// SDK location: /utility/psputility_savedata.h:97 // SDK declaration: int sceUtilitySavedataInitStart(SceUtilitySavedataParam * params); public int sceUtilitySavedataInitStart(int saveParams) { SceUtilitySavedataParam *p = ( SceUtilitySavedataParam * )_memorySystem.Translate(( uint )saveParams); string fileName = new string( p->fileName ); string gameName = new string( p->gameName ); string saveName = new string( p->saveName ); // these will of course only be filled in on save string title = new string( p->sfoParam.title ); string saveDataTitle = new string( p->sfoParam.savedataTitle ); string detail = new string( p->sfoParam.detail ); //A pointer to the data to be saved is in p->dataBuf, //with length p->dataBufSize or p->dataSize //Data for the save icon0,1,pic1,snd0 is in the corresponding members of p Log.WriteLine(Verbosity.Critical, Feature.Bios, "sceUtilitySavedataInitStart: {0} {1} {2} {3}", p->mode == 0 ? "Load" : "Save", fileName, gameName, saveName); //For now, we just fake it all by saying that there is no data when a game wants to //load, and that there is no memstick when a game wants to save. _saveStatus = UtilityStatus.Running; int mode = p->mode; if (mode == 0) { //Load a file return(unchecked (( int )LoadNoData)); } else { //Save a file return(unchecked (( int )SaveNoMemStick)); } }
public int sceUtilitySavedataInitStart(SceUtilitySavedataParam *Params) { //throw(new NotImplementedException()); CurrentDialogStep = DialogStepEnum.SUCCESS; return(0); }