- Feb 10, 2015
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Subv authored
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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- Feb 02, 2015
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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- Jan 30, 2015
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Lioncash authored
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Yuri Kunde Schlesner authored
It was only being used in two places, where it was replaced by a local constant.
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- Jan 24, 2015
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Subv authored
Implemented FSUser::CreateExtSaveData
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- Jan 06, 2015
- Jan 04, 2015
- Jan 03, 2015
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Subv authored
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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Subv authored
Fixed a few warnings and cleaned up the code
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Subv authored
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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Lioncash authored
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- Dec 30, 2014
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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.
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- Dec 28, 2014
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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.
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Yuri Kunde Schlesner authored
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- Dec 21, 2014
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Subv authored
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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archshift authored
Tested with hwtests.
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purpasmart96 authored
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- Dec 20, 2014
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Yuri Kunde Schlesner authored
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- Dec 18, 2014
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Subv authored
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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.
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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
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- Dec 16, 2014
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
- 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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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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Yuri Kunde Schlesner authored
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- Dec 15, 2014
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Yuri Kunde Schlesner authored
This is a first step at fixing the conceptual insanity that is our handling of service and IPC calls. For now, interfaces still directly derived from Session because we don't have the infrastructure to do it properly. (That is, Processes and scheduling them.)
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- Dec 13, 2014
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Yuri Kunde Schlesner authored
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- Dec 07, 2014
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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 .
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- Dec 04, 2014
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archshift authored
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- Nov 24, 2014