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SaveData: Implemented the SystemSaveData archive.
It will be stored in the /syssavedata folder. This archive is user by various Services and possibly games via the FS:U service.
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@ -678,6 +678,7 @@ const std::string& GetUserPath(const unsigned int DirIDX, const std::string &new
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paths[D_SDMC_IDX] = paths[D_USER_IDX] + SDMC_DIR DIR_SEP;
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paths[D_SAVEDATA_IDX] = paths[D_USER_IDX] + SAVEDATA_DIR DIR_SEP;
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paths[D_SYSDATA_IDX] = paths[D_USER_IDX] + SYSDATA_DIR DIR_SEP;
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paths[D_SYSSAVEDATA_IDX] = paths[D_USER_IDX] + SYSSAVEDATA_DIR DIR_SEP;
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paths[D_SHADERCACHE_IDX] = paths[D_USER_IDX] + SHADERCACHE_DIR DIR_SEP;
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paths[D_SHADERS_IDX] = paths[D_USER_IDX] + SHADERS_DIR DIR_SEP;
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paths[D_STATESAVES_IDX] = paths[D_USER_IDX] + STATESAVES_DIR DIR_SEP;
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@ -720,6 +721,7 @@ const std::string& GetUserPath(const unsigned int DirIDX, const std::string &new
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paths[D_CACHE_IDX] = paths[D_USER_IDX] + CACHE_DIR DIR_SEP;
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paths[D_SDMC_IDX] = paths[D_USER_IDX] + SDMC_DIR DIR_SEP;
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paths[D_SAVEDATA_IDX] = paths[D_USER_IDX] + SAVEDATA_DIR DIR_SEP;
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paths[D_SYSSAVEDATA_IDX] = paths[D_USER_IDX] + SYSSAVEDATA_DIR DIR_SEP;
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paths[D_SHADERCACHE_IDX] = paths[D_USER_IDX] + SHADERCACHE_DIR DIR_SEP;
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paths[D_SHADERS_IDX] = paths[D_USER_IDX] + SHADERS_DIR DIR_SEP;
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paths[D_STATESAVES_IDX] = paths[D_USER_IDX] + STATESAVES_DIR DIR_SEP;
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