SaveMgr: Difference between revisions
imported>Leoetlino No edit summary |
NiceneNerd (talk | contribs) (Added Wii U init address) |
||
Line 1: | Line 1: | ||
{{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}} | ||
{{stub}} | {{stub}} | ||
Latest revision as of 02:58, 8 April 2021
Subsystem | |
---|---|
Official name | Yes |
Description | Loads game data into GameDataMgr or writes it to saves. |
Init function |
Switch 1.5.0: 0000007100E03214 Wii U 1.5.0: 0324E6AC |
Debug only | No |
This article is a stub. You can help ZeldaMods (Breath of the Wild) by expanding it. (For a list of non-stub pages, see Project:Pages.) |
savedataformat loading
Similarly to GameDataMgr, SaveMgr loads every file that is in the savedataformat archive and assumes it is a bgsvdata resource[1]. The file name does not matter.
SaveMgr can only load up to 0x20 files[2].
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"[3]. 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[4] in all previously loaded resources.
The flag array for each file in that Bgsvdata object is then sorted[5][6][7][8][check].