SaveMgr: Difference between revisions
imported>Leoetlino |
NiceneNerd (talk | contribs) Added Wii U init address |
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{{Subsystem infobox|name=SaveMgr|is_name_official=1|description=Loads game data into GameDataMgr or writes it to saves.|init_addr_switch150=0000007100E03214}} | {{Subsystem infobox|name=SaveMgr|is_name_official=1|description=Loads game data into GameDataMgr or writes it to saves.|init_addr_switch150=0000007100E03214|init_addr_wiiu150=0324E6AC}} | ||
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SaveMgr can only load up to 0x20 files<ref>SaveMgr code: 0x7100E0EE50</ref>. | SaveMgr can only load up to 0x20 files<ref>SaveMgr code: 0x7100E0EE50</ref>. | ||
For each file, one Bgsvdata resource object is created and save information is loaded from the resource. SaveMgr only supports a single file entry in the "file_list"<ref>Bgsvdata resource code: 0x710127B060</ref>. | For each file, one Bgsvdata resource object is created and save information is loaded from the resource. SaveMgr only supports a single file entry in the "file_list"<ref>Bgsvdata resource code: 0x710127B060</ref>. The HashValue is ignored; the game always uses CRC32(DataName). | ||
After all resources have been loaded, a different Bgsvdata resource object is created and internally populated with N file entries, where N is the number of distinct file_name values<ref>0x7100E0F22C</ref> in all previously loaded resources. | After all resources have been loaded, a different Bgsvdata resource object is created and internally populated with N file entries, where N is the number of distinct file_name values<ref>0x7100E0F22C</ref> in all previously loaded resources. | ||