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synced 2026-05-31 19:54:58 +00:00
fix: remove byte type alias
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@@ -243,7 +243,7 @@ void ConsoleSaveFileOriginal::deleteFile( FileEntry *file )
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const int bufferSize = 4096;
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int amountToRead = bufferSize;
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byte buffer[bufferSize];
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uint8_t buffer[bufferSize];
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DWORD bufferDataSize = 0;
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@@ -474,8 +474,8 @@ void ConsoleSaveFileOriginal::MoveDataBeyond(FileEntry *file, DWORD nNumberOfByt
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const DWORD bufferSize = 4096;
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DWORD amountToRead = bufferSize;
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//assert( nNumberOfBytesToWrite <= bufferSize );
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static byte buffer1[bufferSize];
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static byte buffer2[bufferSize];
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static uint8_t buffer1[bufferSize];
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static uint8_t buffer2[bufferSize];
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DWORD buffer1Size = 0;
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DWORD buffer2Size = 0;
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@@ -666,11 +666,11 @@ void ConsoleSaveFileOriginal::Flush(bool autosave, bool updateThumbnail )
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// On PS3, don't compress the data as we can't really afford the extra memory this requires for the output buffer. Instead we'll be writing
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// directly from the save data.
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StorageManager.SetSaveData(pvSaveMem,fileSize);
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byte *compData = (byte *)pvSaveMem;
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uint8_t *compData = (uint8_t *)pvSaveMem;
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#else
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// Attempt to allocate the required memory
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// We do not own this, it belongs to the StorageManager
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byte *compData = (byte *)StorageManager.AllocateSaveData( compLength );
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uint8_t *compData = (uint8_t *)StorageManager.AllocateSaveData( compLength );
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#ifdef __PSVITA__
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// AP - make sure we always allocate just what is needed so it will only SAVE what is needed.
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@@ -708,7 +708,7 @@ void ConsoleSaveFileOriginal::Flush(bool autosave, bool updateThumbnail )
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compLength = compLength+8;
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// Attempt to allocate the required memory
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compData = (byte *)StorageManager.AllocateSaveData( compLength );
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compData = (uint8_t *)StorageManager.AllocateSaveData( compLength );
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}
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#endif
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