Main menu buttons, the confirm dialog, battle menu/HUD text, backpack
tab labels, the loading/autosave indicators, and the settings tab
placeholders were all raw English literals bypassing translation.
Loads each through assetLocaleGetString like the rest of the UI, adding
new Init hooks for uibattlehud/uiautosave/uiloading where none existed,
and adds the corresponding message ids to en_US/es_MX/jp_JP.po.
Also widens the settings placeholder buffers to 64 bytes - the es_MX
and jp_JP translations overflowed the previous 32-byte size.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Replaces the last hardcoded English strings (initial-scene modals, game
menu save status messages) with locale-loaded text, adds a shared
LOCALE_LIST so the settings dropdown and locale manager stay in sync,
and persists the chosen language into savemeta_t across all platforms.
Also fixes two message buffers that were too small for their longest
translations.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- Fixed the actual reason saving never worked on any platform: saveWrite()
never stamped file->header/file->version before serializing, so every
written save file had a zeroed magic header and failed its own
validation on the next load. Confirmed via a manual write/load round
trip that this alone fully explains "saving doesn't work."
- Re-enabled saveInit()/saveDispose() in engine.c (previously commented out
under "Temporarily disable save code").
- Added SAVE.available + saveIsAvailable(), refreshed by every real
save/load/delete attempt. saveInit() no longer treats an unreachable
save medium as fatal to booting - it logs and continues, since a missing
memory card/stick shouldn't prevent playing.
- Hardened PSP's saveInitPSP() to actually detect a missing memory stick
(sceIoGetstat on ms0:/) instead of assuming success, and fixed
single-level sceIoMkdir to build the full PSP/SAVEDATA directory chain.
- Added busy-retry (CARD_ERROR_BUSY) and a not-mounted guard to Dolphin's
live savestreamdolphin.c path, extending the same handling already
backported into savedolphin.c.
- Added a "Save" entry to the game menu wired to saveWrite(0), showing a
clear message on success, on failure, and when saveIsAvailable() is false.