7a03ef8eaf
- 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.