSubv2016-03-201-1/+31
| | | | 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.
* Core: Properly configure address space when loading a binaryYuri Kunde Schlesner2015-07-121-2/+2
| | | | | | The code now properly configures the process image to match the loaded binary segments (code, rodata, data) instead of just blindly allocating a large chunk of dummy memory.
* Core: Cleanup file_sys includes.Emmanuel Gil Peyrot2015-06-281-2/+1
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* Common: Fix FileUtil includes, and everything relying on those.Emmanuel Gil Peyrot2015-06-281-0/+1
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* Remove every trailing whitespace from the project (but externals).Emmanuel Gil Peyrot2015-05-291-1/+1
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* Kernel: Remove g_program_idYuri Kunde Schlesner2015-05-091-2/+3
| | | | This has been obsoleted by the field in Process.
* Common: Remove common.hYuri Kunde Schlesner2015-05-071-0/+1
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* FS: Allow multiple instances of the same archive type to be open at onceYuri Kunde Schlesner2015-02-101-10/+13
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* Archives: Addressed some commentsSubv2015-01-061-6/+6
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* Archives: Make SYSTEM_ID and SDCARD_ID stringsSubv2015-01-041-1/+2
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* Archives: Changed the way paths are built for the archives.Subv2015-01-041-2/+13
| | | | 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
* Archives: Implemented ExtSaveData and SharedExtSaveDataSubv2014-12-301-7/+18
| | | | | | | | They will be stored in /extsavedata/SDMC and /extsavedata/NAND respectively. Also redirect some APT_A functions to their APT_U equivalents. Implemented the gamecoin.dat file in SharedExtSaveData in the PTM module. Implemented formatting the savegame. Retake a previous savegame if it exists instead of reporting them as not formatted every time a game is loaded.
* FileSys: Clean up according to the coding style, and remove redundant namespaced names.Emmanuel Gil Peyrot2014-12-241-1/+1
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* License changepurpasmart962014-12-211-1/+1
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* Filesystem/Archives: Implemented the SaveData archiveSubv2014-12-181-0/+33
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