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PS4 titles import save data from libSceSaveData and libSceSaveDataDialog, and a converted title loads exactly the modules its DT_NEEDED names. Those two libraries were separate, older implementations that export only 9 and 8 functions, while libSceSaveData.native and libSceSaveDataDialog.native carry sceSaveDataDelete, sceSaveDataDirNameSearch, sceSaveDataSetParam, sceSaveDataSaveIcon, sceSaveDataDialogUpdateStatus and the rest. A PS4 title importing any of those failed at startup with unresolved imports. Both plain libraries are now built from the native sources, the way libSceNgs2 is built from libSceNgs2.native, and the old implementation and its test variant are removed. The earlier implementation's save-data memory and mount alias files are not read; that is recorded in the debt file. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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479 B
Markdown
6 lines
479 B
Markdown
# libSceSaveData technical debt
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### Functional
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- [libSceSaveData](../../../core/libs/prx/libSceSaveData/CMakeLists.txt) is built from the libSceSaveData.native sources, so a title that imports save data from `libSceSaveData`, as PS4 titles do, gets the same functions. The separate implementation it had before kept save-data memory in `_sd/sce_sdmemory/<user>/memory.dat` and mount aliases in `_sd/_aliases`; neither is read, so memory saved through that library is not found
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