#include "global.h" #include "save.h" #include "decompress.h" #include "overworld.h" #include "load_save.h" #include "task.h" #include "link.h" #include "save_failed_screen.h" #include "fieldmap.h" #include "pokemon_storage_system.h" #include "gba/flash_internal.h" static u8 HandleWriteSector(u16 sectorId, const struct SaveSectorLocation *locations); static u8 TryWriteSector(u8 sectorNum, u8 *data); static u8 HandleReplaceSector(u16 sectorId, const struct SaveSectorLocation *locations); static u8 CopySaveSlotData(u16 sectorId, const struct SaveSectorLocation *locations); static u8 GetSaveValidStatus(const struct SaveSectorLocation *locations); static u8 ReadFlashSector(u8 sectorId, struct SaveSector *sector); static u16 CalculateChecksum(void *data, u16 size); /* * Sector Layout: * * Sectors 0 - 13: Save Slot 1 * Sectors 14 - 27: Save Slot 2 * Sectors 28 - 29: Hall of Fame * Sectors 30 - 31: Trainer Tower * * There are two save slots for saving the player's game data. We alternate between * them each time the game is saved, so that if the current save slot is corrupt, * we can load the previous one. We also rotate the sectors in each save slot * so that the same data is not always being written to the same sector. This * might be done to reduce wear on the flash memory, but I'm not sure, since all * 14 sectors get written anyway. * * See SECTOR_ID_* constants in save.h */ // (u8 *)structure was removed from the first statement of the macro in Emerald // and Fire Red/Leaf Green. This is because malloc is used to allocate addresses // so storing the raw addresses should not be done in the offsets information. #define SAVEBLOCK_CHUNK(structure, chunkNum) \ { \ chunkNum * SECTOR_DATA_SIZE, \ sizeof(structure) >= chunkNum * SECTOR_DATA_SIZE ? \ min(sizeof(structure) - chunkNum * SECTOR_DATA_SIZE, SECTOR_DATA_SIZE) : 0 \ } struct { u16 offset; u16 size; } static const sSaveSlotLayout[NUM_SECTORS_PER_SLOT] = { SAVEBLOCK_CHUNK(struct SaveBlock2, 0), // SECTOR_ID_SAVEBLOCK2 SAVEBLOCK_CHUNK(struct SaveBlock1, 0), // SECTOR_ID_SAVEBLOCK1_START SAVEBLOCK_CHUNK(struct SaveBlock1, 1), SAVEBLOCK_CHUNK(struct SaveBlock1, 2), SAVEBLOCK_CHUNK(struct SaveBlock1, 3), // SECTOR_ID_SAVEBLOCK1_END SAVEBLOCK_CHUNK(struct PokemonStorage, 0), // SECTOR_ID_PKMN_STORAGE_START SAVEBLOCK_CHUNK(struct PokemonStorage, 1), SAVEBLOCK_CHUNK(struct PokemonStorage, 2), SAVEBLOCK_CHUNK(struct PokemonStorage, 3), SAVEBLOCK_CHUNK(struct PokemonStorage, 4), SAVEBLOCK_CHUNK(struct PokemonStorage, 5), SAVEBLOCK_CHUNK(struct PokemonStorage, 6), SAVEBLOCK_CHUNK(struct PokemonStorage, 7), SAVEBLOCK_CHUNK(struct PokemonStorage, 8), // SECTOR_ID_PKMN_STORAGE_END }; // These will produce an error if a save struct is larger than the space // alloted for it in the flash. STATIC_ASSERT(sizeof(struct SaveBlock2) <= SECTOR_DATA_SIZE, SaveBlock2FreeSpace); STATIC_ASSERT(sizeof(struct SaveBlock1) <= SECTOR_DATA_SIZE * (SECTOR_ID_SAVEBLOCK1_END - SECTOR_ID_SAVEBLOCK1_START + 1), SaveBlock1FreeSpace); STATIC_ASSERT(sizeof(struct PokemonStorage) <= SECTOR_DATA_SIZE * (SECTOR_ID_PKMN_STORAGE_END - SECTOR_ID_PKMN_STORAGE_START + 1), PokemonStorageFreeSpace); // Sector num to begin writing save data. Sectors are rotated each time the game is saved. (possibly to avoid wear on flash memory?) u16 gLastWrittenSector; u32 gLastSaveCounter; u16 gLastKnownGoodSector; u32 gDamagedSaveSectors; u32 gSaveCounter; struct SaveSector *gSaveDataBufferPtr; // the pointer is in fast IWRAM but points to the slower EWRAM. u16 gIncrementalSectorId; u16 gSaveUnusedVar; u16 gSaveFileStatus; void (*gGameContinueCallback)(void); struct SaveSectorLocation gRamSaveSectorLocations[NUM_SECTORS_PER_SLOT]; u16 gSaveAttemptStatus; EWRAM_DATA struct SaveSector gSaveDataBuffer = {0}; EWRAM_DATA u32 gSaveUnusedVar2 = 0; void ClearSaveData(void) { u16 i; for (i = 0; i < SECTORS_COUNT; i++) EraseFlashSector(i); } void Save_ResetSaveCounters(void) { gSaveCounter = 0; gLastWrittenSector = 0; gDamagedSaveSectors = 0; } static bool32 SetDamagedSectorBits(u8 op, u8 sectorNum) { bool32 retVal = FALSE; switch (op) { case ENABLE: gDamagedSaveSectors |= (1 << sectorNum); break; case DISABLE: gDamagedSaveSectors &= ~(1 << sectorNum); break; case CHECK: // unused if (gDamagedSaveSectors & (1 << sectorNum)) retVal = TRUE; break; } return retVal; } static u8 WriteSaveSectorOrSlot(u16 sectorId, const struct SaveSectorLocation *locations) { u32 status; u16 i; gSaveDataBufferPtr = &gSaveDataBuffer; if (sectorId != FULL_SAVE_SLOT) // write single sector status = HandleWriteSector(sectorId, locations); else // write all sectors { gLastKnownGoodSector = gLastWrittenSector; // backup the current written sector before attempting to write. gLastSaveCounter = gSaveCounter; gLastWrittenSector++; gLastWrittenSector %= NUM_SECTORS_PER_SLOT; // array count save sector locations gSaveCounter++; status = SAVE_STATUS_OK; for (i = 0; i < NUM_SECTORS_PER_SLOT; i++) HandleWriteSector(i, locations); // Check for any bad sectors if (gDamagedSaveSectors != 0) // skip the damaged sector. { status = SAVE_STATUS_ERROR; gLastWrittenSector = gLastKnownGoodSector; gSaveCounter = gLastSaveCounter; } } return status; } static u8 HandleWriteSector(u16 sectorId, const struct SaveSectorLocation *locations) { u16 i; u16 sectorNum; u8 *data; u16 size; sectorNum = gLastWrittenSector + sectorId; sectorNum %= NUM_SECTORS_PER_SLOT; sectorNum += NUM_SECTORS_PER_SLOT * (gSaveCounter % NUM_SAVE_SLOTS); data = locations[sectorId].data; size = locations[sectorId].size; // clear buffer for (i = 0; i < SECTOR_SIZE; i++) ((char *)gSaveDataBufferPtr)[i] = 0; // fill buffer with save data gSaveDataBufferPtr->id = sectorId; gSaveDataBufferPtr->signature = SECTOR_SIGNATURE; gSaveDataBufferPtr->counter = gSaveCounter; for (i = 0; i < size; i++) gSaveDataBufferPtr->data[i] = data[i]; gSaveDataBufferPtr->checksum = CalculateChecksum(data, size); return TryWriteSector(sectorNum, gSaveDataBufferPtr->data); } static u8 HandleWriteSectorNBytes(u8 sectorId, u8 *data, u16 size) { u16 i; struct SaveSector *sector = &gSaveDataBuffer; for (i = 0; i < SECTOR_SIZE; i++) ((char *)sector)[i] = 0; sector->signature = SECTOR_SIGNATURE; for (i = 0; i < size; i++) sector->data[i] = data[i]; sector->id = CalculateChecksum(data, size); // though this appears to be incorrect, it might be some sector checksum instead of a whole save checksum and only appears to be relevent to HOF data, if used. return TryWriteSector(sectorId, sector->data); } static u8 TryWriteSector(u8 sectorNum, u8 *data) { if (ProgramFlashSectorAndVerify(sectorNum, data)) // is damaged? { SetDamagedSectorBits(ENABLE, sectorNum); // set damaged sector bits. return SAVE_STATUS_ERROR; } else { SetDamagedSectorBits(DISABLE, sectorNum); // unset damaged sector bits. it's safe now. return SAVE_STATUS_OK; } } static u32 RestoreSaveBackupVarsAndIncrement(const struct SaveSectorLocation *locations) { gSaveDataBufferPtr = &gSaveDataBuffer; gLastKnownGoodSector = gLastWrittenSector; gLastSaveCounter = gSaveCounter; gLastWrittenSector++; gLastWrittenSector %= NUM_SECTORS_PER_SLOT; gSaveCounter++; gIncrementalSectorId = 0; gDamagedSaveSectors = 0; return 0; } static u32 RestoreSaveBackupVars(const struct SaveSectorLocation *locations) { gSaveDataBufferPtr = &gSaveDataBuffer; gLastKnownGoodSector = gLastWrittenSector; gLastSaveCounter = gSaveCounter; gIncrementalSectorId = 0; gDamagedSaveSectors = 0; return 0; } static u8 HandleWriteIncrementalSector(u16 numSectors, const struct SaveSectorLocation *locations) { u8 status; if (gIncrementalSectorId < numSectors - 1) { status = SAVE_STATUS_OK; HandleWriteSector(gIncrementalSectorId, locations); gIncrementalSectorId++; if (gDamagedSaveSectors) { status = SAVE_STATUS_ERROR; gLastWrittenSector = gLastKnownGoodSector; gSaveCounter = gLastSaveCounter; } } else status = SAVE_STATUS_ERROR; return status; } static u8 HandleReplaceSectorAndVerify(u16 sectorId, const struct SaveSectorLocation *locations) { u8 status = SAVE_STATUS_OK; HandleReplaceSector(sectorId - 1, locations); if (gDamagedSaveSectors) { status = SAVE_STATUS_ERROR; gLastWrittenSector = gLastKnownGoodSector; gSaveCounter = gLastSaveCounter; } return status; } static u8 HandleReplaceSector(u16 sectorId, const struct SaveSectorLocation *locations) { u16 i; u16 sectorNum; u8 *data; u16 size; u8 status; sectorNum = gLastWrittenSector + sectorId; sectorNum %= NUM_SECTORS_PER_SLOT; sectorNum += NUM_SECTORS_PER_SLOT * (gSaveCounter % NUM_SAVE_SLOTS); data = locations[sectorId].data; size = locations[sectorId].size; // clear buffer for (i = 0; i < SECTOR_SIZE; i++) ((char *)gSaveDataBufferPtr)[i] = 0; // fill buffer with save data gSaveDataBufferPtr->id = sectorId; gSaveDataBufferPtr->signature = SECTOR_SIGNATURE; gSaveDataBufferPtr->counter = gSaveCounter; for (i = 0; i < size; i++) gSaveDataBufferPtr->data[i] = data[i]; gSaveDataBufferPtr->checksum = CalculateChecksum(data, size); // erase old save data EraseFlashSector(sectorNum); status = SAVE_STATUS_OK; // write new save data, excluding the signature and counter fields for (i = 0; i < SECTOR_SIGNATURE_OFFSET; i++) { if (ProgramFlashByte(sectorNum, i, gSaveDataBufferPtr->data[i])) { status = SAVE_STATUS_ERROR; break; } } if (status == SAVE_STATUS_ERROR) { SetDamagedSectorBits(ENABLE, sectorNum); return SAVE_STATUS_ERROR; } else { status = SAVE_STATUS_OK; // write signature (skipping the first byte) and counter fields // the first signature byte skipped is instead written in WriteSectorSignatureByte for (i = 0; i < SECTOR_SIZE - (SECTOR_SIGNATURE_OFFSET + 1); i++) { if (ProgramFlashByte(sectorNum, SECTOR_SIGNATURE_OFFSET + 1 + i, ((u8 *)gSaveDataBufferPtr)[SECTOR_SIGNATURE_OFFSET + 1 + i])) { status = SAVE_STATUS_ERROR; break; } } if (status == SAVE_STATUS_ERROR) { SetDamagedSectorBits(ENABLE, sectorNum); return SAVE_STATUS_ERROR; } else { SetDamagedSectorBits(DISABLE, sectorNum); return SAVE_STATUS_OK; } } } static u8 CopySectorSignatureByte(u16 sectorId, const struct SaveSectorLocation *locations) { u16 sector; sector = gLastWrittenSector + sectorId - 1; sector %= NUM_SECTORS_PER_SLOT; sector += NUM_SECTORS_PER_SLOT * (gSaveCounter % NUM_SAVE_SLOTS); if (ProgramFlashByte(sector, SECTOR_SIGNATURE_OFFSET, ((u8 *)gSaveDataBufferPtr)[SECTOR_SIGNATURE_OFFSET])) { // sector is damaged, so enable the bit in gDamagedSaveSectors and restore the last written sector and save counter. SetDamagedSectorBits(ENABLE, sector); gLastWrittenSector = gLastKnownGoodSector; gSaveCounter = gLastSaveCounter; return SAVE_STATUS_ERROR; } else { SetDamagedSectorBits(DISABLE, sector); return SAVE_STATUS_OK; } } static u8 WriteSectorSignatureByte(u16 sectorId, const struct SaveSectorLocation *locations) { u16 sector; sector = gLastWrittenSector + sectorId - 1; sector %= NUM_SECTORS_PER_SLOT; sector += NUM_SECTORS_PER_SLOT * (gSaveCounter % NUM_SAVE_SLOTS); // write only the first byte of the signature, which was skipped in HandleReplaceSector if (ProgramFlashByte(sector, SECTOR_SIGNATURE_OFFSET, SECTOR_SIGNATURE & 0xFF)) { // sector is damaged, so enable the bit in gDamagedSaveSectors and restore the last written sector and save counter. SetDamagedSectorBits(ENABLE, sector); gLastWrittenSector = gLastKnownGoodSector; gSaveCounter = gLastSaveCounter; return SAVE_STATUS_ERROR; } else { SetDamagedSectorBits(DISABLE, sector); return SAVE_STATUS_OK; } } static u8 TryLoadSaveSlot(u16 sectorId, const struct SaveSectorLocation *locations) { u8 status; gSaveDataBufferPtr = &gSaveDataBuffer; if (sectorId != FULL_SAVE_SLOT) status = SAVE_STATUS_ERROR; else { status = GetSaveValidStatus(locations); CopySaveSlotData(FULL_SAVE_SLOT, locations); } return status; } // sectorId is unused. All sectors in the save slot are read and copied. static u8 CopySaveSlotData(u16 sectorId, const struct SaveSectorLocation *locations) { u16 i; u16 checksum; u16 sector = NUM_SECTORS_PER_SLOT * (gSaveCounter % NUM_SAVE_SLOTS); u16 id; for (i = 0; i < NUM_SECTORS_PER_SLOT; i++) { ReadFlashSector(i + sector, gSaveDataBufferPtr); id = gSaveDataBufferPtr->id; if (id == 0) gLastWrittenSector = i; checksum = CalculateChecksum(gSaveDataBufferPtr->data, locations[id].size); if (gSaveDataBufferPtr->signature == SECTOR_SIGNATURE && gSaveDataBufferPtr->checksum == checksum) { u16 j; for (j = 0; j < locations[id].size; j++) locations[id].data[j] = gSaveDataBufferPtr->data[j]; } } return SAVE_STATUS_OK; } static u8 GetSaveValidStatus(const struct SaveSectorLocation *locations) { u16 sector; bool8 signatureValid; u16 checksum; u32 slot1saveCounter = 0; u32 slot2saveCounter = 0; u8 slot1Status; u8 slot2Status; u32 validSectors; const u32 ALL_SECTORS = (1 << NUM_SECTORS_PER_SLOT) - 1; // bitmask of all saveblock sectors // check save slot 1. validSectors = 0; signatureValid = FALSE; for (sector = 0; sector < NUM_SECTORS_PER_SLOT; sector++) { ReadFlashSector(sector, gSaveDataBufferPtr); if (gSaveDataBufferPtr->signature == SECTOR_SIGNATURE) { signatureValid = TRUE; checksum = CalculateChecksum(gSaveDataBufferPtr->data, locations[gSaveDataBufferPtr->id].size); if (gSaveDataBufferPtr->checksum == checksum) { slot1saveCounter = gSaveDataBufferPtr->counter; validSectors |= 1 << gSaveDataBufferPtr->id; } } } if (signatureValid) { if (validSectors == ALL_SECTORS) slot1Status = SAVE_STATUS_OK; else slot1Status = SAVE_STATUS_ERROR; } else slot1Status = SAVE_STATUS_EMPTY; // check save slot 2. validSectors = 0; signatureValid = FALSE; for (sector = 0; sector < NUM_SECTORS_PER_SLOT; sector++) { ReadFlashSector(NUM_SECTORS_PER_SLOT + sector, gSaveDataBufferPtr); if (gSaveDataBufferPtr->signature == SECTOR_SIGNATURE) { signatureValid = TRUE; checksum = CalculateChecksum(gSaveDataBufferPtr->data, locations[gSaveDataBufferPtr->id].size); if (gSaveDataBufferPtr->checksum == checksum) { slot2saveCounter = gSaveDataBufferPtr->counter; validSectors |= 1 << gSaveDataBufferPtr->id; } } } if (signatureValid) { if (validSectors == ALL_SECTORS) slot2Status = SAVE_STATUS_OK; else slot2Status = SAVE_STATUS_ERROR; } else slot2Status = SAVE_STATUS_EMPTY; if (slot1Status == SAVE_STATUS_OK && slot2Status == SAVE_STATUS_OK) { // Choose counter of the most recent save file if ((slot1saveCounter == -1 && slot2saveCounter == 0) || (slot1saveCounter == 0 && slot2saveCounter == -1)) { if ((unsigned)(slot1saveCounter + 1) < (unsigned)(slot2saveCounter + 1)) gSaveCounter = slot2saveCounter; else gSaveCounter = slot1saveCounter; } else { if (slot1saveCounter < slot2saveCounter) gSaveCounter = slot2saveCounter; else gSaveCounter = slot1saveCounter; } return SAVE_STATUS_OK; } if (slot1Status == SAVE_STATUS_OK) { gSaveCounter = slot1saveCounter; if (slot2Status == SAVE_STATUS_ERROR) return SAVE_STATUS_ERROR; else return SAVE_STATUS_OK; } if (slot2Status == SAVE_STATUS_OK) { gSaveCounter = slot2saveCounter; if (slot1Status == SAVE_STATUS_ERROR) return SAVE_STATUS_ERROR; else return SAVE_STATUS_OK; } if (slot1Status == SAVE_STATUS_EMPTY && slot2Status == SAVE_STATUS_EMPTY) { gSaveCounter = 0; gLastWrittenSector = 0; return SAVE_STATUS_EMPTY; } gSaveCounter = 0; gLastWrittenSector = 0; return SAVE_STATUS_INVALID; } static u8 TryLoadSaveSector(u8 sectorId, u8 *data, u16 size) { u16 i; struct SaveSector *sector = &gSaveDataBuffer; ReadFlashSector(sectorId, sector); if (sector->signature == SECTOR_SIGNATURE) { u16 checksum = CalculateChecksum(sector->data, size); if (sector->id == checksum) { for (i = 0; i < size; i++) data[i] = sector->data[i]; return SAVE_STATUS_OK; } else return SAVE_STATUS_INVALID; } else return SAVE_STATUS_EMPTY; } static u8 ReadFlashSector(u8 sectorId, struct SaveSector *sector) { ReadFlash(sectorId, 0, sector->data, SECTOR_SIZE); return 1; } static u16 CalculateChecksum(void *data, u16 size) { u16 i; u32 checksum = 0; for (i = 0; i < (size / 4); i++) { // checksum += *(u32 *)data++; // For compatibility with modern gcc, these statements were separated. checksum += *(u32 *)data; data += 4; } return ((checksum >> 16) + checksum); } static void UpdateSaveAddresses(void) { int i = 0; gRamSaveSectorLocations[i].data = (void *)(gSaveBlock2Ptr) + sSaveSlotLayout[i].offset; gRamSaveSectorLocations[i].size = sSaveSlotLayout[i].size; for (i = SECTOR_ID_SAVEBLOCK1_START; i <= SECTOR_ID_SAVEBLOCK1_END; i++) { gRamSaveSectorLocations[i].data = (void *)(gSaveBlock1Ptr) + sSaveSlotLayout[i].offset; gRamSaveSectorLocations[i].size = sSaveSlotLayout[i].size; } for (/*i = SECTOR_ID_PKMN_STORAGE_START*/; i <= SECTOR_ID_PKMN_STORAGE_END; i++) // do not initialize here to ensure matching { gRamSaveSectorLocations[i].data = (void *)(gPokemonStoragePtr) + sSaveSlotLayout[i].offset; gRamSaveSectorLocations[i].size = sSaveSlotLayout[i].size; } } u8 HandleSavingData(u8 saveType) { u8 i; u32 *backupPtr = gMain.vblankCounter1; u8 *tempAddr; gMain.vblankCounter1 = NULL; UpdateSaveAddresses(); switch (saveType) { case SAVE_HALL_OF_FAME_ERASE_BEFORE: // Unused for (i = SECTOR_ID_HOF_1; i < SECTORS_COUNT; i++) EraseFlashSector(i); // fallthrough case SAVE_HALL_OF_FAME: if (GetGameStat(GAME_STAT_ENTERED_HOF) < 999) IncrementGameStat(GAME_STAT_ENTERED_HOF); tempAddr = gDecompressionBuffer; HandleWriteSectorNBytes(SECTOR_ID_HOF_1, tempAddr, SECTOR_DATA_SIZE); HandleWriteSectorNBytes(SECTOR_ID_HOF_2, tempAddr + SECTOR_DATA_SIZE, SECTOR_DATA_SIZE); // fallthrough case SAVE_NORMAL: default: SaveSerializedGame(); WriteSaveSectorOrSlot(FULL_SAVE_SLOT, gRamSaveSectorLocations); break; case SAVE_LINK: SaveSerializedGame(); // only SaveBlock2 and SaveBlock1 (ignores storage in PC) for(i = SECTOR_ID_SAVEBLOCK2; i <= SECTOR_ID_SAVEBLOCK1_END; i++) WriteSaveSectorOrSlot(i, gRamSaveSectorLocations); break; case SAVE_EREADER: // unused SaveSerializedGame(); // only SaveBlock2 WriteSaveSectorOrSlot(SECTOR_ID_SAVEBLOCK2, gRamSaveSectorLocations); break; case SAVE_OVERWRITE_DIFFERENT_FILE: for (i = SECTOR_ID_HOF_1; i < SECTORS_COUNT; i++) EraseFlashSector(i); SaveSerializedGame(); WriteSaveSectorOrSlot(FULL_SAVE_SLOT, gRamSaveSectorLocations); break; } gMain.vblankCounter1 = backupPtr; return 0; } u8 TrySavingData(u8 saveType) { if (gFlashMemoryPresent != TRUE) { gSaveAttemptStatus = SAVE_STATUS_ERROR; return SAVE_STATUS_ERROR; } HandleSavingData(saveType); if (!gDamagedSaveSectors) { gSaveAttemptStatus = SAVE_STATUS_OK; return SAVE_STATUS_OK; } else { DoSaveFailedScreen(saveType); gSaveAttemptStatus = SAVE_STATUS_ERROR; return SAVE_STATUS_ERROR; } } bool8 LinkFullSave_Init(void) { if (gFlashMemoryPresent != TRUE) return TRUE; UpdateSaveAddresses(); SaveSerializedGame(); RestoreSaveBackupVarsAndIncrement(gRamSaveSectorLocations); return FALSE; } bool8 LinkFullSave_WriteSector(void) { u8 status = HandleWriteIncrementalSector(NUM_SECTORS_PER_SLOT, gRamSaveSectorLocations); if (gDamagedSaveSectors) DoSaveFailedScreen(SAVE_NORMAL); if (status == SAVE_STATUS_ERROR) return TRUE; else return FALSE; } bool8 LinkFullSave_ReplaceLastSector(void) { HandleReplaceSectorAndVerify(NUM_SECTORS_PER_SLOT, gRamSaveSectorLocations); if (gDamagedSaveSectors) DoSaveFailedScreen(SAVE_NORMAL); return FALSE; } bool8 LinkFullSave_SetLastSectorSignature(void) { CopySectorSignatureByte(NUM_SECTORS_PER_SLOT, gRamSaveSectorLocations); if (gDamagedSaveSectors) DoSaveFailedScreen(SAVE_NORMAL); return FALSE; } bool8 WriteSaveBlock2(void) { if (gFlashMemoryPresent != TRUE) return TRUE; UpdateSaveAddresses(); SaveSerializedGame(); RestoreSaveBackupVars(gRamSaveSectorLocations); // Because RestoreSaveBackupVars is called immediately prior, // gIncrementalSectorId will always be 0 (SECTOR_ID_SAVEBLOCK2) at this point, // so this function only saves the first sector (SECTOR_ID_SAVEBLOCK2) HandleReplaceSectorAndVerify(gIncrementalSectorId + 1, gRamSaveSectorLocations); return FALSE; } // Used in conjunction with WriteSaveBlock2 to write both for certain link saves. // This is called repeatedly in a task, writing one sector of SaveBlock1 each time it is called. // Returns TRUE when all sectors of SaveBlock1 have been written. bool8 WriteSaveBlock1Sector(void) { u8 finished = FALSE; u16 sectorId = ++gIncrementalSectorId; if (sectorId <= SECTOR_ID_SAVEBLOCK1_END) { HandleReplaceSectorAndVerify(gIncrementalSectorId + 1, gRamSaveSectorLocations); WriteSectorSignatureByte(sectorId, gRamSaveSectorLocations); } else { WriteSectorSignatureByte(sectorId, gRamSaveSectorLocations); finished = TRUE; } if (gDamagedSaveSectors) DoSaveFailedScreen(SAVE_LINK); return finished; } u8 LoadGameSave(u8 saveType) { u8 result; if (gFlashMemoryPresent != TRUE) { gSaveFileStatus = SAVE_STATUS_NO_FLASH; return SAVE_STATUS_ERROR; } UpdateSaveAddresses(); switch (saveType) { case SAVE_NORMAL: default: result = TryLoadSaveSlot(FULL_SAVE_SLOT, gRamSaveSectorLocations); LoadSerializedGame(); gSaveFileStatus = result; gGameContinueCallback = NULL; break; case SAVE_HALL_OF_FAME: result = TryLoadSaveSector(SECTOR_ID_HOF_1, gDecompressionBuffer, SECTOR_DATA_SIZE); if (result == SAVE_STATUS_OK) result = TryLoadSaveSector(SECTOR_ID_HOF_2, gDecompressionBuffer + SECTOR_DATA_SIZE, SECTOR_DATA_SIZE); break; } return result; } u32 TryReadSpecialSaveSector(u8 sectorId, u8 *dst) { s32 i; s32 size; u8 *savData; if (sectorId != SECTOR_ID_TRAINER_TOWER_1 && sectorId != SECTOR_ID_TRAINER_TOWER_2) return SAVE_STATUS_ERROR; ReadFlash(sectorId, 0, (u8 *)&gSaveDataBuffer, SECTOR_SIZE); if (*(u32 *)(&gSaveDataBuffer.data[0]) != SPECIAL_SECTOR_SENTINEL) return SAVE_STATUS_ERROR; // copies whole save sector except the counter field i = 0; size = SECTOR_COUNTER_OFFSET - 1; savData = &gSaveDataBuffer.data[4]; // to skip past SPECIAL_SECTOR_SENTINEL for (; i <= size; i++) dst[i] = savData[i]; return SAVE_STATUS_OK; } u32 TryWriteSpecialSaveSector(u8 sector, u8 *src) { s32 i; s32 size; u8 *savData; void *savDataBuffer; if (sector != SECTOR_ID_TRAINER_TOWER_1 && sector != SECTOR_ID_TRAINER_TOWER_2) return SAVE_STATUS_ERROR; savDataBuffer = &gSaveDataBuffer; *(u32 *)(savDataBuffer) = SPECIAL_SECTOR_SENTINEL; // copies whole save sector except the counter field i = 0; size = SECTOR_COUNTER_OFFSET - 1; savData = &gSaveDataBuffer.data[4]; // to skip past SPECIAL_SECTOR_SENTINEL for (; i <= size; i++) savData[i] = src[i]; if (ProgramFlashSectorAndVerify(sector, savDataBuffer) != 0) return SAVE_STATUS_ERROR; return SAVE_STATUS_OK; } void Task_LinkFullSave(u8 taskId) { switch (gTasks[taskId].data[0]) { case 0: gSoftResetDisabled = TRUE; gTasks[taskId].data[0] = 1; break; case 1: SetLinkStandbyCallback(); gTasks[taskId].data[0] = 2; break; case 2: if (IsLinkTaskFinished()) { SaveMapView(); gTasks[taskId].data[0] = 3; } break; case 3: SetContinueGameWarpStatusToDynamicWarp(); LinkFullSave_Init(); gTasks[taskId].data[0] = 4; break; case 4: if (++gTasks[taskId].data[1] == 5) { gTasks[taskId].data[1] = 0; gTasks[taskId].data[0] = 5; } break; case 5: if (LinkFullSave_WriteSector()) gTasks[taskId].data[0] = 6; else gTasks[taskId].data[0] = 4; break; case 6: LinkFullSave_ReplaceLastSector(); gTasks[taskId].data[0] = 7; break; case 7: ClearContinueGameWarpStatus2(); SetLinkStandbyCallback(); gTasks[taskId].data[0] = 8; break; case 8: if (IsLinkTaskFinished()) { LinkFullSave_SetLastSectorSignature(); gTasks[taskId].data[0] = 9; } break; case 9: SetLinkStandbyCallback(); gTasks[taskId].data[0] = 10; break; case 10: if (IsLinkTaskFinished()) gTasks[taskId].data[0]++; break; case 11: if (++gTasks[taskId].data[1] > 5) { gSoftResetDisabled = FALSE; DestroyTask(taskId); } break; } }