mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-11-16 19:47:35 +01:00
98 lines
2.0 KiB
C
98 lines
2.0 KiB
C
#ifndef GUARD_SAVE_H
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#define GUARD_SAVE_H
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struct SaveSectionLocation
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{
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void *data;
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u16 size;
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};
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struct SaveSection
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{
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u8 data[0xFF4];
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u16 id;
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u16 checksum;
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u32 security;
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u32 counter;
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}; // size is 0x1000
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// headless save section?
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struct UnkSaveSection
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{
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u8 data[0xFF4];
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u32 security;
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}; // size is 0xFF8
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struct SaveSectionOffsets
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{
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u16 toAdd;
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u16 size;
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};
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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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// SetDamagedSectorBits states
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enum
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{
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ENABLE,
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DISABLE,
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CHECK // unused
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};
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// Do save types
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enum
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{
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SAVE_NORMAL,
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SAVE_LINK,
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//EREADER_SAVE, // deprecated in Emerald
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SAVE_LINK2, // unknown 2nd link save
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SAVE_HALL_OF_FAME,
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SAVE_OVERWRITE_DIFFERENT_FILE,
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SAVE_HALL_OF_FAME_ERASE_BEFORE // unused
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};
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#define SECTOR_SAVE_SLOT_LENGTH 14
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#define SECTOR_ID_HOF_1 28
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#define SECTOR_ID_HOF_2 29
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#define SECTOR_ID_TRAINER_HILL 30
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#define SECTOR_ID_RECORDED_BATTLE 31
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#define SECTORS_COUNT 32
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extern u16 gLastWrittenSector;
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extern u32 gLastSaveCounter;
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extern u16 gLastKnownGoodSector;
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extern u32 gDamagedSaveSectors;
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extern u32 gSaveCounter;
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extern struct SaveSection *gFastSaveSection;
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extern u16 gUnknown_03006208;
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extern u16 gSaveFileStatus;
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extern void (*gGameContinueCallback)(void);
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extern struct SaveSectionLocation gRamSaveSectionLocations[];
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extern u16 gUnknown_03006294;
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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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u8 sub_81533E0(void);
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u8 sub_8153408(void);
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u8 sub_8153430(void);
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bool8 sub_8153474(void);
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u8 Save_LoadGameData(u8 a1);
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u16 sub_815355C(void);
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u8 sub_81534D0(u8);
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u8 sub_8153430(void);
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bool8 sub_8153474(void);
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u32 TryCopySpecialSaveSection(u8 sector, u8* dst);
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u32 sub_8153634(u8 sector, u8* src);
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void sub_8153688(u8 taskId);
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#endif // GUARD_SAVE_H
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