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Filesystem/Archives: Implemented the SaveData archive
The savedata for each game is stored in /savedata/<ProgramID> for NCCH files. ELF files and 3DSX files use the folder 0 because they have no ID information Got rid of the code duplication in File and Directory Files that deal with the host machine's file system now live in DiskFile, similarly for directories and DiskDirectory and archives with DiskArchive. FS_U: Use the correct error code when a file wasn't found
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@ -676,6 +676,7 @@ const std::string& GetUserPath(const unsigned int DirIDX, const std::string &new
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paths[D_MAPS_IDX] = paths[D_USER_IDX] + MAPS_DIR DIR_SEP;
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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_SYSDATA_IDX] = paths[D_USER_IDX] + SYSDATA_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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@ -718,6 +719,7 @@ const std::string& GetUserPath(const unsigned int DirIDX, const std::string &new
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paths[D_MAPS_IDX] = paths[D_USER_IDX] + MAPS_DIR DIR_SEP;
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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_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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