By default, a regular copy requires an atomic increment and decrement. A
move avoids this from occurring, which makes sense when the constructor
is taking the shared_ptr by value.
Format information is currently only implemented for the ExtSaveData, SharedExtSaveData and SaveData archives, the information is stored in a file alongside the root folder of the archive.
The code now properly configures the process image to match the loaded
binary segments (code, rodata, data) instead of just blindly allocating
a large chunk of dummy memory.
Each archive now takes a mount point of either NAND or SDMC, and builds its own directory structure there, trying to simulate an HLE-friendly hardware layout
They will be stored in /extsavedata/SDMC and /extsavedata/NAND respectively.
Also redirect some APT_A functions to their APT_U equivalents.
Implemented the gamecoin.dat file in SharedExtSaveData in the PTM module.
Implemented formatting the savegame.
Retake a previous savegame if it exists instead of reporting them as not formatted every time a game is loaded.
The savedata for each game is stored in /savedata/<ProgramID> for NCCH files. ELF files and 3DSX files use the folder 0 because they have no ID information
Got rid of the code duplication in File and Directory
Files that deal with the host machine's file system now live in DiskFile, similarly for directories and DiskDirectory and archives with DiskArchive.
FS_U: Use the correct error code when a file wasn't found