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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-25 11:14:15 +01:00
move save rodata to source and use saveblock chunk macros
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commit
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20
data/save.s
20
data/save.s
@ -1,20 +0,0 @@
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.include "asm/macros.inc"
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.include "constants/constants.inc"
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.section .rodata
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gSaveSectionOffsets:: @ 85CDC00
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.2byte 0, 0xF2C
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.2byte 0, 0xF80
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.2byte 0xF80, 0xF80
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.2byte 0x1F00, 0xF80
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.2byte 0x2E80, 0xF08
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.2byte 0, 0xF80
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.2byte 0xF80, 0xF80
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.2byte 0x1F00, 0xF80
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.2byte 0x2E80, 0xF80
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.2byte 0x3E00, 0xF80
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.2byte 0x4D80, 0xF80
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.2byte 0x5D00, 0xF80
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.2byte 0x6C80, 0xF80
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.2byte 0x7C00, 0x7D0
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@ -37,6 +37,9 @@
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#define POKEMON_NAME_LENGTH 10
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#define OT_NAME_LENGTH 7
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#define min(a, b) ((a) < (b) ? (a) : (b))
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#define max(a, b) ((a) >= (b) ? (a) : (b))
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#define HEAP_SIZE 0x1C000
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extern u8 gStringVar1[];
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@ -484,7 +484,7 @@ SECTIONS {
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src/battle_controller_link_partner.o(.rodata);
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src/battle_message.o(.rodata);
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data/cable_car.o(.rodata);
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data/save.o(.rodata);
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src/save.o(.rodata);
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data/field_effect_helpers.o(.rodata);
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data/contest_ai.o(.rodata);
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src/battle_controller_safari.o(.rodata);
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56
src/save.c
56
src/save.c
@ -4,13 +4,67 @@
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#include "constants/game_stat.h"
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#include "task.h"
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// for the chunk declarations
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extern struct SaveBlock2 gSaveblock2;
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extern struct SaveBlock1 gSaveblock1;
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extern struct PokemonStorage gPokemonStorage;
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extern struct SaveSectionLocation gRamSaveSectionLocations[0xE];
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extern u8 gDecompressionBuffer[];
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extern u32 gFlashMemoryPresent;
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extern u16 gUnknown_03006294;
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extern bool8 gSoftResetDisabled;
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extern const struct SaveSectionOffsets gSaveSectionOffsets[0xE];
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// Divide save blocks into individual chunks to be written to flash sectors
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// Each 4 KiB flash sector contains 3968 bytes of actual data followed by a 128 byte footer
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#define SECTOR_DATA_SIZE 3968
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#define SECTOR_FOOTER_SIZE 128
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/*
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* Sector Layout:
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*
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* Sectors 0 - 13: Save Slot 1
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* Sectors 14 - 27: Save Slot 2
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* Sectors 28 - 29: Hall of Fame
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* Sectors 30 - 31: e-Reader battle tower data, maybe? (note: depreciated in Emerald US)
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*
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* There are two save slots for saving the player's game data. We alternate between
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* them each time the game is saved, so that if the current save slot is corrupt,
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* we can load the previous one. We also rotate the sectors in each save slot
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* so that the same data is not always being written to the same sector. This
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* might be done to reduce wear on the flash memory, but I'm not sure, since all
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* 14 sectors get written anyway.
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*/
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// (u8 *)structure was removed from the first statement of the macro in Emerald.
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// This is because malloc is used to allocate addresses so storing the raw
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// addresses should not be done in the offsets information.
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#define SAVEBLOCK_CHUNK(structure, chunkNum) \
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{ \
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chunkNum * SECTOR_DATA_SIZE, \
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min(sizeof(structure) - chunkNum * SECTOR_DATA_SIZE, SECTOR_DATA_SIZE) \
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} \
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const struct SaveSectionOffsets gSaveSectionOffsets[] =
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{
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SAVEBLOCK_CHUNK(gSaveblock2, 0),
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SAVEBLOCK_CHUNK(gSaveblock1, 0),
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SAVEBLOCK_CHUNK(gSaveblock1, 1),
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SAVEBLOCK_CHUNK(gSaveblock1, 2),
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SAVEBLOCK_CHUNK(gSaveblock1, 3),
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SAVEBLOCK_CHUNK(gPokemonStorage, 0),
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SAVEBLOCK_CHUNK(gPokemonStorage, 1),
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SAVEBLOCK_CHUNK(gPokemonStorage, 2),
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SAVEBLOCK_CHUNK(gPokemonStorage, 3),
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SAVEBLOCK_CHUNK(gPokemonStorage, 4),
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SAVEBLOCK_CHUNK(gPokemonStorage, 5),
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SAVEBLOCK_CHUNK(gPokemonStorage, 6),
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SAVEBLOCK_CHUNK(gPokemonStorage, 7),
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SAVEBLOCK_CHUNK(gPokemonStorage, 8),
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};
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extern void DoSaveFailedScreen(u8); // save_failed_screen
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extern void LoadSerializedGame(void); // load_save
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