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Stub out mode 12 so games think it's working.
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@ -91,6 +91,7 @@ int PSPSaveDialog::Init(int paramAddr)
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{
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ERROR_LOG(HLE, "Load/Save function %d not coded. Title: %s Save: %s File: %s", param.GetPspParam()->mode, param.GetGameName(param.GetPspParam()).c_str(), param.GetGameName(param.GetPspParam()).c_str(), param.GetFileName(param.GetPspParam()).c_str());
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param.GetPspParam()->result = 0;
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status = SCE_UTILITY_STATUS_INITIALIZE;
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display = DS_NONE;
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return 0; // Return 0 should allow the game to continue, but missing function must be implemented and returning the right value or the game can block.
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}
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@ -664,10 +665,18 @@ int PSPSaveDialog::Update()
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param.GetPspParam()->result = SCE_UTILITY_SAVEDATA_ERROR_SIZES_NO_DATA;
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}
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status = SCE_UTILITY_STATUS_FINISHED;
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// TODO: intentional missing break?
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case SCE_UTILITY_SAVEDATA_TYPE_LIST:
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param.GetList(param.GetPspParam());
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param.GetPspParam()->result = 0;
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status = SCE_UTILITY_STATUS_FINISHED;
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break;
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// TODO: Don't know the name?
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case 12:
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// Pretend we have nothing, always.
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param.GetPspParam()->result = SCE_UTILITY_SAVEDATA_ERROR_RW_NO_DATA;
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status = SCE_UTILITY_STATUS_FINISHED;
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break;
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default:
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status = SCE_UTILITY_STATUS_FINISHED;
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break;
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@ -30,6 +30,8 @@
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#define SCE_UTILITY_SAVEDATA_ERROR_LOAD_PARAM (0x80110308)
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#define SCE_UTILITY_SAVEDATA_ERROR_LOAD_INTERNAL (0x8011030b)
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#define SCE_UTILITY_SAVEDATA_ERROR_RW_NO_DATA (0x80110327)
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#define SCE_UTILITY_SAVEDATA_ERROR_SAVE_NO_MS (0x80110381)
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#define SCE_UTILITY_SAVEDATA_ERROR_SAVE_EJECT_MS (0x80110382)
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#define SCE_UTILITY_SAVEDATA_ERROR_SAVE_MS_NOSPACE (0x80110383)
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