SaveMgr: Difference between revisions
Jump to navigation
Jump to search
imported>Leoetlino No edit summary |
imported>Leoetlino |
||
Line 3: | Line 3: | ||
== savedataformat loading == | == savedataformat loading == | ||
Similarly to GameDataMgr, SaveMgr loads every file that is in the [[savedataformat]] archive and assumes it is a [[bgsvdata]] resource<ref>SaveMgr code: 0x7100E0EE24</ref>. | Similarly to GameDataMgr, SaveMgr loads every file that is in the [[savedataformat]] archive and assumes it is a [[bgsvdata]] resource<ref>SaveMgr code: 0x7100E0EE24</ref>. The file name does not matter. | ||
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>. |
Revision as of 16:06, 16 March 2019
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: ??? |
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].
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].