Difference between revisions of "FS:FormatSaveData"

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m (Clarity.)
m (Add bucket count calculation reference.)
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=Description=
 
=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.
 
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.
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See [[RomFS#HashKey_Table_Structure|here]] for an example of how bucket counts should be calculated.

Revision as of 02:11, 20 October 2015

Request

Index Word Description
0 Header code [0x084C0242]
1 Archive ID (Only 4 (SaveData) has been observed)
2 Path Type
3 Path Size
4 Size in Blocks (1 block = 512 bytes)
5 Number of Directories
6 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.