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authorDiegoisawesome <diego@domoreaweso.me>2018-02-07 18:06:59 -0600
committerDiegoisawesome <diego@domoreaweso.me>2018-02-07 18:06:59 -0600
commit772fd47564da4d2c4072b83e43a9cc28e62ce5bb (patch)
treeb81a93d022488ed5a71ce0ac80ee4dd1b5662ac9 /src/save.c
parent5db765a475bf401417bbf7a3ca8b89dc0425f793 (diff)
parent48e63979c8a131bc059974194bd548f60dcdd24c (diff)
Merge branch 'master' of https://github.com/pret/pokeemerald into menu
Diffstat (limited to 'src/save.c')
-rw-r--r--src/save.c57
1 files changed, 56 insertions, 1 deletions
diff --git a/src/save.c b/src/save.c
index 023ca6870..8d77e801a 100644
--- a/src/save.c
+++ b/src/save.c
@@ -4,13 +4,68 @@
#include "constants/game_stat.h"
#include "task.h"
+// for the chunk declarations
+extern struct SaveBlock2 gSaveblock2;
+extern struct SaveBlock1 gSaveblock1;
+extern struct PokemonStorage gPokemonStorage;
+
extern struct SaveSectionLocation gRamSaveSectionLocations[0xE];
extern u8 gDecompressionBuffer[];
extern u32 gFlashMemoryPresent;
extern u16 gUnknown_03006294;
extern bool8 gSoftResetDisabled;
-extern const struct SaveSectionOffsets gSaveSectionOffsets[0xE];
+// Divide save blocks into individual chunks to be written to flash sectors
+
+// Each 4 KiB flash sector contains 3968 bytes of actual data followed by a 128 byte footer
+#define SECTOR_DATA_SIZE 3968
+#define SECTOR_FOOTER_SIZE 128
+
+/*
+ * Sector Layout:
+ *
+ * Sectors 0 - 13: Save Slot 1
+ * Sectors 14 - 27: Save Slot 2
+ * Sectors 28 - 29: Hall of Fame
+ * Sector 30: e-Reader/Mystery Gift Stuff (note: e-Reader is deprecated in Emerald US)
+ * Sector 31: Recorded Battle
+ *
+ * There are two save slots for saving the player's game data. We alternate between
+ * them each time the game is saved, so that if the current save slot is corrupt,
+ * we can load the previous one. We also rotate the sectors in each save slot
+ * so that the same data is not always being written to the same sector. This
+ * might be done to reduce wear on the flash memory, but I'm not sure, since all
+ * 14 sectors get written anyway.
+ */
+
+// (u8 *)structure was removed from the first statement of the macro in Emerald.
+// This is because malloc is used to allocate addresses so storing the raw
+// addresses should not be done in the offsets information.
+#define SAVEBLOCK_CHUNK(structure, chunkNum) \
+{ \
+ chunkNum * SECTOR_DATA_SIZE, \
+ min(sizeof(structure) - chunkNum * SECTOR_DATA_SIZE, SECTOR_DATA_SIZE) \
+} \
+
+const struct SaveSectionOffsets gSaveSectionOffsets[] =
+{
+ SAVEBLOCK_CHUNK(gSaveblock2, 0),
+
+ SAVEBLOCK_CHUNK(gSaveblock1, 0),
+ SAVEBLOCK_CHUNK(gSaveblock1, 1),
+ SAVEBLOCK_CHUNK(gSaveblock1, 2),
+ SAVEBLOCK_CHUNK(gSaveblock1, 3),
+
+ SAVEBLOCK_CHUNK(gPokemonStorage, 0),
+ SAVEBLOCK_CHUNK(gPokemonStorage, 1),
+ SAVEBLOCK_CHUNK(gPokemonStorage, 2),
+ SAVEBLOCK_CHUNK(gPokemonStorage, 3),
+ SAVEBLOCK_CHUNK(gPokemonStorage, 4),
+ SAVEBLOCK_CHUNK(gPokemonStorage, 5),
+ SAVEBLOCK_CHUNK(gPokemonStorage, 6),
+ SAVEBLOCK_CHUNK(gPokemonStorage, 7),
+ SAVEBLOCK_CHUNK(gPokemonStorage, 8),
+};
extern void DoSaveFailedScreen(u8); // save_failed_screen
extern void LoadSerializedGame(void); // load_save