Exemplo n.º 1
0
        // 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));
            }
        }
Exemplo n.º 2
0
 public int sceUtilitySavedataInitStart(SceUtilitySavedataParam *Params)
 {
     //throw(new NotImplementedException());
     CurrentDialogStep = DialogStepEnum.SUCCESS;
     return(0);
 }