| Commit message (Collapse) | Author | Age | Files | Lines |
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This is to better represent the hardware layout, they are still aren't quite accurate, but this better and will help a bit when implementing the other archives like NAND-RO and NAND-RW
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Fixed a few warnings and cleaned up the code
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This allows Steel Diver to boot further, some files are needed.
This is still not ready and needs a big cleanup, this will possibly be delayed until the way we handle archives is fixed (with factory classes instead of ahead-of-time creation of archives)
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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.
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This handle manager more closely mirrors the behaviour of the CTR-OS
one. In addition object ref-counts and support for DuplicateHandle have
been added.
Note that support for DuplicateHandle is still experimental, since parts
of the kernel still use Handles internally, which will likely cause
troubles if two different handles to the same object are used to e.g.
wait on a synchronization primitive.
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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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License change
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Tested with hwtests.
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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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- Refactor FS::Archive internals to make Archive creation and lifetime
management clearer.
- Remove the "Archive as a File" hack.
- Implement 64-bit Archive handles.
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