Difference between revisions of "FS:FormatSaveData"

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m (Fix link to bucket count calculation)
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This clears the SaveData archive for the specified game, if the LowPath.Type is Empty then this will clear the SaveData for the current game. The target SaveData to format is determined by a Binary path, a game needs an exheader permission set in order to format the SaveData of another program.
 
This clears the SaveData archive for the specified game, if the LowPath.Type is Empty then this will clear the SaveData for the current game. The target SaveData to format is determined by a Binary path, a game needs an exheader permission set in order to format the SaveData of another program.
  
See [[RomFS#HashKey_Table_Structure|here]] for an example of how bucket counts should be calculated.
+
See [[RomFS#Hash_Table_Structure|here]] for an example of how bucket counts should be calculated.

Revision as of 18:03, 25 March 2018

Request

Index Word Description
0 Header code [0x084C0242]
1 Archive ID. This must be either 0x4 (SaveData) or 0x567890B2, otherwise error 0xE0E046BE is returned.
2 Path Type
3 Path Size
4 Size in Blocks (1 block = 512 bytes). The value of this word is hard-coded to 0x200 in official titles it appears, regardless of savedata-size.
5 Number of Directories
6 Max number of Files
7 Directory Bucket Count
8 File Bucket Count
9 u8, 0 = don't duplicate data, 1 = duplicate data
10 (PathSize << 14) | 2
11 Path Data Pointer

Response

Index Word Description
0 Header code
1 Result code

Description

This clears the SaveData archive for the specified game, if the LowPath.Type is Empty then this will clear the SaveData for the current game. The target SaveData to format is determined by a Binary path, a game needs an exheader permission set in order to format the SaveData of another program.

See here for an example of how bucket counts should be calculated.