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#include "global.h"
#include "main.h"
#include "sprite.h"
#include "palette.h"
#include "task.h"
#include "text.h"
#include "menu.h"
#include "save.h"
#include "m4a.h"
#include "gba/flash_internal.h"
#include "asm.h"
// In English 1.0, the text window is too small, causing text to overflow.
#ifdef BUGFIX_SAVEFAILEDSCREEN1
#define MSG_WIN_TOP 10
#else
#define MSG_WIN_TOP 12
#endif
#define CLOCK_WIN_TOP (MSG_WIN_TOP - 4)
struct SaveFailedStruct
{
u16 unk0;
u16 unk2;
};
extern u8 unk_2000000[];
extern u16 gUnknown_0203933C;
extern struct SaveFailedStruct gUnknown_0203933E;
extern u32 gUnknown_03005EA8;
extern u32 gUnknown_03005EBC;
extern struct OamData gUnknown_08411940;
extern u8 gUnknown_08411948[][3];
extern u8 gBirchHelpGfx[];
extern u8 gSystemText_SaveFailedBackupCheck[];
extern u8 gSystemText_CheckCompleteSaveAttempt[];
extern u8 gSystemText_BackupDamagedGameContinue[];
extern u8 gSystemText_SaveCompletedPressA[];
extern u8 gSystemText_SaveCompletedGameEnd[];
extern u8 gSystemText_GameplayEnded[];
extern u8 gBirchGrassTilemap[];
extern u8 gBirchBagTilemap[];
extern const u8 gSaveFailedClockGfx[];
extern const u8 gSaveFailedClockPal[];
extern u8 gBirchBagGrassPal[];
static void VBlankCB(void);
static void CB2_SaveFailedScreen(void);
static void CB2_WipeSave(void);
static void CB2_GameplayCannotBeContinued(void);
static void CB2_FadeAndReturnToTitleScreen(void);
static void CB2_ReturnToTitleScreen(void);
static void VBlankCB_UpdateClockGraphics(void);
static bool8 VerifySectorWipe(u16 sector);
static bool8 WipeSector(u16 sector);
static bool8 WipeSectors(u32 sectorBits);
void DoSaveFailedScreen(u8 var)
{
SetMainCallback2(CB2_SaveFailedScreen);
gUnknown_0203933C = var;
gUnknown_0203933E.unk0 = 0;
}
static void VBlankCB(void)
{
LoadOam();
ProcessSpriteCopyRequests();
TransferPlttBuffer();
}
static void CB2_SaveFailedScreen(void)
{
u16 ime;
switch(gMain.state)
{
case 0:
default:
SetVBlankCallback(0);
REG_DISPCNT = 0;
REG_BG3CNT = 0;
REG_BG2CNT = 0;
REG_BG1CNT = 0;
REG_BG0CNT = 0;
REG_BG3HOFS = 0;
REG_BG3VOFS = 0;
REG_BG2HOFS = 0;
REG_BG2VOFS = 0;
REG_BG1HOFS = 0;
REG_BG1VOFS = 0;
REG_BG0HOFS = 0;
REG_BG0VOFS = 0;
DmaFill16(3, 0, VRAM, VRAM_SIZE);
DmaFill32(3, 0, OAM, OAM_SIZE);
DmaFill16(3, 0, PLTT, PLTT_SIZE);
LZ77UnCompVram(&gBirchHelpGfx, (void *)VRAM);
LZ77UnCompVram(&gBirchBagTilemap, (void *)(VRAM + 0x3000));
LZ77UnCompVram(&gBirchGrassTilemap, (void *)(VRAM + 0x3800));
LZ77UnCompVram(&gSaveFailedClockGfx, (void *)(VRAM + 0x10020));
ResetSpriteData();
ResetTasks();
ResetPaletteFade();
LoadPalette(&gBirchBagGrassPal, 0, 0x40);
LoadPalette(&gSaveFailedClockPal, 0x100, 0x20);
SetUpWindowConfig(&gWindowConfig_81E6C3C);
InitMenuWindow(&gWindowConfig_81E6CE4);
MenuDrawTextWindow(13, CLOCK_WIN_TOP, 16, CLOCK_WIN_TOP + 3); // clock window
MenuDrawTextWindow(1, MSG_WIN_TOP, 28, 19); // message window
MenuPrint(gSystemText_SaveFailedBackupCheck, 2, MSG_WIN_TOP + 1);
BeginNormalPaletteFade(0xFFFFFFFF, 0, 16, 0, 0);
ime = REG_IME;
REG_IME = 0;
REG_IE |= INTR_FLAG_VBLANK;
REG_IME = ime;
REG_DISPSTAT |= DISPSTAT_VBLANK_INTR;
SetVBlankCallback(VBlankCB);
REG_BG3CNT = 0x703;
REG_BG2CNT = 0x602;
REG_BG0CNT = 0x1f08;
REG_DISPCNT = DISPCNT_OBJ_ON | DISPCNT_BG3_ON | DISPCNT_BG2_ON | DISPCNT_BG0_ON | DISPCNT_OBJ_1D_MAP | DISPCNT_MODE_0;
gMain.state++;
break;
case 1:
if (!UpdatePaletteFade())
{
SetMainCallback2(CB2_WipeSave);
SetVBlankCallback(VBlankCB_UpdateClockGraphics);
}
break;
}
}
static void CB2_WipeSave(void)
{
u8 wipeTries = 0;
gUnknown_0203933E.unk0 = 1;
while (gUnknown_03005EA8 && wipeTries < 3)
{
if (WipeSectors(gUnknown_03005EA8))
{
MenuDrawTextWindow(1, MSG_WIN_TOP, 28, 19);
MenuPrint(gSystemText_BackupDamagedGameContinue, 2, MSG_WIN_TOP + 1);
SetMainCallback2(CB2_GameplayCannotBeContinued);
return;
}
MenuDrawTextWindow(1, MSG_WIN_TOP, 28, 19);
MenuPrint(gSystemText_CheckCompleteSaveAttempt, 2, MSG_WIN_TOP + 1);
sub_8125C3C(gUnknown_0203933C);
if (gUnknown_03005EA8)
{
#ifdef BUGFIX_SAVEFAILEDSCREEN2
MenuDrawTextWindow(1, MSG_WIN_TOP, 28, 19);
#endif
MenuPrint(gSystemText_SaveFailedBackupCheck, 2, MSG_WIN_TOP + 1);
}
wipeTries++;
}
if (wipeTries == 3)
{
MenuDrawTextWindow(1, MSG_WIN_TOP, 28, 19);
MenuPrint(gSystemText_BackupDamagedGameContinue, 2, MSG_WIN_TOP + 1);
SetMainCallback2(CB2_FadeAndReturnToTitleScreen); // called again below
}
else
{
MenuDrawTextWindow(1, MSG_WIN_TOP, 28, 19);
if (!gUnknown_03005EBC) // cant continue game.
MenuPrint(gSystemText_SaveCompletedGameEnd, 2, MSG_WIN_TOP + 1);
else // can continue game.
MenuPrint(gSystemText_SaveCompletedPressA, 2, MSG_WIN_TOP + 1);
}
SetMainCallback2(CB2_FadeAndReturnToTitleScreen);
}
static void CB2_GameplayCannotBeContinued(void)
{
gUnknown_0203933E.unk0 = 0;
if (gMain.newKeys & A_BUTTON)
{
MenuDrawTextWindow(1, MSG_WIN_TOP, 28, 19);
MenuPrint(gSystemText_GameplayEnded, 2, MSG_WIN_TOP + 1);
SetVBlankCallback(VBlankCB);
SetMainCallback2(CB2_FadeAndReturnToTitleScreen);
}
}
static void CB2_FadeAndReturnToTitleScreen(void)
{
u8 zero;
gUnknown_0203933E.unk0 = zero = 0;
if (gMain.newKeys & A_BUTTON)
{
BeginNormalPaletteFade(0xFFFFFFFF, 0, zero, 16, 0);
SetVBlankCallback(VBlankCB);
SetMainCallback2(CB2_ReturnToTitleScreen);
}
}
static void CB2_ReturnToTitleScreen(void)
{
if (!UpdatePaletteFade())
{
if (!gUnknown_03005EBC)
{
DoSoftReset();
}
else
{
SetMainCallback2((MainCallback)gUnknown_03005EBC);
gUnknown_03005EBC = 0;
}
}
}
static void VBlankCB_UpdateClockGraphics(void)
{
unsigned int n = (gMain.vblankCounter2 >> 3) & 7;
gMain.oamBuffer[0] = gUnknown_08411940;
gMain.oamBuffer[0].x = 112;
gMain.oamBuffer[0].y = (CLOCK_WIN_TOP + 1) * 8;
if (gUnknown_0203933E.unk0)
{
gMain.oamBuffer[0].tileNum = gUnknown_08411948[n][0];
gMain.oamBuffer[0].matrixNum = (gUnknown_08411948[n][2] << 4) | (gUnknown_08411948[n][1] << 3);
}
else
{
gMain.oamBuffer[0].tileNum = 1;
}
CpuFastCopy(gMain.oamBuffer, (void *)OAM, 4);
if (gUnknown_0203933E.unk2)
gUnknown_0203933E.unk2--;
}
static bool8 VerifySectorWipe(u16 sector)
{
u32 *ptr = (u32 *)unk_2000000;
u16 i;
ReadFlash(sector, 0, (u8 *)ptr, 4096);
for (i = 0; i < 0x400; i++, ptr++)
if (*ptr)
return TRUE;
return FALSE;
}
static bool8 WipeSector(u16 sector)
{
u16 i, j;
bool8 failed = TRUE;
for (i = 0; failed && i < 130; i++)
{
for (j = 0; j < 0x1000; j++)
ProgramFlashByte(sector, j, 0);
failed = VerifySectorWipe(sector);
}
return failed;
}
static bool8 WipeSectors(u32 sectorBits)
{
u16 i;
for (i = 0; i < 0x20; i++)
if ((sectorBits & (1 << i)) && !WipeSector(i))
sectorBits &= ~(1 << i);
if (sectorBits == 0)
return FALSE;
else
return TRUE;
}
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