#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 { u16 toAdd; u16 size; }; // Emerald changes this definition to be the sectors per slot. #define NUM_SECTORS_PER_SLOT 16 #define UNKNOWN_CHECK_VALUE 0x8012025 #define SPECIAL_SECTION_SENTINEL 0xB39D // SetDamagedSectorBits states enum { ENABLE, DISABLE, CHECK // unused }; // Do save types enum { SAVE_NORMAL, SAVE_LINK, //EREADER_SAVE, // deprecated in Emerald SAVE_LINK2, // unknown 2nd link save SAVE_HALL_OF_FAME, SAVE_OVERWRITE_DIFFERENT_FILE, SAVE_HALL_OF_FAME_ERASE_BEFORE // unused }; #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 #define SECTOR_SAVE_SLOT_LENGTH 14 // Save Slot 1: 0-13; Save Slot 2: 14-27 #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 #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; void ClearSaveData(void); void Save_ResetSaveCounters(void); u8 HandleSavingData(u8 saveType); u8 TrySavingData(u8 saveType); bool8 sub_8153380(void); bool8 sub_81533AC(void); bool8 sub_81533E0(void); bool8 sub_8153408(void); bool8 FullSaveGame(void); bool8 CheckSaveFile(void); u8 Save_LoadGameData(u8 saveType); u16 sub_815355C(void); u32 TryReadSpecialSaveSection(u8 sector, u8* dst); u32 TryWriteSpecialSaveSection(u8 sector, u8* src); void Task_LinkSave(u8 taskId); // save_failed_screen.c void DoSaveFailedScreen(u8 saveType); #endif // GUARD_SAVE_H