Unify save system into one save.h/.c; diverge storage format per platform

Renames savefile_t to saveslot_t and folds last session's standalone
settings.h/.c module back in as savemeta_t, so there's one save system
(SAVE.slots[] + SAVE.meta) instead of two parallel ones - while letting
each platform pick its own physical format for the two concepts:

- Linux now writes human-editable JSON (slot0.json, settings.json, ...)
  via yyjson's mutable writer API, so players can hand-fix a bad setting.
- PSP folds meta into the same sceUtilitySavedata binary payload as its
  one save slot (SAVE_SLOT_COUNT_MAX=1 there - a future save picker will
  let players manage multiple named saves via the OS's own browser).
- GameCube consolidates the 3 per-slot memory card files and the separate
  settings file into one combined card file.

Also fixes two bugs surfaced while building this: the CRC finalize step
seeked to a hardcoded offset (only safe for one section per file, breaks
once meta+slots share a buffer), and save.c's async/sync dispatch left an
unconditional fallback call that doesn't exist on PSP-only platforms.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
2026-08-04 18:35:06 -05:00
parent 7f7be39230
commit aa0180571e
59 changed files with 1142 additions and 2071 deletions
+2 -2
View File
@@ -6,7 +6,7 @@
*/
#include "input/input.h"
#include "save/settings.h"
#include "save/save.h"
inputbuttondata_t INPUT_BUTTON_DATA[] = {
{ .name = "triangle", {
@@ -84,5 +84,5 @@ inputbuttondata_t INPUT_BUTTON_DATA[] = {
};
float_t inputGetDeadzoneSDL2(const inputbutton_t button) {
return settingsGet()->deadzone;
return saveGetMeta()->deadzone;
}