mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-29 13:50:42 +01:00
1054 lines
31 KiB
C
1054 lines
31 KiB
C
#include "global.h"
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#include "agb_flash.h"
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#include "gba/flash_internal.h"
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#include "fieldmap.h"
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#include "save.h"
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#include "task.h"
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#include "decompress.h"
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#include "load_save.h"
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#include "overworld.h"
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#include "pokemon_storage_system.h"
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#include "main.h"
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#include "trainer_hill.h"
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#include "link.h"
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#include "constants/game_stat.h"
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static u16 CalculateChecksum(void *, u16);
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static bool8 ReadFlashSector(u8, struct SaveSector *);
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static u8 GetSaveValidStatus(const struct SaveSectorLocation *);
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static u8 CopySaveSlotData(u16, struct SaveSectorLocation *);
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static u8 TryWriteSector(u8, u8 *);
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static u8 HandleWriteSector(u16, const struct SaveSectorLocation *);
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static u8 HandleReplaceSector(u16, const struct SaveSectorLocation *);
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// Divide save blocks into individual chunks to be written to flash sectors
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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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* Sector 30: Trainer Hill
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* Sector 31: Recorded Battle
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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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* See SECTOR_ID_* constants in save.h
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*/
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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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sizeof(structure) >= chunkNum * SECTOR_DATA_SIZE ? \
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min(sizeof(structure) - chunkNum * SECTOR_DATA_SIZE, SECTOR_DATA_SIZE) : 0 \
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}
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struct
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{
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u16 offset;
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u16 size;
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} static const sSaveSlotLayout[NUM_SECTORS_PER_SLOT] =
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{
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SAVEBLOCK_CHUNK(struct SaveBlock2, 0), // SECTOR_ID_SAVEBLOCK2
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SAVEBLOCK_CHUNK(struct SaveBlock1, 0), // SECTOR_ID_SAVEBLOCK1_START
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SAVEBLOCK_CHUNK(struct SaveBlock1, 1),
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SAVEBLOCK_CHUNK(struct SaveBlock1, 2),
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SAVEBLOCK_CHUNK(struct SaveBlock1, 3), // SECTOR_ID_SAVEBLOCK1_END
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SAVEBLOCK_CHUNK(struct PokemonStorage, 0), // SECTOR_ID_PKMN_STORAGE_START
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SAVEBLOCK_CHUNK(struct PokemonStorage, 1),
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SAVEBLOCK_CHUNK(struct PokemonStorage, 2),
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SAVEBLOCK_CHUNK(struct PokemonStorage, 3),
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SAVEBLOCK_CHUNK(struct PokemonStorage, 4),
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SAVEBLOCK_CHUNK(struct PokemonStorage, 5),
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SAVEBLOCK_CHUNK(struct PokemonStorage, 6),
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SAVEBLOCK_CHUNK(struct PokemonStorage, 7),
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SAVEBLOCK_CHUNK(struct PokemonStorage, 8), // SECTOR_ID_PKMN_STORAGE_END
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};
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// These will produce an error if a save struct is larger than the space
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// alloted for it in the flash.
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STATIC_ASSERT(sizeof(struct SaveBlock2) <= SECTOR_DATA_SIZE, SaveBlock2FreeSpace);
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STATIC_ASSERT(sizeof(struct SaveBlock1) <= SECTOR_DATA_SIZE * (SECTOR_ID_SAVEBLOCK1_END - SECTOR_ID_SAVEBLOCK1_START + 1), SaveBlock1FreeSpace);
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STATIC_ASSERT(sizeof(struct PokemonStorage) <= SECTOR_DATA_SIZE * (SECTOR_ID_PKMN_STORAGE_END - SECTOR_ID_PKMN_STORAGE_START + 1), PokemonStorageFreeSpace);
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u16 gLastWrittenSector;
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u32 gLastSaveCounter;
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u16 gLastKnownGoodSector;
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u32 gDamagedSaveSectors;
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u32 gSaveCounter;
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struct SaveSector *gReadWriteSector; // Pointer to a buffer for reading/writing a sector
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u16 gIncrementalSectorId;
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u16 gSaveUnusedVar;
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u16 gSaveFileStatus;
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void (*gGameContinueCallback)(void);
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struct SaveSectorLocation gRamSaveSectorLocations[NUM_SECTORS_PER_SLOT];
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u16 gSaveUnusedVar2;
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u16 gSaveAttemptStatus;
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EWRAM_DATA struct SaveSector gSaveDataBuffer = {0}; // Buffer used for reading/writing sectors
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EWRAM_DATA static u8 sUnusedVar = 0;
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void ClearSaveData(void)
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{
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u16 i;
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// Clear the full save two sectors at a time
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for (i = 0; i < SECTORS_COUNT / 2; i++)
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{
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EraseFlashSector(i);
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EraseFlashSector(i + SECTORS_COUNT / 2);
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}
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}
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void Save_ResetSaveCounters(void)
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{
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gSaveCounter = 0;
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gLastWrittenSector = 0;
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gDamagedSaveSectors = 0;
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}
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static bool32 SetDamagedSectorBits(u8 op, u8 sectorId)
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{
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bool32 retVal = FALSE;
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switch (op)
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{
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case ENABLE:
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gDamagedSaveSectors |= (1 << sectorId);
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break;
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case DISABLE:
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gDamagedSaveSectors &= ~(1 << sectorId);
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break;
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case CHECK: // unused
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if (gDamagedSaveSectors & (1 << sectorId))
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retVal = TRUE;
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break;
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}
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return retVal;
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}
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static u8 WriteSaveSectorOrSlot(u16 sectorId, const struct SaveSectorLocation *locations)
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{
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u32 status;
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u16 i;
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gReadWriteSector = &gSaveDataBuffer;
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if (sectorId != FULL_SAVE_SLOT)
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{
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// A sector was specified, just write that sector.
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// This is never reached, FULL_SAVE_SLOT is always used instead.
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status = HandleWriteSector(sectorId, locations);
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}
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else
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{
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// No sector was specified, write full save slot.
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gLastKnownGoodSector = gLastWrittenSector; // backup the current written sector before attempting to write.
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gLastSaveCounter = gSaveCounter;
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gLastWrittenSector++;
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gLastWrittenSector = gLastWrittenSector % NUM_SECTORS_PER_SLOT;
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gSaveCounter++;
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status = SAVE_STATUS_OK;
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for (i = 0; i < NUM_SECTORS_PER_SLOT; i++)
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HandleWriteSector(i, locations);
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if (gDamagedSaveSectors)
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{
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// At least one sector save failed
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status = SAVE_STATUS_ERROR;
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gLastWrittenSector = gLastKnownGoodSector;
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gSaveCounter = gLastSaveCounter;
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}
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}
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return status;
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}
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static u8 HandleWriteSector(u16 sectorId, const struct SaveSectorLocation *locations)
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{
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u16 i;
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u16 sector;
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u8 *data;
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u16 size;
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// Adjust sector id for current save slot
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sector = sectorId + gLastWrittenSector;
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sector %= NUM_SECTORS_PER_SLOT;
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sector += NUM_SECTORS_PER_SLOT * (gSaveCounter % NUM_SAVE_SLOTS);
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// Get current save data
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data = locations[sectorId].data;
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size = locations[sectorId].size;
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// Clear temp save sector
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for (i = 0; i < SECTOR_SIZE; i++)
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((u8 *)gReadWriteSector)[i] = 0;
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// Set footer data
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gReadWriteSector->id = sectorId;
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gReadWriteSector->signature = SECTOR_SIGNATURE;
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gReadWriteSector->counter = gSaveCounter;
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// Copy current data to temp buffer for writing
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for (i = 0; i < size; i++)
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gReadWriteSector->data[i] = data[i];
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gReadWriteSector->checksum = CalculateChecksum(data, size);
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return TryWriteSector(sector, gReadWriteSector->data);
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}
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static u8 HandleWriteSectorNBytes(u8 sectorId, u8 *data, u16 size)
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{
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u16 i;
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struct SaveSector *sector = &gSaveDataBuffer;
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// Clear temp save sector
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for (i = 0; i < SECTOR_SIZE; i++)
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((u8 *)sector)[i] = 0;
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sector->signature = SECTOR_SIGNATURE;
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// Copy data to temp buffer for writing
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for (i = 0; i < size; i++)
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sector->data[i] = data[i];
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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.
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return TryWriteSector(sectorId, sector->data);
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}
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static u8 TryWriteSector(u8 sector, u8 *data)
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{
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if (ProgramFlashSectorAndVerify(sector, data)) // is damaged?
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{
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// Failed
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SetDamagedSectorBits(ENABLE, sector);
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return SAVE_STATUS_ERROR;
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}
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else
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{
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// Succeeded
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SetDamagedSectorBits(DISABLE, sector);
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return SAVE_STATUS_OK;
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}
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}
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static u32 RestoreSaveBackupVarsAndIncrement(const struct SaveSectorLocation *locations)
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{
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gReadWriteSector = &gSaveDataBuffer;
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gLastKnownGoodSector = gLastWrittenSector;
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gLastSaveCounter = gSaveCounter;
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gLastWrittenSector++;
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gLastWrittenSector %= NUM_SECTORS_PER_SLOT;
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gSaveCounter++;
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gIncrementalSectorId = 0;
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gDamagedSaveSectors = 0;
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return 0;
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}
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static u32 RestoreSaveBackupVars(const struct SaveSectorLocation *locations)
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{
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gReadWriteSector = &gSaveDataBuffer;
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gLastKnownGoodSector = gLastWrittenSector;
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gLastSaveCounter = gSaveCounter;
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gIncrementalSectorId = 0;
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gDamagedSaveSectors = 0;
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return 0;
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}
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static u8 HandleWriteIncrementalSector(u16 numSectors, const struct SaveSectorLocation *locations)
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{
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u8 status;
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if (gIncrementalSectorId < numSectors - 1)
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{
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status = SAVE_STATUS_OK;
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HandleWriteSector(gIncrementalSectorId, locations);
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gIncrementalSectorId++;
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if (gDamagedSaveSectors)
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{
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status = SAVE_STATUS_ERROR;
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gLastWrittenSector = gLastKnownGoodSector;
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gSaveCounter = gLastSaveCounter;
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}
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}
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else
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{
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// Exceeded max sector, finished
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status = SAVE_STATUS_ERROR;
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}
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return status;
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}
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static u8 HandleReplaceSectorAndVerify(u16 sectorId, const struct SaveSectorLocation *locations)
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{
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u8 status = SAVE_STATUS_OK;
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HandleReplaceSector(sectorId - 1, locations);
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if (gDamagedSaveSectors)
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{
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status = SAVE_STATUS_ERROR;
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gLastWrittenSector = gLastKnownGoodSector;
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gSaveCounter = gLastSaveCounter;
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}
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return status;
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}
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// Similar to HandleWriteSector, but fully erases the sector first, and skips writing the first signature byte
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static u8 HandleReplaceSector(u16 sectorId, const struct SaveSectorLocation *locations)
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{
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u16 i;
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u16 sector;
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u8 *data;
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u16 size;
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u8 status;
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// Adjust sector id for current save slot
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sector = sectorId + gLastWrittenSector;
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sector %= NUM_SECTORS_PER_SLOT;
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sector += NUM_SECTORS_PER_SLOT * (gSaveCounter % NUM_SAVE_SLOTS);
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// Get current save data
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data = locations[sectorId].data;
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size = locations[sectorId].size;
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// Clear temp save sector.
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for (i = 0; i < SECTOR_SIZE; i++)
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((u8 *)gReadWriteSector)[i] = 0;
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// Set footer data
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gReadWriteSector->id = sectorId;
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gReadWriteSector->signature = SECTOR_SIGNATURE;
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gReadWriteSector->counter = gSaveCounter;
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// Copy current data to temp buffer for writing
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for (i = 0; i < size; i++)
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gReadWriteSector->data[i] = data[i];
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gReadWriteSector->checksum = CalculateChecksum(data, size);
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// Erase old save data
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EraseFlashSector(sector);
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status = SAVE_STATUS_OK;
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// Write new save data up to signature field
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for (i = 0; i < SECTOR_SIGNATURE_OFFSET; i++)
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{
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if (ProgramFlashByte(sector, i, ((u8 *)gReadWriteSector)[i]))
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{
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status = SAVE_STATUS_ERROR;
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break;
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}
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}
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if (status == SAVE_STATUS_ERROR)
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{
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// Writing save data failed
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SetDamagedSectorBits(ENABLE, sector);
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return SAVE_STATUS_ERROR;
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}
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else
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{
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// Writing save data succeeded, write signature and counter
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status = SAVE_STATUS_OK;
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// Write signature (skipping the first byte) and counter fields.
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// The byte of signature that is skipped is instead written by WriteSectorSignatureByte or WriteSectorSignatureByte_NoOffset
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for (i = 0; i < SECTOR_SIZE - (SECTOR_SIGNATURE_OFFSET + 1); i++)
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{
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if (ProgramFlashByte(sector, SECTOR_SIGNATURE_OFFSET + 1 + i, ((u8 *)gReadWriteSector)[SECTOR_SIGNATURE_OFFSET + 1 + i]))
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{
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status = SAVE_STATUS_ERROR;
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break;
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}
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}
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if (status == SAVE_STATUS_ERROR)
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{
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// Writing signature/counter failed
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SetDamagedSectorBits(ENABLE, sector);
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return SAVE_STATUS_ERROR;
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}
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else
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{
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// Succeeded
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SetDamagedSectorBits(DISABLE, sector);
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return SAVE_STATUS_OK;
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}
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}
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}
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static u8 WriteSectorSignatureByte_NoOffset(u16 sectorId, const struct SaveSectorLocation *locations)
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{
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// Adjust sector id for current save slot
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// This first line lacking -1 is the only difference from WriteSectorSignatureByte
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u16 sector = sectorId + gLastWrittenSector;
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sector %= NUM_SECTORS_PER_SLOT;
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sector += NUM_SECTORS_PER_SLOT * (gSaveCounter % NUM_SAVE_SLOTS);
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// Write just the first byte of the signature field, which was skipped by HandleReplaceSector
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if (ProgramFlashByte(sector, SECTOR_SIGNATURE_OFFSET, SECTOR_SIGNATURE & 0xFF))
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{
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// Sector is damaged, so enable the bit in gDamagedSaveSectors and restore the last written sector and save counter.
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SetDamagedSectorBits(ENABLE, sector);
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gLastWrittenSector = gLastKnownGoodSector;
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gSaveCounter = gLastSaveCounter;
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return SAVE_STATUS_ERROR;
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}
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else
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{
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// Succeeded
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SetDamagedSectorBits(DISABLE, sector);
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return SAVE_STATUS_OK;
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}
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}
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static u8 CopySectorSignatureByte(u16 sectorId, const struct SaveSectorLocation *locations)
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{
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// Adjust sector id for current save slot
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u16 sector = sectorId + gLastWrittenSector - 1;
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sector %= NUM_SECTORS_PER_SLOT;
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sector += NUM_SECTORS_PER_SLOT * (gSaveCounter % NUM_SAVE_SLOTS);
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// Copy just the first byte of the signature field from the read/write buffer
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if (ProgramFlashByte(sector, SECTOR_SIGNATURE_OFFSET, ((u8 *)gReadWriteSector)[SECTOR_SIGNATURE_OFFSET]))
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{
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// Sector is damaged, so enable the bit in gDamagedSaveSectors and restore the last written sector and save counter.
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SetDamagedSectorBits(ENABLE, sector);
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gLastWrittenSector = gLastKnownGoodSector;
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gSaveCounter = gLastSaveCounter;
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return SAVE_STATUS_ERROR;
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}
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else
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{
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// Succeeded
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SetDamagedSectorBits(DISABLE, sector);
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return SAVE_STATUS_OK;
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}
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}
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static u8 WriteSectorSignatureByte(u16 sectorId, const struct SaveSectorLocation *locations)
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{
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// Adjust sector id for current save slot
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u16 sector = sectorId + gLastWrittenSector - 1;
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sector %= NUM_SECTORS_PER_SLOT;
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sector += NUM_SECTORS_PER_SLOT * (gSaveCounter % NUM_SAVE_SLOTS);
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// Write just the first byte of the signature field, which was skipped by HandleReplaceSector
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if (ProgramFlashByte(sector, SECTOR_SIGNATURE_OFFSET, SECTOR_SIGNATURE & 0xFF))
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{
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// Sector is damaged, so enable the bit in gDamagedSaveSectors and restore the last written sector and save counter.
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SetDamagedSectorBits(ENABLE, sector);
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gLastWrittenSector = gLastKnownGoodSector;
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gSaveCounter = gLastSaveCounter;
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return SAVE_STATUS_ERROR;
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}
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else
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{
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// Succeeded
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SetDamagedSectorBits(DISABLE, sector);
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return SAVE_STATUS_OK;
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}
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}
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static u8 TryLoadSaveSlot(u16 sectorId, struct SaveSectorLocation *locations)
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{
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u8 status;
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gReadWriteSector = &gSaveDataBuffer;
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if (sectorId != FULL_SAVE_SLOT)
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{
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// This function may not be used with a specific sector id
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status = SAVE_STATUS_ERROR;
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}
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else
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{
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status = GetSaveValidStatus(locations);
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CopySaveSlotData(FULL_SAVE_SLOT, locations);
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}
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return status;
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}
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// sectorId arg is ignored, this always reads the full save slot
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static u8 CopySaveSlotData(u16 sectorId, struct SaveSectorLocation *locations)
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{
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u16 i;
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u16 checksum;
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u16 slotOffset = NUM_SECTORS_PER_SLOT * (gSaveCounter % NUM_SAVE_SLOTS);
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u16 id;
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for (i = 0; i < NUM_SECTORS_PER_SLOT; i++)
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{
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ReadFlashSector(i + slotOffset, gReadWriteSector);
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id = gReadWriteSector->id;
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if (id == 0)
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gLastWrittenSector = i;
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checksum = CalculateChecksum(gReadWriteSector->data, locations[id].size);
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// Only copy data for sectors whose signature and checksum fields are correct
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if (gReadWriteSector->signature == SECTOR_SIGNATURE && gReadWriteSector->checksum == checksum)
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{
|
|
u16 j;
|
|
for (j = 0; j < locations[id].size; j++)
|
|
((u8 *)locations[id].data)[j] = gReadWriteSector->data[j];
|
|
}
|
|
}
|
|
|
|
return SAVE_STATUS_OK;
|
|
}
|
|
|
|
static u8 GetSaveValidStatus(const struct SaveSectorLocation *locations)
|
|
{
|
|
u16 i;
|
|
u16 checksum;
|
|
u32 saveSlot1Counter = 0;
|
|
u32 saveSlot2Counter = 0;
|
|
u32 validSectorFlags = 0;
|
|
bool8 signatureValid = FALSE;
|
|
u8 saveSlot1Status;
|
|
u8 saveSlot2Status;
|
|
|
|
// Check save slot 1
|
|
for (i = 0; i < NUM_SECTORS_PER_SLOT; i++)
|
|
{
|
|
ReadFlashSector(i, gReadWriteSector);
|
|
if (gReadWriteSector->signature == SECTOR_SIGNATURE)
|
|
{
|
|
signatureValid = TRUE;
|
|
checksum = CalculateChecksum(gReadWriteSector->data, locations[gReadWriteSector->id].size);
|
|
if (gReadWriteSector->checksum == checksum)
|
|
{
|
|
saveSlot1Counter = gReadWriteSector->counter;
|
|
validSectorFlags |= 1 << gReadWriteSector->id;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (signatureValid)
|
|
{
|
|
if (validSectorFlags == (1 << NUM_SECTORS_PER_SLOT) - 1)
|
|
saveSlot1Status = SAVE_STATUS_OK;
|
|
else
|
|
saveSlot1Status = SAVE_STATUS_ERROR;
|
|
}
|
|
else
|
|
{
|
|
// No sectors in slot 1 have the correct signature, treat it as empty
|
|
saveSlot1Status = SAVE_STATUS_EMPTY;
|
|
}
|
|
|
|
validSectorFlags = 0;
|
|
signatureValid = FALSE;
|
|
|
|
// Check save slot 2
|
|
for (i = 0; i < NUM_SECTORS_PER_SLOT; i++)
|
|
{
|
|
ReadFlashSector(i + NUM_SECTORS_PER_SLOT, gReadWriteSector);
|
|
if (gReadWriteSector->signature == SECTOR_SIGNATURE)
|
|
{
|
|
signatureValid = TRUE;
|
|
checksum = CalculateChecksum(gReadWriteSector->data, locations[gReadWriteSector->id].size);
|
|
if (gReadWriteSector->checksum == checksum)
|
|
{
|
|
saveSlot2Counter = gReadWriteSector->counter;
|
|
validSectorFlags |= 1 << gReadWriteSector->id;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (signatureValid)
|
|
{
|
|
if (validSectorFlags == (1 << NUM_SECTORS_PER_SLOT) - 1)
|
|
saveSlot2Status = SAVE_STATUS_OK;
|
|
else
|
|
saveSlot2Status = SAVE_STATUS_ERROR;
|
|
}
|
|
else
|
|
{
|
|
// No sectors in slot 2 have the correct signature, treat it as empty.
|
|
saveSlot2Status = SAVE_STATUS_EMPTY;
|
|
}
|
|
|
|
if (saveSlot1Status == SAVE_STATUS_OK && saveSlot2Status == SAVE_STATUS_OK)
|
|
{
|
|
if ((saveSlot1Counter == -1 && saveSlot2Counter == 0)
|
|
|| (saveSlot1Counter == 0 && saveSlot2Counter == -1))
|
|
{
|
|
if ((unsigned)(saveSlot1Counter + 1) < (unsigned)(saveSlot2Counter + 1))
|
|
gSaveCounter = saveSlot2Counter;
|
|
else
|
|
gSaveCounter = saveSlot1Counter;
|
|
}
|
|
else
|
|
{
|
|
if (saveSlot1Counter < saveSlot2Counter)
|
|
gSaveCounter = saveSlot2Counter;
|
|
else
|
|
gSaveCounter = saveSlot1Counter;
|
|
}
|
|
return SAVE_STATUS_OK;
|
|
}
|
|
|
|
// One or both save slots are not OK
|
|
|
|
if (saveSlot1Status == SAVE_STATUS_OK)
|
|
{
|
|
gSaveCounter = saveSlot1Counter;
|
|
if (saveSlot2Status == SAVE_STATUS_ERROR)
|
|
return SAVE_STATUS_ERROR; // Slot 2 errored
|
|
return SAVE_STATUS_OK; // Slot 1 is OK, slot 2 is empty
|
|
}
|
|
|
|
if (saveSlot2Status == SAVE_STATUS_OK)
|
|
{
|
|
gSaveCounter = saveSlot2Counter;
|
|
if (saveSlot1Status == SAVE_STATUS_ERROR)
|
|
return SAVE_STATUS_ERROR; // Slot 1 errored
|
|
return SAVE_STATUS_OK; // Slot 2 is OK, slot 1 is empty
|
|
}
|
|
|
|
// Neither slot is OK, check if both are empty
|
|
if (saveSlot1Status == SAVE_STATUS_EMPTY
|
|
&& saveSlot2Status == SAVE_STATUS_EMPTY)
|
|
{
|
|
gSaveCounter = 0;
|
|
gLastWrittenSector = 0;
|
|
return SAVE_STATUS_EMPTY;
|
|
}
|
|
|
|
// Both slots errored
|
|
gSaveCounter = 0;
|
|
gLastWrittenSector = 0;
|
|
return SAVE_STATUS_CORRUPT;
|
|
}
|
|
|
|
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)
|
|
{
|
|
// Signature and checksum are correct, copy data
|
|
for (i = 0; i < size; i++)
|
|
data[i] = sector->data[i];
|
|
return SAVE_STATUS_OK;
|
|
}
|
|
else
|
|
{
|
|
// Incorrect checksum
|
|
return SAVE_STATUS_CORRUPT;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Incorrect signature value
|
|
return SAVE_STATUS_EMPTY;
|
|
}
|
|
}
|
|
|
|
// Return value always ignored
|
|
static bool8 ReadFlashSector(u8 sectorId, struct SaveSector *sector)
|
|
{
|
|
ReadFlash(sectorId, 0, sector->data, SECTOR_SIZE);
|
|
return TRUE;
|
|
}
|
|
|
|
static u16 CalculateChecksum(void *data, u16 size)
|
|
{
|
|
u16 i;
|
|
u32 checksum = 0;
|
|
|
|
for (i = 0; i < (size / 4); i++)
|
|
{
|
|
checksum += *((u32 *)data);
|
|
data += sizeof(u32);
|
|
}
|
|
|
|
return ((checksum >> 16) + checksum);
|
|
}
|
|
|
|
static void UpdateSaveAddresses(void)
|
|
{
|
|
int i = SECTOR_ID_SAVEBLOCK2;
|
|
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_END; i++) //setting i to SECTOR_ID_PKMN_STORAGE_START does not match
|
|
{
|
|
gRamSaveSectorLocations[i].data = (void *)(gPokemonStoragePtr) + sSaveSlotLayout[i].offset;
|
|
gRamSaveSectorLocations[i].size = sSaveSlotLayout[i].size;
|
|
}
|
|
}
|
|
|
|
u8 HandleSavingData(u8 saveType)
|
|
{
|
|
u8 i;
|
|
u32 *backupVar = gTrainerHillVBlankCounter;
|
|
u8 *tempAddr;
|
|
|
|
gTrainerHillVBlankCounter = NULL;
|
|
UpdateSaveAddresses();
|
|
switch (saveType)
|
|
{
|
|
case SAVE_HALL_OF_FAME_ERASE_BEFORE:
|
|
// Unused. Erases the special save sectors (HOF, Trainer Hill, Recorded Battle)
|
|
// before overwriting HOF.
|
|
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);
|
|
|
|
// Write the full save slot first
|
|
CopyPartyAndObjectsToSave();
|
|
WriteSaveSectorOrSlot(FULL_SAVE_SLOT, gRamSaveSectorLocations);
|
|
|
|
// Save the Hall of Fame
|
|
tempAddr = gDecompressionBuffer;
|
|
HandleWriteSectorNBytes(SECTOR_ID_HOF_1, tempAddr, SECTOR_DATA_SIZE);
|
|
HandleWriteSectorNBytes(SECTOR_ID_HOF_2, tempAddr + SECTOR_DATA_SIZE, SECTOR_DATA_SIZE);
|
|
break;
|
|
case SAVE_NORMAL:
|
|
default:
|
|
CopyPartyAndObjectsToSave();
|
|
WriteSaveSectorOrSlot(FULL_SAVE_SLOT, gRamSaveSectorLocations);
|
|
break;
|
|
case SAVE_LINK:
|
|
case SAVE_EREADER: // Dummied, now duplicate of SAVE_LINK
|
|
// Used by link / Battle Frontier
|
|
// Write only SaveBlocks 1 and 2 (skips the PC)
|
|
CopyPartyAndObjectsToSave();
|
|
for(i = SECTOR_ID_SAVEBLOCK2; i <= SECTOR_ID_SAVEBLOCK1_END; i++)
|
|
HandleReplaceSector(i, gRamSaveSectorLocations);
|
|
for(i = SECTOR_ID_SAVEBLOCK2; i <= SECTOR_ID_SAVEBLOCK1_END; i++)
|
|
WriteSectorSignatureByte_NoOffset(i, gRamSaveSectorLocations);
|
|
break;
|
|
case SAVE_OVERWRITE_DIFFERENT_FILE:
|
|
// Erase Hall of Fame
|
|
for (i = SECTOR_ID_HOF_1; i < SECTORS_COUNT; i++)
|
|
EraseFlashSector(i);
|
|
|
|
// Overwrite save slot
|
|
CopyPartyAndObjectsToSave();
|
|
WriteSaveSectorOrSlot(FULL_SAVE_SLOT, gRamSaveSectorLocations);
|
|
break;
|
|
}
|
|
gTrainerHillVBlankCounter = backupVar;
|
|
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();
|
|
CopyPartyAndObjectsToSave();
|
|
RestoreSaveBackupVarsAndIncrement(gRamSaveSectorLocations);
|
|
return FALSE;
|
|
}
|
|
|
|
bool8 LinkFullSave_WriteSector(void)
|
|
{
|
|
u8 status = HandleWriteIncrementalSector(NUM_SECTORS_PER_SLOT, gRamSaveSectorLocations);
|
|
if (gDamagedSaveSectors)
|
|
DoSaveFailedScreen(SAVE_NORMAL);
|
|
|
|
// In this case "error" either means that an actual error was encountered
|
|
// or that the given max sector has been reached (meaning it has finished successfully).
|
|
// If there was an actual error the save failed screen above will also be shown.
|
|
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;
|
|
}
|
|
|
|
u8 WriteSaveBlock2(void)
|
|
{
|
|
if (gFlashMemoryPresent != TRUE)
|
|
return TRUE;
|
|
|
|
UpdateSaveAddresses();
|
|
CopyPartyAndObjectsToSave();
|
|
RestoreSaveBackupVars(gRamSaveSectorLocations);
|
|
|
|
// Because RestoreSaveBackupVars is called immediately prior, gIncrementalSectorId will always be 0 below,
|
|
// 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 will be called repeatedly in a task, writing each sector of SaveBlock1 incrementally.
|
|
// It returns TRUE when finished.
|
|
bool8 WriteSaveBlock1Sector(void)
|
|
{
|
|
u8 finished = FALSE;
|
|
u16 sectorId = ++gIncrementalSectorId; // Because WriteSaveBlock2 will have been called prior, this will be SECTOR_ID_SAVEBLOCK1_START
|
|
if (sectorId <= SECTOR_ID_SAVEBLOCK1_END)
|
|
{
|
|
// Write a single sector of SaveBlock1
|
|
HandleReplaceSectorAndVerify(gIncrementalSectorId + 1, gRamSaveSectorLocations);
|
|
WriteSectorSignatureByte(sectorId, gRamSaveSectorLocations);
|
|
}
|
|
else
|
|
{
|
|
// Beyond SaveBlock1, don't write the sector.
|
|
// Does write 1 byte of the next sector's signature field, but as these
|
|
// are the same for all valid sectors it doesn't matter.
|
|
WriteSectorSignatureByte(sectorId, gRamSaveSectorLocations);
|
|
finished = TRUE;
|
|
}
|
|
|
|
if (gDamagedSaveSectors)
|
|
DoSaveFailedScreen(SAVE_LINK);
|
|
|
|
return finished;
|
|
}
|
|
|
|
u8 LoadGameSave(u8 saveType)
|
|
{
|
|
u8 status;
|
|
|
|
if (gFlashMemoryPresent != TRUE)
|
|
{
|
|
gSaveFileStatus = SAVE_STATUS_NO_FLASH;
|
|
return SAVE_STATUS_ERROR;
|
|
}
|
|
|
|
UpdateSaveAddresses();
|
|
switch (saveType)
|
|
{
|
|
case SAVE_NORMAL:
|
|
default:
|
|
status = TryLoadSaveSlot(FULL_SAVE_SLOT, gRamSaveSectorLocations);
|
|
CopyPartyAndObjectsFromSave();
|
|
gSaveFileStatus = status;
|
|
gGameContinueCallback = 0;
|
|
break;
|
|
case SAVE_HALL_OF_FAME:
|
|
status = TryLoadSaveSector(SECTOR_ID_HOF_1, gDecompressionBuffer, SECTOR_DATA_SIZE);
|
|
if (status == SAVE_STATUS_OK)
|
|
status = TryLoadSaveSector(SECTOR_ID_HOF_2, &gDecompressionBuffer[SECTOR_DATA_SIZE], SECTOR_DATA_SIZE);
|
|
break;
|
|
}
|
|
|
|
return status;
|
|
}
|
|
|
|
u16 GetSaveBlocksPointersBaseOffset(void)
|
|
{
|
|
u16 i, slotOffset;
|
|
struct SaveSector* sector;
|
|
|
|
sector = gReadWriteSector = &gSaveDataBuffer;
|
|
if (gFlashMemoryPresent != TRUE)
|
|
return 0;
|
|
UpdateSaveAddresses();
|
|
GetSaveValidStatus(gRamSaveSectorLocations);
|
|
slotOffset = NUM_SECTORS_PER_SLOT * (gSaveCounter % NUM_SAVE_SLOTS);
|
|
for (i = 0; i < NUM_SECTORS_PER_SLOT; i++)
|
|
{
|
|
ReadFlashSector(i + slotOffset, gReadWriteSector);
|
|
|
|
// Base offset for SaveBlock2 is calculated using the trainer id
|
|
if (gReadWriteSector->id == SECTOR_ID_SAVEBLOCK2)
|
|
return sector->data[offsetof(struct SaveBlock2, playerTrainerId[0])] +
|
|
sector->data[offsetof(struct SaveBlock2, playerTrainerId[1])] +
|
|
sector->data[offsetof(struct SaveBlock2, playerTrainerId[2])] +
|
|
sector->data[offsetof(struct SaveBlock2, playerTrainerId[3])];
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
u32 TryReadSpecialSaveSector(u8 sector, u8 *dst)
|
|
{
|
|
s32 i;
|
|
s32 size;
|
|
u8 *savData;
|
|
|
|
if (sector != SECTOR_ID_TRAINER_HILL && sector != SECTOR_ID_RECORDED_BATTLE)
|
|
return SAVE_STATUS_ERROR;
|
|
|
|
ReadFlash(sector, 0, (u8 *)&gSaveDataBuffer, SECTOR_SIZE);
|
|
if (*(u32 *)(&gSaveDataBuffer.data[0]) != SPECIAL_SECTOR_SENTINEL)
|
|
return SAVE_STATUS_ERROR;
|
|
|
|
// Copies whole save sector except u32 counter
|
|
i = 0;
|
|
size = SECTOR_COUNTER_OFFSET - 1;
|
|
savData = &gSaveDataBuffer.data[4]; // 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_HILL && sector != SECTOR_ID_RECORDED_BATTLE)
|
|
return SAVE_STATUS_ERROR;
|
|
|
|
savDataBuffer = &gSaveDataBuffer;
|
|
*(u32 *)(savDataBuffer) = SPECIAL_SECTOR_SENTINEL;
|
|
|
|
// Copies whole save sector except u32 counter
|
|
i = 0;
|
|
size = SECTOR_COUNTER_OFFSET - 1;
|
|
savData = &gSaveDataBuffer.data[4]; // 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;
|
|
}
|
|
|
|
#define tState data[0]
|
|
#define tTimer data[1]
|
|
#define tInBattleTower data[2]
|
|
|
|
// Note that this is very different from TrySavingData(SAVE_LINK).
|
|
// Most notably it does save the PC data.
|
|
void Task_LinkFullSave(u8 taskId)
|
|
{
|
|
s16 *data = gTasks[taskId].data;
|
|
|
|
switch (tState)
|
|
{
|
|
case 0:
|
|
gSoftResetDisabled = TRUE;
|
|
tState = 1;
|
|
break;
|
|
case 1:
|
|
SetLinkStandbyCallback();
|
|
tState = 2;
|
|
break;
|
|
case 2:
|
|
if (IsLinkTaskFinished())
|
|
{
|
|
if (!tInBattleTower)
|
|
SaveMapView();
|
|
tState = 3;
|
|
}
|
|
break;
|
|
case 3:
|
|
if (!tInBattleTower)
|
|
SetContinueGameWarpStatusToDynamicWarp();
|
|
LinkFullSave_Init();
|
|
tState = 4;
|
|
break;
|
|
case 4:
|
|
if (++tTimer == 5)
|
|
{
|
|
tTimer = 0;
|
|
tState = 5;
|
|
}
|
|
break;
|
|
case 5:
|
|
if (LinkFullSave_WriteSector())
|
|
tState = 6;
|
|
else
|
|
tState = 4; // Not finished, delay again
|
|
break;
|
|
case 6:
|
|
LinkFullSave_ReplaceLastSector();
|
|
tState = 7;
|
|
break;
|
|
case 7:
|
|
if (!tInBattleTower)
|
|
ClearContinueGameWarpStatus2();
|
|
SetLinkStandbyCallback();
|
|
tState = 8;
|
|
break;
|
|
case 8:
|
|
if (IsLinkTaskFinished())
|
|
{
|
|
LinkFullSave_SetLastSectorSignature();
|
|
tState = 9;
|
|
}
|
|
break;
|
|
case 9:
|
|
SetLinkStandbyCallback();
|
|
tState = 10;
|
|
break;
|
|
case 10:
|
|
if (IsLinkTaskFinished())
|
|
tState++;
|
|
break;
|
|
case 11:
|
|
if (++tTimer > 5)
|
|
{
|
|
gSoftResetDisabled = FALSE;
|
|
DestroyTask(taskId);
|
|
}
|
|
break;
|
|
}
|
|
}
|