#include #include #include #include //This example shows how to access savedata for (official) applications/games. int main(int argc, char **argv) { Result rc=0; int ret=0; DIR* dir; struct dirent* ent; FsFileSystem tmpfs; u128 userID=0; bool account_selected=0; u64 titleid=0x01007ef00011e000;//titleID of the save to mount, in this case BOTW. gfxInitDefault(); consoleInit(NULL); //Get the userID for save mounting. To mount common savedata, use FS_SAVEDATA_USERID_COMMONSAVE. rc = accountInitialize(); if (R_FAILED(rc)) { printf("accountInitialize() failed: 0x%x\n", rc); } if (R_SUCCEEDED(rc)) { rc = accountGetActiveUser(&userID, &account_selected); accountExit(); if (R_FAILED(rc)) { printf("accountGetActiveUser() failed: 0x%x\n", rc); } else if(!account_selected) { printf("No user is currently selected.\n"); rc = -1; } } if (R_SUCCEEDED(rc)) { rc = fsMount_SaveData(&tmpfs, titleid, userID);//See also libnx fs.h. if (R_FAILED(rc)) { printf("fsMount_SaveData() failed: 0x%x\n", rc); } } if (R_SUCCEEDED(rc)) { ret = fsdevMountDevice("save", tmpfs); if (ret==-1) { printf("fsdevMountDevice() failed.\n"); rc = ret; } } //At this point you can use the mounted device with standard stdio. //After modifying savedata, in order for the changes to take affect you must use: rc = fsdevCommitDevice("save"); if (R_SUCCEEDED(rc)) { dir = opendir("save:/");//Open the "save:/" directory. if(dir==NULL) { printf("Failed to open dir.\n"); } else { printf("Dir-listing for 'save:/':\n"); while ((ent = readdir(dir))) { printf("d_name: %s\n", ent->d_name); } closedir(dir); printf("Done.\n"); } //When you are done with savedata, you can use the below. //Any devices still mounted at app exit are automatically unmounted. fsdevUnmountDevice("save"); } // Main loop while(appletMainLoop()) { //Scan all the inputs. This should be done once for each frame hidScanInput(); //hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame) u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO); if (kDown & KEY_PLUS) break; // break in order to return to hbmenu gfxFlushBuffers(); gfxSwapBuffers(); gfxWaitForVsync(); } gfxExit(); return 0; }