Updating the save mechanism by creating an intermediary SaveData struct (#472)

* Make save changes their own branch

* Make SaveData tags char[] instead of u32[]

* Make Game and Options data saving independent

* removed unused functions

* Potential fix for pull request finding

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* mark save sections as valid only after they are actually written to SRAM

* fix comparison between different integer types

* Implement some suggestions from @ricfehr3

* Add extensive documentation on the structure of the savefile

* fix doxygen doc generation

* fix it again

---------

Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
This commit is contained in:
Geralt
2026-05-10 21:39:54 +02:00
committed by GitHub
parent 6373fee144
commit a79c4c92e2
5 changed files with 290 additions and 37 deletions

View File

@@ -2,6 +2,27 @@
* @file save.h
*
* @brief Utils functions to save/load data structures from/to the SRAM.
*
* Here is an overwiew of the contents of a valid save file.
*
* ```
* ┌─────────────┐ <-- SaveHeader
* │ Header │
* ├─────────────┤ <-- SaveOptions
* │ Options │
* ├─────────────┤ <-- SaveGame
* │ Engine vars │
* │ Jokers │
* └─────────────┘
* ```
*
* SaveHeader indicates save validity by its presence.
* SaveOptions contains options values set in the corresponding menu and apply to the game itself.
* SaveGame contains values tied to a run with round, ante, money, owned Jokers etc...
*
* @sa SaveHeader, SaveOptions, SaveGame
*
* I strongly recommend using `xxd -l 512 -e -g 4 <gbalatro.sav>` to view the contents of the save
*/
#ifndef SAVE_H
#define SAVE_H
@@ -11,15 +32,27 @@
#include <tonc.h>
/**
* @brief Save game data to SRAM.
* @brief Save current run data to SRAM.
*/
void save_game();
void save_game(void);
/**
* @brief Load game data from SRAM.
* @brief Load previous run data from SRAM.
*
* @sa save_game
*/
void load_game();
void load_game(void);
/**
* @brief Save options values to SRAM.
*/
void save_options(void);
/**
* @brief Load options values from SRAM.
*
* @sa save_options
*/
void load_options(void);
#endif // SAVE_H

View File

@@ -661,8 +661,6 @@ void game_init()
jokers_available_to_shop_init();
load_game();
hands = max_hands;
discards = max_discards;
g_game_vars.timer = TM_ZERO;

View File

@@ -473,7 +473,7 @@ static void back_on_pressed(void)
{
if (back_btn_is_save_state)
{
save_game();
save_options();
change_back_save_text(true);
back_btn_is_save_state = false;
}

View File

@@ -6,6 +6,7 @@
#include "gbalatro_sys8.h"
#include "graphic_utils.h"
#include "joker.h"
#include "save.h"
#include "sprite.h"
#include <maxmod.h>
@@ -85,6 +86,7 @@ void init()
// Initialize subsystems
mmInitDefault((mm_addr)soundbank_bin, GBAL_MM_NUM_CHANNELS);
load_options();
affine_background_init();
sprite_init();
card_init();

View File

@@ -4,6 +4,7 @@
#include "save.h"
#include "audio_utils.h"
#include "bitset.h"
#include "game.h"
#include "joker.h"
#include "list.h"
@@ -19,25 +20,31 @@
// - Memory is filled with 1s by default
// (at least in mgba, not sure about real HW)
#define CHECK_BASE 0x0000
#define GAME_BASE 0x0010
#define LISTS_BASE 0x0060
#define HEADER_ADDRESS 0x0
#define OPTIONS_ADDRESS 0x10
#define GAME_ADDRESS 0x30
#define SAVE_SECTION_FLAG_NONE 0
#define SAVE_SECTION_FLAG_OPTIONS (1 << 0)
#define SAVE_SECTION_FLAG_GAME (1 << 1)
#define CHECK_MAGIC 0x4C414247 // Spells GBAL, used to determine if the save data is junk
#define CHECK_HASH_SIZE 7
#define GIT_HASH_START 17 // starts after "GBALATRO-VERSION:" in the gbalatro_version var
#define SAVE_LABEL_SIZE 16
// clang-format off
/**
* @brief SaveHeader for validation checks
* @brief SaveHeader for validation checks to be packed and written to SRAM for validation.
* Defined in this discussion as follows: https://github.com/GBALATRO/balatro-gba/discussions/450
*
* Structure holding save data header info to be packed and written to SRAM for validation.
* Defined in this discussion as follows: https://github.com/GBALATRO/balatro-gba/discussions/450
* word | Byte 0 | Byte 1 | Byte 2 | Byte 3 | name | purpose
* -----|--------|--------|--------|--------|--------------|------------------------------------------------------------------
* 0 | 0x47 | 0x42 | 0x41 | 0x4C | MAGIC | Identify if proceeding data is valid and not junk, spells "GBAL"
* 1 | Dirty | H[0] | H[1] | H[2] | GITHASH_LOW | Dirty flag, followed by the first 3 bytes of shortened git hash H
* 2 | H[3] | H[4] | H[5] | H[6] | GITHASH_HIGH | Last 4 bytes of shortened git hash H, with a dirty flag
* 3 | SEC[0] | SEC[1] | SEC[2] | SEC[3] | VALID_SCTNS | Identifies whether each section of the save data is valid or not
*/
// clang-format on
typedef struct SaveHeader
@@ -45,8 +52,135 @@ typedef struct SaveHeader
u32 magic;
bool dirty;
char githash[CHECK_HASH_SIZE];
u32 valid_sections;
} SaveHeader;
// clang-format off
/**
* @brief SaveOptions will only contain options data set in the Options Menu
*
* word | Byte 0 | Byte 1 | Byte 2 | Byte 3 | name | purpose
* -----|--------|--------|--------|--------|--------------|------------------------------------------------------------------
* 0 | '-' | ' ' | 'O' | 'P' | TAG | Pretty tag to clearly visualize the Options section in a hex viewer
* 1 | 'T' | 'I' | 'O' | 'N' | - | Spells "- OPTIONS DATA -"
* 2 | 'S' | ' ' | 'D' | 'A' | - | -
* 3 | 'T' | 'A' | ' ' | '-' | - | -
* 4 | SPEED | CNTRST | MUSIC | SOUND | OPTN_VALUES | All 4 option values, packed in a single word.
* 5 | UNDEF | UNDEF | UNDEF | UNDEF | PADDING | Padding, so that the next section starts at the beginning of the
* 6 | UNDEF | UNDEF | UNDEF | UNDEF | - | next 4-word row in a hex viewer
* 7 | UNDEF | UNDEF | UNDEF | UNDEF | - | -
*/
// clang-format on
typedef struct SaveOptions
{
char tag_options[SAVE_LABEL_SIZE];
u8 game_speed;
bool high_contrast;
u8 music_volume;
u8 sound_volume;
u32 padding[3];
} SaveOptions;
/**
* @brief JokerObjectSaveData will hold the minimal amount of data necessary to reconstruct a Joker.
* The `id` is a u8 in the base Joker struct, but I made it a u32 here to keep
* a better aligment when looking at the save file in a hex viewer.
*/
typedef struct JokerObjectSaveData
{
u32 id;
u32 persistent_state;
} JokerObjectSaveData;
// clang-format off
/**
* @brief SaveGame will contain the data about the current run to be saved to SRAM.
* GameVariables was used for this purpose at first, but some data needed to be shared but
* not saved, so it couldn't be dumped "as is" anymore and this struct had to be created.
*
* word | Byte 0 | Byte 1 | Byte 2 | Byte 3 | name | purpose
* -----|--------|--------|--------|--------|--------------|------------------------------------------------------------------
* 0 | '-' | 'I' | 'N' | 'T' | TAG | Spells "-INTERNAL DATA -"
* 1 | 'E' | 'R' | 'N' | 'A' | - | -
* 2 | 'L' | ' ' | 'D' | 'A' | - | -
* 3 | 'T' | 'A' | ' ' | '-' | - | -
* 4 | T[0] | T[1] | T[2] | T[3] | GLOB TIMER | The global timer used for animations thoughout the game
* 5 | SED[0] | SED[1] | SED[2] | SED[3] | RNG SEED | The seed used for RNG, either randomly shuffled or chosen by the player at game start
* 6 | STP[0] | STP[1] | STP[2] | STP[3] | RNG STEP | The current position in the RNG sequence for the given seed, since the start of the run
* 7 | RND[0] | RND[1] | RND[2] | RND[3] | ROUND | What Round we are about to start
* 8 | ANT[0] | ANT[1] | ANT[2] | ANT[3] | ANTE | What Ante we are on
* 9 | MNY[0] | MNY[1] | MNY[2] | MNY[3] | MONEY | How much money we currently have left
* 10 | UNDEF | UNDEF | UNDEF | UNDEF | PADDING | Some padding
* 11 | UNDEF | UNDEF | UNDEF | UNDEF | - | -
* 12 | '-' | ' ' | 'O' | 'W' | TAG | Spells "- OWNED JOKERS -"
* 13 | 'N' | 'E' | 'D' | ' ' | - | -
* 14 | 'J' | 'O' | 'K' | 'E' | - | -
* 15 | 'R' | 'S' | ' ' | '-' | - | -
* 16 | ID[0] | ID[1] | ID[2] | ID[3] | JOKER DATA 0 | Minimal necessary data to reconstruct a JokerObject
* 17 | STT[0] | STT[1] | STT[2] | STT[3] | - | Contains the Joker's `id` and `persistent_state`
* ... | ... | ... | ... | ... | ... | ...
* ... | ... | ... | ... | ... | ... | ...
* ?? | '_' | 'E' | 'N' | 'D' | END_TAG | Spells "_END", marks the end of the savefile
*/
// clang-format on
typedef struct SaveGame
{
char tag_internal[SAVE_LABEL_SIZE];
s32 timer;
u32 rng_seed;
u32 rng_step;
int round;
int ante;
int money;
u32 padding[2];
char tag_jokers[SAVE_LABEL_SIZE];
JokerObjectSaveData jokers_data[MAX_JOKERS_HELD_SIZE];
char tag_end[4];
} SaveGame;
/**
* @brief Default value for the SaveHeader struct.
*/
static const SaveHeader SaveHeader_default = {
.magic = CHECK_MAGIC,
.dirty = false,
.githash = "fffffff",
.valid_sections = SAVE_SECTION_FLAG_NONE
};
/**
* @brief Default value for the SaveOptions struct, with tags already set.
*/
static const SaveOptions SaveOptions_default = {
.tag_options = "- OPTIONS DATA -",
.game_speed = 0,
.high_contrast = false,
.music_volume = 0,
.sound_volume = 0,
.padding = {UNDEFINED, UNDEFINED, UNDEFINED},
};
/**
* @brief Default value for the SaveGame struct, with tags already set.
*/
static const SaveGame SaveGame_default = {
.tag_internal = "-INTERNAL DATA -",
.timer = 0,
.rng_seed = 0,
.rng_step = 0,
.round = 0,
.ante = 0,
.money = 0,
.padding = {UNDEFINED, UNDEFINED},
.tag_jokers = "- OWNED JOKERS -",
.jokers_data = {},
.tag_end = "_END"
};
/**
* @brief Write raw binary data to SRAM
*
@@ -108,59 +242,145 @@ static inline bool check_hash(const char* prefix)
*
* @returns true if version is dirty, false otherwise.
*/
static inline bool is_version_dirty()
static inline bool is_version_dirty(void)
{
return strlen(gbalatro_version) > GIT_HASH_START + CHECK_HASH_SIZE;
}
/**
* @brief Writes a magic number and ROM version info to SRAM to signal that the
* save data exists and allow the game to determine if it is compatible.
* @brief Reads whether the save data exists and is valid.
*
* @param header pointer to the SaveHeader struct to fill
* @returns true if the save data is valid, false if not
*/
static inline void set_save_header()
static inline bool get_save_header(SaveHeader* header)
{
SaveHeader check = {};
check.magic = CHECK_MAGIC;
check.dirty = is_version_dirty();
memcpy(&(check.githash), gbalatro_version + GIT_HASH_START, CHECK_HASH_SIZE);
write_sram(CHECK_BASE, (const u8*)&check, sizeof(check));
read_sram(HEADER_ADDRESS, (u8*)header, sizeof(*header));
return (header->magic == CHECK_MAGIC) && header->dirty == is_version_dirty() &&
check_hash(header->githash);
}
/**
* @brief Reads whether the save data exists and is valid.
* @brief Writes a magic number and ROM version info to SRAM to signal that the
* save data exists and allow the game to determine if it is compatible.
*
* @sa set_save_valid
* This will read the SaveHeader first and check if the data is valid. If yes, the
* `valid_sections` will be updated, if not, it will be overwritten and start from
* `SAVE_SECTION_FLAG_NONE`.
*
* @param section_flag The section flag to be set to 1, corresponds to the
* section we're writing to SRAM.
*/
static inline bool check_save_header()
static inline void set_save_header(u32 section_flag)
{
SaveHeader check;
read_sram(CHECK_BASE, (u8*)&check, sizeof(check));
SaveHeader header;
bool is_valid = (check.magic == CHECK_MAGIC) && check.dirty == is_version_dirty() &&
check_hash(check.githash);
// Check for valid data. If it's junk, set all sections as invalid, else keep the flags.
// Then add the requested flag.
if (!get_save_header(&header))
{
memcpy(&header, &SaveHeader_default, sizeof(SaveHeader_default));
}
return is_valid;
header.valid_sections |= section_flag;
header.dirty = is_version_dirty();
memcpy(&(header.githash), gbalatro_version + GIT_HASH_START, CHECK_HASH_SIZE);
write_sram(HEADER_ADDRESS, (const u8*)&header, sizeof(header));
}
void save_options(void)
{
SaveOptions options = SaveOptions_default;
options.game_speed = g_game_vars.game_speed;
options.high_contrast = g_game_vars.high_contrast;
options.music_volume = g_game_vars.music_volume;
options.sound_volume = g_game_vars.sound_volume;
write_sram(OPTIONS_ADDRESS, (const u8*)&options, sizeof(options));
set_save_header(SAVE_SECTION_FLAG_OPTIONS);
}
void load_options(void)
{
SaveHeader header;
if (!get_save_header(&header) || !(header.valid_sections & SAVE_SECTION_FLAG_OPTIONS))
return;
SaveOptions options = SaveOptions_default;
read_sram(OPTIONS_ADDRESS, (u8*)&options, sizeof(options));
g_game_vars.game_speed = options.game_speed;
g_game_vars.high_contrast = options.high_contrast;
g_game_vars.music_volume = options.music_volume;
g_game_vars.sound_volume = options.sound_volume;
mmSetModuleVolume(MM_MODULE_FULL_VOLUME * g_game_vars.music_volume / VOLUME_OPTION_MAX);
}
void save_game(void)
{
set_save_header();
write_sram(GAME_BASE, (const u8*)&g_game_vars, sizeof(g_game_vars));
SaveGame game = SaveGame_default;
// Fixed data
game.timer = g_game_vars.timer;
game.rng_seed = g_game_vars.rng_seed;
game.rng_step = g_game_vars.rng_step;
game.round = g_game_vars.round;
game.ante = g_game_vars.ante;
game.money = g_game_vars.money;
// Lists
List* jokers_list = get_jokers_list();
int nb_jokers = list_get_len(jokers_list);
int i = 0;
for (; i < nb_jokers; i++)
{
JokerObject* joker_object = list_get_at_idx(jokers_list, (u32)i);
JokerObjectSaveData data = {
(u32)joker_object->joker->id,
joker_object->joker->persistent_state
};
game.jokers_data[i] = data;
}
for (; i < MAX_JOKERS_HELD_SIZE; i++)
{
JokerObjectSaveData data = {UNDEFINED, UNDEFINED};
game.jokers_data[i] = data;
}
write_sram(GAME_ADDRESS, (const u8*)&game, sizeof(game));
set_save_header(SAVE_SECTION_FLAG_GAME);
}
void load_game(void)
{
if (!check_save_header())
SaveHeader header;
if (!get_save_header(&header) || !(header.valid_sections & SAVE_SECTION_FLAG_GAME))
return;
read_sram(GAME_BASE, (u8*)&g_game_vars, sizeof(g_game_vars));
SaveGame game = SaveGame_default;
read_sram(GAME_ADDRESS, (u8*)&game, sizeof(game));
g_game_vars.timer = game.timer;
g_game_vars.rng_seed = game.rng_seed;
g_game_vars.rng_step = game.rng_step;
g_game_vars.round = game.round;
g_game_vars.ante = game.ante;
g_game_vars.money = game.money;
// TODO: load Jokers from stored minimal data
// return to where we were in the random sequence so that the run stays reproducible
for (u32 i = 0; i < g_game_vars.rng_step; i++)
{
(void)rand();
}
mmSetModuleVolume(MM_MODULE_FULL_VOLUME * g_game_vars.music_volume / VOLUME_OPTION_MAX);
}