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  1. Feb 10, 2015
  2. Feb 02, 2015
  3. Jan 30, 2015
  4. Jan 24, 2015
  5. Jan 06, 2015
  6. Jan 04, 2015
  7. Jan 03, 2015
  8. Dec 30, 2014
    • Subv's avatar
      Archives: Implemented ExtSaveData and SharedExtSaveData · 2c89d4d5
      Subv authored
      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.
      2c89d4d5
  9. Dec 28, 2014
    • Yuri Kunde Schlesner's avatar
      Kernel: New handle manager · 7e2903cb
      Yuri Kunde Schlesner authored
      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.
      7e2903cb
    • Yuri Kunde Schlesner's avatar
      Rename ObjectPool to HandleTable · 73fba22c
      Yuri Kunde Schlesner authored
      73fba22c
  10. Dec 21, 2014
  11. Dec 20, 2014
  12. Dec 18, 2014
    • Subv's avatar
      SystemSaveData: Fixed a typo that was segfaulting · 78e0f368
      Subv authored
      78e0f368
    • Subv's avatar
      SaveData: Implemented the SystemSaveData archive. · bec527fa
      Subv authored
      It will be stored in the /syssavedata folder. This archive is user by various Services and possibly games via the FS:U service.
      bec527fa
    • Subv's avatar
      Filesystem/Archives: Implemented the SaveData archive · ea9ce0fb
      Subv authored
      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
      ea9ce0fb
  13. Dec 16, 2014
  14. Dec 15, 2014
  15. Dec 13, 2014
  16. Dec 07, 2014
    • archshift's avatar
      Make OpenDirectory fail if the directory doesn't exist · 20d2ed09
      archshift authored
      This is in line with what the hardware itself does.
      
      It does this by splitting the initial directory opening into Directory.Open(), which will return false if a stat fails.
      Then, Archive::OpenDirectory will return nullptr, and archive.cpp will return an error code .
      20d2ed09
  17. Dec 04, 2014
  18. Nov 24, 2014
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