mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 11:44:17 +01:00
404 lines
11 KiB
C
404 lines
11 KiB
C
#include "global.h"
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#include "text.h"
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#include "main.h"
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#include "palette.h"
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#include "graphics.h"
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#include "gpu_regs.h"
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#include "bg.h"
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#include "decompress.h"
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#include "task.h"
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#include "window.h"
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#include "menu.h"
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#include "save.h"
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#include "starter_choose.h"
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#include "gba/flash_internal.h"
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#include "text_window.h"
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#include "constants/rgb.h"
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#define MSG_WIN_TOP 12
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#define CLOCK_WIN_TOP (MSG_WIN_TOP - 4)
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extern const u8 gText_SaveFailedCheckingBackup[];
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extern const u8 gText_BackupMemoryDamaged[];
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extern const u8 gText_CheckCompleted[];
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extern const u8 gText_SaveCompleteGameCannotContinue[];
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extern const u8 gText_SaveCompletePressA[];
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extern const u8 gText_GamePlayCannotBeContinued[];
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// sClockInfo enum
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enum
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{
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CLOCK_RUNNING,
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DEBUG_TIMER
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};
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// sWindowIds enum
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enum
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{
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TEXT_WIN_ID,
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CLOCK_WIN_ID
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};
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static EWRAM_DATA u16 sSaveFailedType = {0};
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static EWRAM_DATA u16 sClockInfo[2] = {0};
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static EWRAM_DATA u8 sUnused1[12] = {0};
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static EWRAM_DATA u8 sWindowIds[2] = {0};
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static EWRAM_DATA u8 sUnused2[4] = {0};
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static const struct OamData sClockOamData =
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{
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.y = DISPLAY_HEIGHT,
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.affineMode = ST_OAM_AFFINE_OFF,
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.objMode = ST_OAM_OBJ_NORMAL,
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.mosaic = FALSE,
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.bpp = ST_OAM_4BPP,
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.shape = SPRITE_SHAPE(16x16),
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.x = 0,
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.matrixNum = 0,
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.size = SPRITE_SIZE(16x16),
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.tileNum = 0,
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.priority = 0,
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.paletteNum = 0,
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.affineParam = 0
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};
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static const struct BgTemplate sBgTemplates[3] =
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{
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{
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.bg = 0,
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.charBaseIndex = 2,
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.mapBaseIndex = 31,
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.screenSize = 0,
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.paletteMode = 0,
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.priority = 0,
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.baseTile = 0,
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},
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{
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.bg = 2,
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.charBaseIndex = 0,
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.mapBaseIndex = 14,
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.screenSize = 0,
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.paletteMode = 0,
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.priority = 2,
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.baseTile = 0,
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},
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{
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.bg = 3,
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.charBaseIndex = 0,
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.mapBaseIndex = 15,
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.screenSize = 0,
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.paletteMode = 0,
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.priority = 3,
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.baseTile = 0,
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},
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};
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static const struct WindowTemplate sDummyWindowTemplate[] = { DUMMY_WIN_TEMPLATE };
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static const struct WindowTemplate sWindowTemplate_Text[] =
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{
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{
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.bg = 0,
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.tilemapLeft = 1,
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.tilemapTop = 13,
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.width = 28,
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.height = 6,
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.paletteNum = 15,
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.baseBlock = 1,
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}
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};
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static const struct WindowTemplate sWindowTemplate_Clock[] =
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{
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{
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.bg = 0,
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.tilemapLeft = 14,
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.tilemapTop = 9,
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.width = 2,
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.height = 2,
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.paletteNum = 15,
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.baseBlock = 169,
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}
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};
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static const u8 sClockFrames[8][3] =
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{
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{ 1, 0, 0 },
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{ 5, 0, 0 },
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{ 9, 0, 0 },
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{ 5, 0, 1 },
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{ 1, 0, 1 },
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{ 5, 1, 1 },
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{ 9, 1, 0 },
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{ 5, 1, 0 },
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};
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static const u8 sSaveFailedClockPal[] = INCBIN_U8("graphics/misc/clock_small.gbapal");
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static const u32 sSaveFailedClockGfx[] = INCBIN_U32("graphics/misc/clock_small.4bpp.lz");
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static void CB2_SaveFailedScreen(void);
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static void CB2_WipeSave(void);
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static void CB2_GameplayCannotBeContinued(void);
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static void CB2_FadeAndReturnToTitleScreen(void);
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static void CB2_ReturnToTitleScreen(void);
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static void VBlankCB_UpdateClockGraphics(void);
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static bool8 VerifySectorWipe(u16 sector);
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static bool8 WipeSectors(u32);
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// Although this is a general text printer, it's only used in this file.
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static void SaveFailedScreenTextPrint(const u8 *text, u8 x, u8 y)
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{
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u8 color[3];
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color[0] = TEXT_COLOR_TRANSPARENT;
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color[1] = TEXT_DYNAMIC_COLOR_6;
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color[2] = TEXT_COLOR_LIGHT_GRAY;
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AddTextPrinterParameterized4(sWindowIds[TEXT_WIN_ID], FONT_NORMAL, x * 8, y * 8 + 1, 0, 0, color, 0, text);
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}
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void DoSaveFailedScreen(u8 saveType)
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{
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SetMainCallback2(CB2_SaveFailedScreen);
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sSaveFailedType = saveType;
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sClockInfo[CLOCK_RUNNING] = FALSE;
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sClockInfo[DEBUG_TIMER] = 0;
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sWindowIds[TEXT_WIN_ID] = 0;
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sWindowIds[CLOCK_WIN_ID] = 0;
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}
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static void VBlankCB(void)
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{
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LoadOam();
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ProcessSpriteCopyRequests();
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TransferPlttBuffer();
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}
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static void CB2_SaveFailedScreen(void)
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{
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switch (gMain.state)
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{
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case 0:
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default:
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SetVBlankCallback(NULL);
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SetGpuReg(REG_OFFSET_DISPCNT, 0);
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SetGpuReg(REG_OFFSET_BG3CNT, 0);
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SetGpuReg(REG_OFFSET_BG2CNT, 0);
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SetGpuReg(REG_OFFSET_BG1CNT, 0);
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SetGpuReg(REG_OFFSET_BG0CNT, 0);
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SetGpuReg(REG_OFFSET_BG3HOFS, 0);
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SetGpuReg(REG_OFFSET_BG3VOFS, 0);
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SetGpuReg(REG_OFFSET_BG2HOFS, 0);
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SetGpuReg(REG_OFFSET_BG2VOFS, 0);
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SetGpuReg(REG_OFFSET_BG1HOFS, 0);
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SetGpuReg(REG_OFFSET_BG1VOFS, 0);
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SetGpuReg(REG_OFFSET_BG0HOFS, 0);
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SetGpuReg(REG_OFFSET_BG0VOFS, 0);
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DmaFill16(3, 0, VRAM, VRAM_SIZE);
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DmaFill32(3, 0, OAM, OAM_SIZE);
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DmaFill16(3, 0, PLTT, PLTT_SIZE);
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LZ77UnCompVram(gBirchBagGrass_Gfx, (void *)VRAM);
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LZ77UnCompVram(gBirchBagTilemap, (void *)(BG_SCREEN_ADDR(14)));
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LZ77UnCompVram(gBirchGrassTilemap, (void *)(BG_SCREEN_ADDR(15)));
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LZ77UnCompVram(sSaveFailedClockGfx, (void *)(OBJ_VRAM0 + 0x20));
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ResetBgsAndClearDma3BusyFlags(0);
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InitBgsFromTemplates(0, sBgTemplates, ARRAY_COUNT(sBgTemplates));
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SetBgTilemapBuffer(0, (void *)&gDecompressionBuffer[0x2000]);
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CpuFill32(0, &gDecompressionBuffer[0x2000], 0x800);
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LoadBgTiles(0, gTextWindowFrame1_Gfx, 0x120, 0x214);
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InitWindows(sDummyWindowTemplate);
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sWindowIds[TEXT_WIN_ID] = AddWindowWithoutTileMap(sWindowTemplate_Text);
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SetWindowAttribute(sWindowIds[TEXT_WIN_ID], 7, (u32)&gDecompressionBuffer[0x2800]);
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sWindowIds[CLOCK_WIN_ID] = AddWindowWithoutTileMap(sWindowTemplate_Clock);
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SetWindowAttribute(sWindowIds[CLOCK_WIN_ID], 7, (u32)&gDecompressionBuffer[0x3D00]);
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DeactivateAllTextPrinters();
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ResetSpriteData();
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ResetTasks();
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ResetPaletteFade();
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LoadPalette(gBirchBagGrass_Pal, BG_PLTT_ID(0), 2 * PLTT_SIZE_4BPP);
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LoadPalette(sSaveFailedClockPal, OBJ_PLTT_ID(0), PLTT_SIZE_4BPP);
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LoadPalette(gTextWindowFrame1_Pal, BG_PLTT_ID(14), PLTT_SIZE_4BPP);
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LoadPalette(gStandardMenuPalette, BG_PLTT_ID(15), PLTT_SIZE_4BPP);
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DrawStdFrameWithCustomTileAndPalette(sWindowIds[TEXT_WIN_ID], FALSE, 0x214, 0xE);
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DrawStdFrameWithCustomTileAndPalette(sWindowIds[CLOCK_WIN_ID], FALSE, 0x214, 0xE);
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FillWindowPixelBuffer(sWindowIds[CLOCK_WIN_ID], PIXEL_FILL(1)); // backwards?
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FillWindowPixelBuffer(sWindowIds[TEXT_WIN_ID], PIXEL_FILL(1));
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CopyWindowToVram(sWindowIds[CLOCK_WIN_ID], COPYWIN_GFX); // again?
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CopyWindowToVram(sWindowIds[TEXT_WIN_ID], COPYWIN_MAP);
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SaveFailedScreenTextPrint(gText_SaveFailedCheckingBackup, 1, 0);
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BeginNormalPaletteFade(PALETTES_ALL, 0, 16, 0, RGB_BLACK);
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EnableInterrupts(1);
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SetVBlankCallback(VBlankCB);
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SetGpuReg(REG_OFFSET_DISPCNT, DISPCNT_OBJ_ON | DISPCNT_OBJ_1D_MAP);
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ShowBg(0);
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ShowBg(2);
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ShowBg(3);
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gMain.state++;
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break;
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case 1:
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if (!UpdatePaletteFade())
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{
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SetMainCallback2(CB2_WipeSave);
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SetVBlankCallback(VBlankCB_UpdateClockGraphics);
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}
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break;
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}
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}
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static void CB2_WipeSave(void)
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{
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u8 wipeTries = 0;
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sClockInfo[CLOCK_RUNNING] = TRUE;
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while (gDamagedSaveSectors != 0 && wipeTries < 3)
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{
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if (WipeSectors(gDamagedSaveSectors))
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{
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FillWindowPixelBuffer(sWindowIds[TEXT_WIN_ID], PIXEL_FILL(1));
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SaveFailedScreenTextPrint(gText_BackupMemoryDamaged, 1, 0);
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SetMainCallback2(CB2_GameplayCannotBeContinued);
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return;
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}
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FillWindowPixelBuffer(sWindowIds[TEXT_WIN_ID], PIXEL_FILL(1));
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SaveFailedScreenTextPrint(gText_CheckCompleted, 1, 0);
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HandleSavingData(sSaveFailedType);
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if (gDamagedSaveSectors != 0)
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{
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FillWindowPixelBuffer(sWindowIds[TEXT_WIN_ID], PIXEL_FILL(1));
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SaveFailedScreenTextPrint(gText_SaveFailedCheckingBackup, 1, 0);
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}
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wipeTries++;
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}
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if (wipeTries == 3)
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{
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FillWindowPixelBuffer(sWindowIds[TEXT_WIN_ID], PIXEL_FILL(1));
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SaveFailedScreenTextPrint(gText_BackupMemoryDamaged, 1, 0);
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}
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else
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{
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FillWindowPixelBuffer(sWindowIds[TEXT_WIN_ID], PIXEL_FILL(1));
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if (gGameContinueCallback == NULL)
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SaveFailedScreenTextPrint(gText_SaveCompleteGameCannotContinue, 1, 0);
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else
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SaveFailedScreenTextPrint(gText_SaveCompletePressA, 1, 0);
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}
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SetMainCallback2(CB2_FadeAndReturnToTitleScreen);
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}
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static void CB2_GameplayCannotBeContinued(void)
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{
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sClockInfo[CLOCK_RUNNING] = FALSE;
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if (JOY_NEW(A_BUTTON))
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{
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FillWindowPixelBuffer(sWindowIds[TEXT_WIN_ID], PIXEL_FILL(1));
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SaveFailedScreenTextPrint(gText_GamePlayCannotBeContinued, 1, 0);
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SetVBlankCallback(VBlankCB);
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SetMainCallback2(CB2_FadeAndReturnToTitleScreen);
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}
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}
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static void CB2_FadeAndReturnToTitleScreen(void)
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{
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sClockInfo[CLOCK_RUNNING] = FALSE;
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if (JOY_NEW(A_BUTTON))
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{
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BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB_BLACK);
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SetVBlankCallback(VBlankCB);
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SetMainCallback2(CB2_ReturnToTitleScreen);
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}
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}
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static void CB2_ReturnToTitleScreen(void)
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{
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if (!UpdatePaletteFade())
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{
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if (gGameContinueCallback == NULL) // no callback exists, so do a soft reset.
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{
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DoSoftReset();
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}
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else
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{
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SetMainCallback2((MainCallback)gGameContinueCallback);
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gGameContinueCallback = NULL;
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}
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}
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}
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static void VBlankCB_UpdateClockGraphics(void)
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{
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u32 n = (gMain.vblankCounter2 >> 3) & 7;
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gMain.oamBuffer[0] = sClockOamData;
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gMain.oamBuffer[0].x = 112;
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gMain.oamBuffer[0].y = (CLOCK_WIN_TOP + 1) * 8;
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if (sClockInfo[CLOCK_RUNNING])
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{
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gMain.oamBuffer[0].tileNum = sClockFrames[n][0];
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gMain.oamBuffer[0].matrixNum = (sClockFrames[n][2] << 4) | (sClockFrames[n][1] << 3);
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}
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else
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{
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gMain.oamBuffer[0].tileNum = 1;
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}
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CpuFastCopy(gMain.oamBuffer, (void *)OAM, 4);
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if (sClockInfo[DEBUG_TIMER])
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sClockInfo[DEBUG_TIMER]--;
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}
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static bool8 VerifySectorWipe(u16 sector)
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{
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u32 *ptr = (u32 *)&gSaveDataBuffer;
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u16 i;
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ReadFlash(sector, 0, (u8 *)ptr, SECTOR_SIZE);
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// 1/4 because ptr is u32
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for (i = 0; i < SECTOR_SIZE / 4; i++, ptr++)
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if (*ptr)
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return TRUE; // Sector has nonzero data, failed
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return FALSE;
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}
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static bool8 WipeSector(u16 sector)
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{
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u16 i, j;
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bool8 failed = TRUE;
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// Attempt to wipe sector with an arbitrary attempt limit of 130
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for (i = 0; failed && i < 130; i++)
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{
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for (j = 0; j < SECTOR_SIZE; j++)
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ProgramFlashByte(sector, j, 0);
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failed = VerifySectorWipe(sector);
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}
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return failed;
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}
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static bool8 WipeSectors(u32 sectorBits)
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{
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u16 i;
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for (i = 0; i < SECTORS_COUNT; i++)
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if ((sectorBits & (1 << i)) && !WipeSector(i))
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sectorBits &= ~(1 << i);
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if (sectorBits == 0)
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return FALSE;
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else
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return TRUE;
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}
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