mirror of
https://github.com/pret/pokefirered.git
synced 2026-05-09 12:35:23 -05:00
* revision 10 changes * add rev10 to github actions * add no-intro entry for leafgreen rev10
964 lines
28 KiB
C
964 lines
28 KiB
C
#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"
|
|
#include "sloopsvc.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?)
|
|
COMMON_DATA u16 gLastWrittenSector = 0;
|
|
COMMON_DATA u32 gLastSaveCounter = 0;
|
|
COMMON_DATA u16 gLastKnownGoodSector = 0;
|
|
COMMON_DATA u32 gDamagedSaveSectors = 0;
|
|
COMMON_DATA u32 gSaveCounter = 0;
|
|
COMMON_DATA struct SaveSector *gSaveDataBufferPtr = NULL; // the pointer is in fast IWRAM but points to the slower EWRAM.
|
|
COMMON_DATA u16 gIncrementalSectorId = 0;
|
|
COMMON_DATA u16 gSaveUnusedVar = 0;
|
|
COMMON_DATA u16 gSaveFileStatus = 0;
|
|
COMMON_DATA void (*gGameContinueCallback)(void) = NULL;
|
|
COMMON_DATA struct SaveSectorLocation gRamSaveSectorLocations[NUM_SECTORS_PER_SLOT] = {0};
|
|
COMMON_DATA u16 gSaveAttemptStatus = 0;
|
|
|
|
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 REVISION >= 0xA
|
|
svc_WriteSector(sectorNum, data);
|
|
SetDamagedSectorBits(DISABLE, sectorNum);
|
|
return SAVE_STATUS_OK;
|
|
#else
|
|
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;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
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);
|
|
|
|
#if REVISION >= 0xA
|
|
svc_ReplaceSector(sectorNum, (u8*)gSaveDataBufferPtr);
|
|
SetDamagedSectorBits(DISABLE, sectorNum);
|
|
return SAVE_STATUS_OK;
|
|
#else
|
|
// 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;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
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;
|
|
#if REVISION >= 0xA
|
|
svc_FinishSave();
|
|
#endif
|
|
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:
|
|
#if REVISION >= 0xA
|
|
if (!IsLinkTaskFinished()) break;
|
|
#endif
|
|
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:
|
|
#if REVISION >= 0xA
|
|
if (!IsLinkTaskFinished()) break;
|
|
#endif
|
|
ClearContinueGameWarpStatus2();
|
|
SetLinkStandbyCallback();
|
|
gTasks[taskId].data[0] = 8;
|
|
break;
|
|
case 8:
|
|
if (IsLinkTaskFinished())
|
|
{
|
|
LinkFullSave_SetLastSectorSignature();
|
|
#if REVISION >= 0xA
|
|
svc_FinishSave();
|
|
#endif
|
|
gTasks[taskId].data[0] = 9;
|
|
}
|
|
break;
|
|
case 9:
|
|
#if REVISION >= 0xA
|
|
if (!IsLinkTaskFinished()) break;
|
|
#endif
|
|
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;
|
|
}
|
|
}
|