pokeemerald/include/save.h

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#ifndef GUARD_SAVE_H
#define GUARD_SAVE_H
struct SaveSectionLocation
{
void *data;
u16 size;
};
struct SaveSection
{
u8 data[0xFF4];
u16 id;
u16 checksum;
u32 security;
u32 counter;
}; // size is 0x1000
// headless save section?
struct UnkSaveSection
{
u8 data[0xFF4];
u32 security;
}; // size is 0xFF8
struct SaveSectionOffsets
{
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u16 toAdd;
u16 size;
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};
// Emerald changes this definition to be the sectors per slot.
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#define NUM_SECTORS_PER_SLOT 16
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#define UNKNOWN_CHECK_VALUE 0x8012025
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#define SPECIAL_SECTION_SENTINEL 0xB39D
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// SetDamagedSectorBits states
enum
{
ENABLE,
DISABLE,
CHECK // unused
};
// Do save types
enum
{
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SAVE_NORMAL,
SAVE_LINK,
//EREADER_SAVE, // deprecated in Emerald
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SAVE_LINK2, // unknown 2nd link save
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SAVE_HALL_OF_FAME,
SAVE_OVERWRITE_DIFFERENT_FILE,
SAVE_HALL_OF_FAME_ERASE_BEFORE // unused
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};
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#define SECTOR_ID_SAVEBLOCK2 0
#define SECTOR_ID_SAVEBLOCK1_START 1
#define SECTOR_ID_SAVEBLOCK1_END 4
#define SECTOR_ID_PKMN_STORAGE_START 5
#define SECTOR_ID_PKMN_STORAGE_END 13
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#define SECTOR_SAVE_SLOT_LENGTH 14
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// Save Slot 1: 0-13; Save Slot 2: 14-27
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#define SECTOR_ID_HOF_1 28
#define SECTOR_ID_HOF_2 29
#define SECTOR_ID_TRAINER_HILL 30
#define SECTOR_ID_RECORDED_BATTLE 31
#define SECTORS_COUNT 32
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#define SAVE_STATUS_EMPTY 0
#define SAVE_STATUS_OK 1
#define SAVE_STATUS_CORRUPT 2
#define SAVE_STATUS_NO_FLASH 4
#define SAVE_STATUS_ERROR 0xFF
extern u16 gLastWrittenSector;
extern u32 gLastSaveCounter;
extern u16 gLastKnownGoodSector;
extern u32 gDamagedSaveSectors;
extern u32 gSaveCounter;
extern struct SaveSection *gFastSaveSection;
extern u16 gUnknown_03006208;
extern u16 gSaveFileStatus;
extern void (*gGameContinueCallback)(void);
extern struct SaveSectionLocation gRamSaveSectionLocations[];
extern u16 gUnknown_03006294;
extern struct SaveSection gSaveDataBuffer;
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void ClearSaveData(void);
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void Save_ResetSaveCounters(void);
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u8 HandleSavingData(u8 saveType);
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u8 TrySavingData(u8 saveType);
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bool8 sub_8153380(void);
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bool8 sub_81533AC(void);
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bool8 sub_81533E0(void);
bool8 sub_8153408(void);
bool8 FullSaveGame(void);
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bool8 CheckSaveFile(void);
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u8 Save_LoadGameData(u8 saveType);
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u16 sub_815355C(void);
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u32 TryReadSpecialSaveSection(u8 sector, u8* dst);
u32 TryWriteSpecialSaveSection(u8 sector, u8* src);
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void sub_8153688(u8 taskId);
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// save_failed_screen.c
void DoSaveFailedScreen(u8 saveType);
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#endif // GUARD_SAVE_H