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https://github.com/risingPhil/PokeMe64.git
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Merged feature/backup cartridge save to flashcart sd Summary: * Add menu options to backup/restore a save from a pokémon gen I/II cartridge to the N64 flashcarts' SD card. This is only compatible with 64Drive, Everdrive64, ED64Plus and SummerCart64! * Add menu option to wipe a save from a cartridge * Add menu option to reset the in-game clock of gen II cartridges. This will let the game prompt to update the clock on the next time you try to load the save file. Before it was quite hard to reset the game clock without starting a new save. Especially for crystal you had to calculate some kind of password to make it work. Not anymore. PokeMe64 now makes this easy! Commits: * Write a hello world of sorts for writing to SD card. This just writes a file sd://helloworld.txt to the sd card. It will form the basis for implementing save backup * Implement save file backup functionality. It works! But it needs some UI work (progress bar or something), because it takes > 5 seconds * Add ProgressBarWidget and SceneWithProgressBar * Add DataCopyScene and implement backup/restore with progress indication properly Added a new DataCopyScene which takes care of displaying a progress bar while we're backup'ing or restoring data. I also implemented cartridge Rom and Save backup to (micro)SD card and Save restore from (micro)SD card to the cartridge. And it works! I verified it with my Pokémon Blue cartridge: I can back up its save, play the game, release almost all pokémon, go to a different location and save again and then restore the previous save using PokeMe64 Rom backup also works: I can play the resulting rom in VisualBoyAdvance without any issue. I can also use the save that I backed up in VisualBoyAdvance. So right now, you can take an emulator save/pkhex save and transfer it to an actual (original) pokémon cartridge and it will work! However, it's not ready for release yet for a few reasons: - It will currently always output to sd:/gb_out.sav and sd:/rom.gb. I want it to output to sd:/<cartridgetitle>_<trainername>.sav and sd:/<cartridgetitle_<trainername>.gb instead. In fact I want PokeMe64 to add numbers to the save file in case one already exists with that name. - libdragon currently doesn't have the functionality to create directories. I wish PokeMe64 to backup to a directory called PokeMe64, even if the directory doesn't exist yet. - I want a file selector so you can select which save file to restore. This way you could have multiple saves. In theory that would also allow you to transfer a pokémon red save to a pokémon blue cartridge and so on. - I want to have a wipe save option - I need to safeguard PokeMe64 for corrupted save data. Right now, for reproduction carts PokeMe64 crashes while trying to decode the trainerName. This is because the actual save file is not accessible on a reproduction cart. If I'm going to allow people to restore random saves (even from different versions alltogether), I need PokeMe64 to be robust enough for people to be able to wipe the save file or restore a different one. (in order for them to be able to correct their mistake without having to take out the battery). In order to be robust enough, I should make sure to check the CRC checksum of the save file before going to the main menu. And if it doesn't match, I should offer a reduced menu to the user. So... no release of this feature until I resolve all the topics above. But man, it's so satisfying to see it work in the current form already! The functionality itself just works on first try! * Add FileBrowserWidget and rework TestScene to use it for testing purposes * Add SelectFileScene and connect everything together. * Generate unique save file names <gameName>_<trainerName>_<uniquenumber>.sav (the last part is optional) This allows you to backup your save multiple times without overwriting the pre-existing ones. * Add option to wipe save and validate save CRC before continuing to main menu If an invalid/corrupt save is found, the user will only be offered the backup/restore options The wipe save option exists in case the user messes up and restores a save that makes the gameboy crash on bootup. (I don't know if that can actually happen, but just in case) After all: the backup/restore options allow for restoring saves of different games than the cartridge you're restoring to. (a red save to a blue cartridge, ...) Therefore the user could also -accidentally- restore a gold save to a blue cartridge (for example). So yeah, that option is only there to fix theoretic accidents without the user having to take out the battery. * Add "Reset clock" function so you can easily reconfigure your game clock in gen 2 There's no straightforward in gen 2 to reconfigure the in-game clock. There's an arcane key combination that's the worst on Pokémon Crystal and requires you to calculate some kind of password. Now PokeMe64 makes it easy: the "Reset Clock" function sets a flag that will let the game prompt you in the main menu to reconfigure the date/time again. * Update README.md * Move Reset Clock option to the main menu * Some usability tweaks of the SelectFileScene - Add title - Add scroll arrows - Make it possible to go back to the previous scene - Increase PokeMe64 version to 0.2 * Ask confirmation before wiping the save
144 lines
4.6 KiB
C++
Executable File
144 lines
4.6 KiB
C++
Executable File
#ifndef _DIALOGWIDGET_H
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#define _DIALOGWIDGET_H
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#include "widget/VerticalList.h"
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#include "widget/MenuItemWidget.h"
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#include "widget/ListItemFiller.h"
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#define DIALOG_TEXT_SIZE 512
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class AnimationManager;
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typedef struct DialogData
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{
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char text[DIALOG_TEXT_SIZE];
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// optional sprite of a character that is saying the dialog text
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struct {
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sprite_t* sprite;
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SpriteRenderSettings spriteSettings;
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// bounds of the character sprite relative to the widget
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Rectangle spriteBounds;
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bool spriteVisible;
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} character;
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// optional button sprite
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struct {
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sprite_t* sprite;
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SpriteRenderSettings spriteSettings;
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// bounds of the button sprite relative to the widget
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Rectangle spriteBounds;
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bool spriteVisible;
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} button;
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// use this struct if you want to provide dialog options
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struct {
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MenuItemData* items;
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uint8_t number;
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bool shouldDeleteWhenDone;
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} options;
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// The next Dialog
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struct DialogData* next;
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// this indicates whether DialogWidget should use delete to release the memory of this DialogData instance
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// it should be set to false if it is statically allocated as a member of a class
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bool shouldDeleteWhenDone;
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// This indicates that the user can't advance this dialog entry with A.
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// it will be advanced from within the code instead.
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bool userAdvanceBlocked;
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//TODO: dialog sound
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} DialogData;
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typedef struct DialogWidgetStyle
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{
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struct {
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sprite_t* sprite;
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SpriteRenderSettings spriteSettings;
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} background;
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struct {
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Rectangle bounds;
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MenuItemStyle style;
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} dialogOptions;
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TextRenderSettings textSettings;
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struct {
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int left;
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int right;
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int top;
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int bottom;
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} margin;
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} DialogWidgetStyle;
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/**
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* This widget is used to display dialog text (usually at the bottom of the screen)
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* You can specify a dialog sequence with the DialogData struct to be shown to the user.
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*
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* When the dialog has finished (after the user presses A when the last DialogData entry was shown)
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* the onDialogFinished callback function (if any) will be triggered.
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*
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* If you press the A button, the DialogWidget advances to the next DialogData entry (if any)
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* or (like I said before) triggers the onDialogFinished callback.
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*/
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class DialogWidget : public IWidget
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{
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public:
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DialogWidget(AnimationManager& animationManager);
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virtual ~DialogWidget();
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const DialogWidgetStyle& getStyle() const;
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void setStyle(const DialogWidgetStyle& style);
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void setData(DialogData* data);
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void appendDialogData(DialogData* data);
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bool isFocused() const override;
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void setFocused(bool isFocused) override;
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bool isVisible() const override;
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void setVisible(bool visible) override;
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Rectangle getBounds() const override;
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void setBounds(const Rectangle& bounds) override;
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Dimensions getSize() const override;
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/**
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* @brief Sets a callback function that will be called when we run out of dialog
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*/
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void setOnDialogFinishedCallback(void (*onDialogFinishedCb)(void*), void* context);
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/**
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* @brief Advances the current dialog -> the next DialogData entry (if any) will be shown
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* or the onDialogFinished callback will be triggered
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*/
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void advanceDialog();
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bool handleUserInput(const joypad_inputs_t& userInput) override;
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void render(RDPQGraphics& gfx, const Rectangle& parentBounds) override;
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protected:
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private:
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/**
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* @brief Indicates if the user is allowed to advance the dialog (yet)
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* This could be used -for example- to restrict advancing until after a certain amount of time
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* For example: waiting until a sound has played. (not implemented yet though)
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*/
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bool isAdvanceAllowed() const;
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VerticalList dialogOptionList_;
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ListItemFiller<VerticalList, MenuItemData, MenuItemWidget, MenuItemStyle> dialogOptionListFiller_;
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AnimationManager& animationManager_;
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Rectangle bounds_;
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DialogWidgetStyle style_;
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DialogData* data_;
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void (*onDialogFinishedCb_)(void*);
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void *onDialogFinishedCbContext_;
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bool focused_;
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bool visible_;
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bool btnAPressedOnPrevCheck_;
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};
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/**
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* @brief This function sets the text field of the DialogData struct with snprintf
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*
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* @param data the DialogData struct to fill
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* @param format the printf format string
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* @param ... variable arguments to use within the snprintf call
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*/
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void setDialogDataText(DialogData& data, const char* format, ...);
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#endif |