They will be stored in /extsavedata/SDMC and /extsavedata/NAND respectively.
Also redirect some APT_A functions to their APT_U equivalents.
Implemented the gamecoin.dat file in SharedExtSaveData in the PTM module.
Implemented formatting the savegame.
Retake a previous savegame if it exists instead of reporting them as not formatted every time a game is loaded.
Replace the loop-based texture address swizzling code by a bit-twiddling
implementation, providing a very small speed up. Also simplify
addressing code.
Use a new buffer management scheme in the clipper that allows using a
bounded minimal amount of buffer space. Even though it copies more data
it is still slightly faster likely due to using less cache.
The triangle clipper was allocating its temporary input, output and work
buffers using a std::vector. Since this is a hot path, it's desirable to
use stack allocation instead.
Unused OutputVertex attributes were being left un-initialized. The
leftover garbage sometimes decoded as floating-point denormalized
values, causing fallbacks to microcode and massive slowdowns in the rest
of the rasterization pipeline even though the results were unused. By
zeroing the structure we ensure these attributes only contain harmless
zeros.
This handle manager more closely mirrors the behaviour of the CTR-OS
one. In addition object ref-counts and support for DuplicateHandle have
been added.
Note that support for DuplicateHandle is still experimental, since parts
of the kernel still use Handles internally, which will likely cause
troubles if two different handles to the same object are used to e.g.
wait on a synchronization primitive.
Only allow manually setting focus to the rendering widget when in Single Window mode. Apply this behavior to when changing the mode while an app is running.