Ali213 Steam Emu |best| ⭐ Tested & Working

return crc ^ 0xFFFFFFFF;

bool SaveManager::SaveGame(int slotId, const uint8_t* data, size_t size) std::string mainPath = GetSlotPath(slotId); std::string metaPath = GetSlotPath(slotId, ".meta"); ali213 steam emu

void ListAllSaves() auto slots = m_save.ListSlots(); for (auto& slot : slots) std::cout << "Slot " << slot.id << " - " << slot.name << " - " << (slot.isValid ? "OK" : "CORRUPT") << "\n"; return crc ^ 0xFFFFFFFF

// Core operations bool SaveGame(int slotId, const uint8_t* data, size_t size); bool LoadGame(int slotId, uint8_t* outData, size_t maxSize, size_t& actualSize); bool DeleteSave(int slotId); bool SaveManager::SaveGame(int slotId

// Write save data std::ofstream saveFile(mainPath, std::ios::binary); if (!saveFile) return false; saveFile.write(reinterpret_cast<const char*>(data), size); saveFile.close();

bool SaveManager::DeleteSave(int slotId) bool ok = true; if (fs::exists(GetSlotPath(slotId))) ok &= fs::remove(GetSlotPath(slotId)); if (fs::exists(GetSlotPath(slotId, ".meta"))) ok &= fs::remove(GetSlotPath(slotId, ".meta")); if (fs::exists(GetSlotPath(slotId, ".backup"))) fs::remove(GetSlotPath(slotId, ".backup")); return ok;

SaveManager::SaveManager(const std::string& gameName) : m_gameName(gameName) InitCRC32(); // Default path: local saves (no Steam userdata) m_saveDir = "./saves/" + gameName + "/"; fs::create_directories(m_saveDir);