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oot/src/code/z_sram.c

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#include "global.h"
#include "terminal.h"
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// these are the main substructs of save context.
// we are going to hold off on splitting save context until later on,
// so these temporary structs will live here for now.
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typedef struct {
/* 0x00 */ char newf[6]; // string "ZELDAZ"
/* 0x06 */ s16 deaths;
/* 0x08 */ char playerName[8];
/* 0x10 */ s16 n64ddFlag;
/* 0x12 */ s16 healthCapacity; // "max_life"
/* 0x14 */ s16 health; // "now_life"
/* 0x16 */ s8 magicLevel;
/* 0x17 */ s8 magic;
/* 0x18 */ s16 rupees;
/* 0x1A */ u16 swordHealth;
/* 0x1C */ u16 naviTimer;
/* 0x1E */ u8 isMagicAcquired;
/* 0x1F */ u8 unk_1F;
/* 0x20 */ u8 isDoubleMagicAcquired;
/* 0x21 */ u8 isDoubleDefenseAcquired;
/* 0x22 */ u8 bgsFlag;
z_message_PAL, message_data_static and surrounding doc (#996) * Initial progress on z_message_PAL, very messy * Fix merge * Some more progress * Fix merge * More z_message_PAL * Small progress * More small progress * message_data_static files OK * Prepare z_message_tables * Matched another function, small updates * Attempt to use asm-processor static-symbols branch * Refactor text id declarations * Begin large text codes parser function * Fix merge * Refactor done * Build OK, add color and highscore names * Remove encoded text headers and automatically encode during build * Fix kanfont * Various cleanups * DISP macros * Another match aside data * Further progress * Small improvements * Deduplicate magic values for text control codes, small improvements * Tiny progress * Minor cleanups * Clean up z_message_PAL comment * Progress on large functions * Further progress on large functions * Changes to mkldscript to link .data in the .rodata section * data OK * Few improvements * Use gDPLoadTextureBlock macros where appropriate * rm z_message_tables, progress on large functions * 2 more matches * Improvements * Small progress * More progress on big function * progress * match func_80107980 * match Message_Update * match func_8010BED8 * done * Progress on remaining large functions * Small progress on largest function * Another match, extract text and move to assets, improve text build system * Small nonmatchings improvements * docs wip * Largest function maybe equivalent * Fix merge * Document do_action values, largest function is almost instruction-matching * Rename NAVI do_action to NONE, as that appears to be how that value is used in practice * Fix merge * one match * Last function is instruction-matching * Fix * Improvements thanks to engineer124 * Stack matched thanks to petrie911, now just a/v/low t regalloc issues, some cleanup * More variables labeled, use text state enum everywhere * More labels and names * Fix * Actor_IsTalking -> Actor_TalkRequested * Match func_8010C39C and remove unused asm * More docs * Mostly ocarina related docs * All msgModes named * Fix assetclean * Cleanup * Extraction fixes and headers * Suggestions * Review suggestions * Change text extraction again, only extract if the headers do not already exist * Fix * Use ast for charmap, fix assetclean for real this time * Review suggestions * BGM ids and ran formatter * Review comments * rename include_readonly to include_data_with_rodata * Remove leading 0s in number directives * Review suggestions for message_data_static * textbox pos enum comments, rename several enum names from Message to TextBox Co-authored-by: Thar0 <maximilianc64@gmail.com> Co-authored-by: Zelllll <56516451+Zelllll@users.noreply.github.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com>
2021-11-23 01:20:30 +00:00
/* 0x23 */ u8 ocarinaGameRoundNum;
/* 0x24 */ ItemEquips childEquips;
/* 0x2E */ ItemEquips adultEquips;
/* 0x38 */ u32 unk_38; // this may be incorrect, currently used for alignement
/* 0x3C */ char unk_3C[0x0E];
/* 0x4A */ s16 savedSceneId;
} SavePlayerData; // size = 0x4C
2020-03-17 04:31:30 +00:00
typedef struct {
/* 0x0000 */ SavePlayerData playerData; // "S_Private" substruct name
/* 0x004C */ ItemEquips equips;
/* 0x0058 */ Inventory inventory;
/* 0x00B8 */ SavedSceneFlags sceneFlags[124];
/* 0x0E48 */ FaroresWindData fw;
/* 0x0E70 */ char unk_E70[0x10];
/* 0x0E80 */ s32 gsFlags[6];
/* 0x0E98 */ char unk_E98[0x10];
/* 0x0EA8 */ s32 horseRaceRecord;
/* 0x0EAC */ char unk_EAC[0x0C];
/* 0x0EB8 */ u16 eventChkInf[14]; // "event_chk_inf"
/* 0x0ED4 */ u16 itemGetInf[4]; // "item_get_inf"
/* 0x0EDC */ u16 infTable[30]; // "inf_table"
/* 0x0F18 */ char unk_F18[0x04];
/* 0x0F1C */ u32 worldMapAreaData; // "area_arrival"
/* 0x0F20 */ char unk_F20[0x4];
/* 0x0F24 */ u8 scarecrowLongSongSet;
/* 0x0F25 */ u8 scarecrowLongSong[0x360];
/* 0x1285 */ char unk_1285[0x24];
/* 0x12A9 */ u8 scarecrowSpawnSongSet;
/* 0x12AA */ u8 scarecrowSpawnSong[0x80];
/* 0x132A */ char unk_132A[0x02];
/* 0x132C */ HorseData horseData;
/* 0x1336 */ u16 checksum; // "check_sum"
} SaveInfo; // size = 0x1338
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typedef struct {
/* 0x00 */ s32 entranceIndex;
/* 0x04 */ s32 linkAge;
/* 0x08 */ s32 cutsceneIndex;
/* 0x0C */ u16 dayTime; // "zelda_time"
/* 0x10 */ s32 nightFlag;
/* 0x14 */ s32 totalDays;
/* 0x18 */ s32 unk_18; // increments with totalDays, gets reset by goron for bgs and one other use
/* 0x1C */ SaveInfo info; // "information"
} Save; // size = 0x1354
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#define SAVE_PLAYER_DATA (*((SavePlayerData*)&gSaveContext.newf))
#define SAVE_INFO (*((SaveInfo*)&gSaveContext.newf))
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#define SLOT_SIZE (sizeof(SaveContext) + 0x28)
#define CHECKSUM_SIZE (sizeof(Save) / 2)
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#define DEATHS offsetof(SaveContext, deaths)
#define NAME offsetof(SaveContext, playerName)
#define N64DD offsetof(SaveContext, n64ddFlag)
#define HEALTH_CAP offsetof(SaveContext, healthCapacity)
#define QUEST offsetof(SaveContext, inventory.questItems)
#define DEFENSE offsetof(SaveContext, inventory.defenseHearts)
#define HEALTH offsetof(SaveContext, health)
2020-03-17 04:31:30 +00:00
File Select (z_file_choose) OK (#1012) * matching split * migrate progress * split done and rodata migrated * all data migrated to c * start init * progress * progress * progress * progress * progress * progress * copy done * progress * erase and settings done * progress * progress * progress * start keyboard * progress * progress * progress * progress * Minor progress * fix z_magic_dark issue * func_80806F34 decomp'd * verified equivalence * one fix * format * merge petries work * reorganizing * lots of reorganizing and wraning fixing * rename file * remove language enum * unwanted changes * some symbol replacement, organization, and some names * all symbols replaced, some organization * some more cleanup * continue docs * Match the remaining functions in file_choose * merge master * select mode documented, all functions in file_choose.c named * nameset functions named, some other cleaning * some more general cleanup * stub comments for cm, name a few things * fix data and sizeof * copy/erase functions and modes named * rename assets, format * change some struct members * fixes * review1 * fix maching error * extract VTX data * re add werror to ZAPD * review 2 * fix * remove file boundary padding * remove zeroes * review3 * change skybox stuff * changes to vs etc Co-authored-by: KrimtonZ <krimtonz@gmail.com> Co-authored-by: Thar0 <17233964+Thar0@users.noreply.github.com> Co-authored-by: mzxrules <mzxrules@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com> Co-authored-by: Louis <louist103@gmail.com>
2021-11-15 21:33:44 +00:00
#define SLOT_OFFSET(index) (SRAM_HEADER_SIZE + 0x10 + (index * SLOT_SIZE))
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u16 gSramSlotOffsets[] = {
SLOT_OFFSET(0),
SLOT_OFFSET(1),
SLOT_OFFSET(2),
// the latter three saves are backup saves for the former saves
SLOT_OFFSET(3),
SLOT_OFFSET(4),
SLOT_OFFSET(5),
};
2020-03-17 04:31:30 +00:00
static char sZeldaMagic[] = { '\0', '\0', '\0', '\x98', '\x09', '\x10', '\x21', 'Z', 'E', 'L', 'D', 'A' };
2020-03-17 04:31:30 +00:00
static SavePlayerData sNewSavePlayerData = {
{ '\0', '\0', '\0', '\0', '\0', '\0' }, // newf
0, // deaths
{ 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E }, // playerName
0, // n64ddFlag
0x30, // healthCapacity
File Select (z_file_choose) OK (#1012) * matching split * migrate progress * split done and rodata migrated * all data migrated to c * start init * progress * progress * progress * progress * progress * progress * copy done * progress * erase and settings done * progress * progress * progress * start keyboard * progress * progress * progress * progress * Minor progress * fix z_magic_dark issue * func_80806F34 decomp'd * verified equivalence * one fix * format * merge petries work * reorganizing * lots of reorganizing and wraning fixing * rename file * remove language enum * unwanted changes * some symbol replacement, organization, and some names * all symbols replaced, some organization * some more cleanup * continue docs * Match the remaining functions in file_choose * merge master * select mode documented, all functions in file_choose.c named * nameset functions named, some other cleaning * some more general cleanup * stub comments for cm, name a few things * fix data and sizeof * copy/erase functions and modes named * rename assets, format * change some struct members * fixes * review1 * fix maching error * extract VTX data * re add werror to ZAPD * review 2 * fix * remove file boundary padding * remove zeroes * review3 * change skybox stuff * changes to vs etc Co-authored-by: KrimtonZ <krimtonz@gmail.com> Co-authored-by: Thar0 <17233964+Thar0@users.noreply.github.com> Co-authored-by: mzxrules <mzxrules@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com> Co-authored-by: Louis <louist103@gmail.com>
2021-11-15 21:33:44 +00:00
0x30, // defense
0, // magicLevel
MAGIC_NORMAL_METER, // magic
0, // rupees
0, // swordHealth
0, // naviTimer
false, // isMagicAcquired
0, // unk_1F
false, // isDoubleMagicAcquired
false, // isDoubleDefenseAcquired
0, // bgsFlag
z_message_PAL, message_data_static and surrounding doc (#996) * Initial progress on z_message_PAL, very messy * Fix merge * Some more progress * Fix merge * More z_message_PAL * Small progress * More small progress * message_data_static files OK * Prepare z_message_tables * Matched another function, small updates * Attempt to use asm-processor static-symbols branch * Refactor text id declarations * Begin large text codes parser function * Fix merge * Refactor done * Build OK, add color and highscore names * Remove encoded text headers and automatically encode during build * Fix kanfont * Various cleanups * DISP macros * Another match aside data * Further progress * Small improvements * Deduplicate magic values for text control codes, small improvements * Tiny progress * Minor cleanups * Clean up z_message_PAL comment * Progress on large functions * Further progress on large functions * Changes to mkldscript to link .data in the .rodata section * data OK * Few improvements * Use gDPLoadTextureBlock macros where appropriate * rm z_message_tables, progress on large functions * 2 more matches * Improvements * Small progress * More progress on big function * progress * match func_80107980 * match Message_Update * match func_8010BED8 * done * Progress on remaining large functions * Small progress on largest function * Another match, extract text and move to assets, improve text build system * Small nonmatchings improvements * docs wip * Largest function maybe equivalent * Fix merge * Document do_action values, largest function is almost instruction-matching * Rename NAVI do_action to NONE, as that appears to be how that value is used in practice * Fix merge * one match * Last function is instruction-matching * Fix * Improvements thanks to engineer124 * Stack matched thanks to petrie911, now just a/v/low t regalloc issues, some cleanup * More variables labeled, use text state enum everywhere * More labels and names * Fix * Actor_IsTalking -> Actor_TalkRequested * Match func_8010C39C and remove unused asm * More docs * Mostly ocarina related docs * All msgModes named * Fix assetclean * Cleanup * Extraction fixes and headers * Suggestions * Review suggestions * Change text extraction again, only extract if the headers do not already exist * Fix * Use ast for charmap, fix assetclean for real this time * Review suggestions * BGM ids and ran formatter * Review comments * rename include_readonly to include_data_with_rodata * Remove leading 0s in number directives * Review suggestions for message_data_static * textbox pos enum comments, rename several enum names from Message to TextBox Co-authored-by: Thar0 <maximilianc64@gmail.com> Co-authored-by: Zelllll <56516451+Zelllll@users.noreply.github.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com>
2021-11-23 01:20:30 +00:00
0, // ocarinaGameRoundNum
{
{ ITEM_NONE, ITEM_NONE, ITEM_NONE, ITEM_NONE }, // buttonItems
{ SLOT_NONE, SLOT_NONE, SLOT_NONE }, // cButtonSlots
0, // equipment
}, // childEquips
{
{ ITEM_NONE, ITEM_NONE, ITEM_NONE, ITEM_NONE }, // buttonItems
{ SLOT_NONE, SLOT_NONE, SLOT_NONE }, // cButtonSlots
0, // equipment
}, // adultEquips
0, // unk_38
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // unk_3C
SCENE_LINKS_HOUSE, // savedSceneId
};
2020-03-17 04:31:30 +00:00
static ItemEquips sNewSaveEquips = {
{ ITEM_NONE, ITEM_NONE, ITEM_NONE, ITEM_NONE }, // buttonItems
{ SLOT_NONE, SLOT_NONE, SLOT_NONE }, // cButtonSlots
0x1100, // equipment
};
static Inventory sNewSaveInventory = {
// items
{
ITEM_NONE, // SLOT_DEKU_STICK
ITEM_NONE, // SLOT_DEKU_NUT
ITEM_NONE, // SLOT_BOMB
ITEM_NONE, // SLOT_BOW
ITEM_NONE, // SLOT_ARROW_FIRE
ITEM_NONE, // SLOT_DINS_FIRE
ITEM_NONE, // SLOT_SLINGSHOT
ITEM_NONE, // SLOT_OCARINA
ITEM_NONE, // SLOT_BOMBCHU
ITEM_NONE, // SLOT_HOOKSHOT
ITEM_NONE, // SLOT_ARROW_ICE
ITEM_NONE, // SLOT_FARORES_WIND
ITEM_NONE, // SLOT_BOOMERANG
ITEM_NONE, // SLOT_LENS_OF_TRUTH
ITEM_NONE, // SLOT_MAGIC_BEAN
ITEM_NONE, // SLOT_HAMMER
ITEM_NONE, // SLOT_ARROW_LIGHT
ITEM_NONE, // SLOT_NAYRUS_LOVE
ITEM_NONE, // SLOT_BOTTLE_1
ITEM_NONE, // SLOT_BOTTLE_2
ITEM_NONE, // SLOT_BOTTLE_3
ITEM_NONE, // SLOT_BOTTLE_4
ITEM_NONE, // SLOT_TRADE_ADULT
ITEM_NONE, // SLOT_TRADE_CHILD
},
// ammo
{
0, // SLOT_DEKU_STICK
0, // SLOT_DEKU_NUT
0, // SLOT_BOMB
0, // SLOT_BOW
0, // SLOT_ARROW_FIRE
0, // SLOT_DINS_FIRE
0, // SLOT_SLINGSHOT
0, // SLOT_OCARINA
0, // SLOT_BOMBCHU
0, // SLOT_HOOKSHOT
0, // SLOT_ARROW_ICE
0, // SLOT_FARORES_WIND
0, // SLOT_BOOMERANG
0, // SLOT_LENS_OF_TRUTH
0, // SLOT_MAGIC_BEAN
0, // SLOT_HAMMER
},
// equipment
(((1 << EQUIP_INV_TUNIC_KOKIRI) << (EQUIP_TYPE_TUNIC * 4)) |
((1 << EQUIP_INV_BOOTS_KOKIRI) << (EQUIP_TYPE_BOOTS * 4))),
0, // upgrades
0, // questItems
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // dungeonItems
{
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
}, // dungeonKeys
0, // defenseHearts
0, // gsTokens
};
static u16 sNewSaveChecksum = 0;
/**
* Initialize new save.
* This save has an empty inventory with 3 hearts and single magic.
*/
void Sram_InitNewSave(void) {
SaveContext* temp = &gSaveContext;
bzero(&SAVE_INFO, sizeof(SaveInfo));
gSaveContext.totalDays = 0;
gSaveContext.bgsDayCount = 0;
SAVE_PLAYER_DATA = sNewSavePlayerData;
gSaveContext.equips = sNewSaveEquips;
gSaveContext.inventory = sNewSaveInventory;
temp->checksum = sNewSaveChecksum;
gSaveContext.horseData.sceneId = SCENE_HYRULE_FIELD;
gSaveContext.horseData.pos.x = -1840;
gSaveContext.horseData.pos.y = 72;
gSaveContext.horseData.pos.z = 5497;
gSaveContext.horseData.angle = -0x6AD9;
gSaveContext.magicLevel = 0;
gSaveContext.infTable[INFTABLE_1DX_INDEX] = 1;
gSaveContext.sceneFlags[5].swch = 0x40000000;
}
static SavePlayerData sDebugSavePlayerData = {
{ 'Z', 'E', 'L', 'D', 'A', 'Z' }, // newf
0, // deaths
{ 0x15, 0x12, 0x17, 0x14, 0x3E, 0x3E, 0x3E, 0x3E }, // playerName ( "LINK" )
0, // n64ddFlag
0xE0, // healthCapacity
0xE0, // health
0, // magicLevel
MAGIC_NORMAL_METER, // magic
150, // rupees
8, // swordHealth
0, // naviTimer
true, // isMagicAcquired
0, // unk_1F
false, // isDoubleMagicAcquired
false, // isDoubleDefenseAcquired
0, // bgsFlag
z_message_PAL, message_data_static and surrounding doc (#996) * Initial progress on z_message_PAL, very messy * Fix merge * Some more progress * Fix merge * More z_message_PAL * Small progress * More small progress * message_data_static files OK * Prepare z_message_tables * Matched another function, small updates * Attempt to use asm-processor static-symbols branch * Refactor text id declarations * Begin large text codes parser function * Fix merge * Refactor done * Build OK, add color and highscore names * Remove encoded text headers and automatically encode during build * Fix kanfont * Various cleanups * DISP macros * Another match aside data * Further progress * Small improvements * Deduplicate magic values for text control codes, small improvements * Tiny progress * Minor cleanups * Clean up z_message_PAL comment * Progress on large functions * Further progress on large functions * Changes to mkldscript to link .data in the .rodata section * data OK * Few improvements * Use gDPLoadTextureBlock macros where appropriate * rm z_message_tables, progress on large functions * 2 more matches * Improvements * Small progress * More progress on big function * progress * match func_80107980 * match Message_Update * match func_8010BED8 * done * Progress on remaining large functions * Small progress on largest function * Another match, extract text and move to assets, improve text build system * Small nonmatchings improvements * docs wip * Largest function maybe equivalent * Fix merge * Document do_action values, largest function is almost instruction-matching * Rename NAVI do_action to NONE, as that appears to be how that value is used in practice * Fix merge * one match * Last function is instruction-matching * Fix * Improvements thanks to engineer124 * Stack matched thanks to petrie911, now just a/v/low t regalloc issues, some cleanup * More variables labeled, use text state enum everywhere * More labels and names * Fix * Actor_IsTalking -> Actor_TalkRequested * Match func_8010C39C and remove unused asm * More docs * Mostly ocarina related docs * All msgModes named * Fix assetclean * Cleanup * Extraction fixes and headers * Suggestions * Review suggestions * Change text extraction again, only extract if the headers do not already exist * Fix * Use ast for charmap, fix assetclean for real this time * Review suggestions * BGM ids and ran formatter * Review comments * rename include_readonly to include_data_with_rodata * Remove leading 0s in number directives * Review suggestions for message_data_static * textbox pos enum comments, rename several enum names from Message to TextBox Co-authored-by: Thar0 <maximilianc64@gmail.com> Co-authored-by: Zelllll <56516451+Zelllll@users.noreply.github.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com>
2021-11-23 01:20:30 +00:00
0, // ocarinaGameRoundNum
{
{ ITEM_NONE, ITEM_NONE, ITEM_NONE, ITEM_NONE }, // buttonItems
{ SLOT_NONE, SLOT_NONE, SLOT_NONE }, // cButtonSlots
0, // equipment
}, // childEquips
{
{ ITEM_NONE, ITEM_NONE, ITEM_NONE, ITEM_NONE }, // buttonItems
{ SLOT_NONE, SLOT_NONE, SLOT_NONE }, // cButtonSlots
0, // equipment
}, // adultEquips
0, // unk_38
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // unk_3C
SCENE_HYRULE_FIELD, // savedSceneId
};
static ItemEquips sDebugSaveEquips = {
{ ITEM_SWORD_MASTER, ITEM_BOW, ITEM_BOMB, ITEM_OCARINA_FAIRY }, // buttonItems
{ SLOT_BOW, SLOT_BOMB, SLOT_OCARINA }, // cButtonSlots
// equipment
(EQUIP_VALUE_SWORD_MASTER << (EQUIP_TYPE_SWORD * 4)) | (EQUIP_VALUE_SHIELD_HYLIAN << (EQUIP_TYPE_SHIELD * 4)) |
(EQUIP_VALUE_TUNIC_KOKIRI << (EQUIP_TYPE_TUNIC * 4)) | (EQUIP_VALUE_BOOTS_KOKIRI << (EQUIP_TYPE_BOOTS * 4)),
};
static Inventory sDebugSaveInventory = {
// items
{
ITEM_DEKU_STICK, // SLOT_DEKU_STICK
ITEM_DEKU_NUT, // SLOT_DEKU_NUT
ITEM_BOMB, // SLOT_BOMB
ITEM_BOW, // SLOT_BOW
ITEM_ARROW_FIRE, // SLOT_ARROW_FIRE
ITEM_DINS_FIRE, // SLOT_DINS_FIRE
ITEM_SLINGSHOT, // SLOT_SLINGSHOT
ITEM_OCARINA_FAIRY, // SLOT_OCARINA
ITEM_BOMBCHU, // SLOT_BOMBCHU
ITEM_HOOKSHOT, // SLOT_HOOKSHOT
ITEM_ARROW_ICE, // SLOT_ARROW_ICE
ITEM_FARORES_WIND, // SLOT_FARORES_WIND
ITEM_BOOMERANG, // SLOT_BOOMERANG
ITEM_LENS_OF_TRUTH, // SLOT_LENS_OF_TRUTH
ITEM_MAGIC_BEAN, // SLOT_MAGIC_BEAN
ITEM_HAMMER, // SLOT_HAMMER
ITEM_ARROW_LIGHT, // SLOT_ARROW_LIGHT
ITEM_NAYRUS_LOVE, // SLOT_NAYRUS_LOVE
ITEM_BOTTLE_EMPTY, // SLOT_BOTTLE_1
ITEM_BOTTLE_POTION_RED, // SLOT_BOTTLE_2
ITEM_BOTTLE_POTION_GREEN, // SLOT_BOTTLE_3
ITEM_BOTTLE_POTION_BLUE, // SLOT_BOTTLE_4
ITEM_POCKET_EGG, // SLOT_TRADE_ADULT
ITEM_WEIRD_EGG, // SLOT_TRADE_CHILD
},
// ammo
{
50, // SLOT_DEKU_STICK
50, // SLOT_DEKU_NUT
10, // SLOT_BOMB
30, // SLOT_BOW
1, // SLOT_ARROW_FIRE
1, // SLOT_DINS_FIRE
30, // SLOT_SLINGSHOT
1, // SLOT_OCARINA
50, // SLOT_BOMBCHU
1, // SLOT_HOOKSHOT
1, // SLOT_ARROW_ICE
1, // SLOT_FARORES_WIND
1, // SLOT_BOOMERANG
1, // SLOT_LENS_OF_TRUTH
1, // SLOT_MAGIC_BEAN
1 // SLOT_HAMMER
},
// equipment
((((1 << EQUIP_INV_SWORD_KOKIRI) << (EQUIP_TYPE_SWORD * 4)) |
((1 << EQUIP_INV_SWORD_MASTER) << (EQUIP_TYPE_SWORD * 4)) |
((1 << EQUIP_INV_SWORD_BGS) << (EQUIP_TYPE_SWORD * 4))) |
(((1 << EQUIP_INV_SHIELD_DEKU) << (EQUIP_TYPE_SHIELD * 4)) |
((1 << EQUIP_INV_SHIELD_HYLIAN) << (EQUIP_TYPE_SHIELD * 4)) |
((1 << EQUIP_INV_SHIELD_MIRROR) << (EQUIP_TYPE_SHIELD * 4))) |
(((1 << EQUIP_INV_TUNIC_KOKIRI) << (EQUIP_TYPE_TUNIC * 4)) |
((1 << EQUIP_INV_TUNIC_GORON) << (EQUIP_TYPE_TUNIC * 4)) |
((1 << EQUIP_INV_TUNIC_ZORA) << (EQUIP_TYPE_TUNIC * 4))) |
(((1 << EQUIP_INV_BOOTS_KOKIRI) << (EQUIP_TYPE_BOOTS * 4)) |
((1 << EQUIP_INV_BOOTS_IRON) << (EQUIP_TYPE_BOOTS * 4)) |
((1 << EQUIP_INV_BOOTS_HOVER) << (EQUIP_TYPE_BOOTS * 4)))),
0x125249, // upgrades
0x1E3FFFF, // questItems
{ 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // dungeonItems
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8 }, // dungeonKeys
0, // defenseHearts
0, // gsTokens
};
static u16 sDebugSaveChecksum = 0;
/**
* Initialize debug save. This is also used on the Title Screen
* This save has a mostly full inventory with 10 hearts and single magic.
*
* Some noteable flags that are set:
* Showed Mido sword/shield, met Deku Tree, Deku Tree mouth opened,
* used blue warp in Gohmas room, Zelda fled castle, light arrow cutscene watched,
* and set water level in Water Temple to lowest level.
*/
void Sram_InitDebugSave(void) {
SaveContext* temp = &gSaveContext;
bzero(&SAVE_INFO, sizeof(SaveInfo));
gSaveContext.totalDays = 0;
gSaveContext.bgsDayCount = 0;
SAVE_PLAYER_DATA = sDebugSavePlayerData;
gSaveContext.equips = sDebugSaveEquips;
gSaveContext.inventory = sDebugSaveInventory;
temp->checksum = sDebugSaveChecksum;
gSaveContext.horseData.sceneId = SCENE_HYRULE_FIELD;
gSaveContext.horseData.pos.x = -1840;
gSaveContext.horseData.pos.y = 72;
gSaveContext.horseData.pos.z = 5497;
gSaveContext.horseData.angle = -0x6AD9;
gSaveContext.infTable[0] |= 0x5009;
gSaveContext.eventChkInf[0] |= 0x123F;
SET_EVENTCHKINF(EVENTCHKINF_80);
SET_EVENTCHKINF(EVENTCHKINF_C4);
if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI;
Inventory_ChangeEquipment(EQUIP_TYPE_SWORD, EQUIP_VALUE_SWORD_KOKIRI);
if (gSaveContext.fileNum == 0xFF) {
gSaveContext.equips.buttonItems[1] = ITEM_SLINGSHOT;
gSaveContext.equips.cButtonSlots[0] = SLOT_SLINGSHOT;
Inventory_ChangeEquipment(EQUIP_TYPE_SHIELD, EQUIP_VALUE_SHIELD_DEKU);
}
}
gSaveContext.entranceIndex = ENTR_HYRULE_FIELD_0;
gSaveContext.magicLevel = 0;
gSaveContext.sceneFlags[5].swch = 0x40000000;
}
static s16 sDungeonEntrances[] = {
ENTR_DEKU_TREE_0, // SCENE_DEKU_TREE
ENTR_DODONGOS_CAVERN_0, // SCENE_DODONGOS_CAVERN
ENTR_JABU_JABU_0, // SCENE_JABU_JABU
ENTR_FOREST_TEMPLE_0, // SCENE_FOREST_TEMPLE
ENTR_FIRE_TEMPLE_0, // SCENE_FIRE_TEMPLE
ENTR_WATER_TEMPLE_0, // SCENE_WATER_TEMPLE
ENTR_SPIRIT_TEMPLE_0, // SCENE_SPIRIT_TEMPLE
ENTR_SHADOW_TEMPLE_0, // SCENE_SHADOW_TEMPLE
ENTR_BOTTOM_OF_THE_WELL_0, // SCENE_BOTTOM_OF_THE_WELL
ENTR_ICE_CAVERN_0, // SCENE_ICE_CAVERN
ENTR_GANONS_TOWER_0, // SCENE_GANONS_TOWER
ENTR_GERUDO_TRAINING_GROUND_0, // SCENE_GERUDO_TRAINING_GROUND
ENTR_THIEVES_HIDEOUT_0, // SCENE_THIEVES_HIDEOUT
ENTR_INSIDE_GANONS_CASTLE_0, // SCENE_INSIDE_GANONS_CASTLE
ENTR_GANONS_TOWER_COLLAPSE_INTERIOR_0, // SCENE_GANONS_TOWER_COLLAPSE_INTERIOR
ENTR_INSIDE_GANONS_CASTLE_COLLAPSE_0, // SCENE_INSIDE_GANONS_CASTLE_COLLAPSE
};
/**
* Copy save currently on the buffer to Save Context and complete various tasks to open the save.
* This includes:
* - Set proper entrance depending on where the game was saved
* - If health is less than 3 hearts, give 3 hearts
* - If either scarecrow song is set, copy them from save context to the proper location
* - Handle a case where the player saved and quit after zelda cutscene but didnt get the song
* - Give and equip master sword if player is adult and doesn't have master sword
* - Revert any trade items that spoil
*/
void Sram_OpenSave(SramContext* sramCtx) {
u16 i;
u16 j;
u8* ptr;
osSyncPrintf("個人File作成\n"); // "Create personal file"
i = gSramSlotOffsets[gSaveContext.fileNum];
osSyncPrintf("ぽいんと=%x(%d)\n", i, gSaveContext.fileNum); // "Point="
MemCpy(&gSaveContext, sramCtx->readBuff + i, sizeof(Save));
osSyncPrintf(VT_FGCOL(YELLOW));
osSyncPrintf("SCENE_DATA_ID = %d SceneNo = %d\n", gSaveContext.savedSceneId,
((void)0, gSaveContext.entranceIndex));
switch (gSaveContext.savedSceneId) {
case SCENE_DEKU_TREE:
case SCENE_DODONGOS_CAVERN:
case SCENE_JABU_JABU:
case SCENE_FOREST_TEMPLE:
case SCENE_FIRE_TEMPLE:
case SCENE_WATER_TEMPLE:
case SCENE_SPIRIT_TEMPLE:
case SCENE_SHADOW_TEMPLE:
case SCENE_BOTTOM_OF_THE_WELL:
case SCENE_ICE_CAVERN:
case SCENE_GANONS_TOWER:
case SCENE_GERUDO_TRAINING_GROUND:
case SCENE_THIEVES_HIDEOUT:
case SCENE_INSIDE_GANONS_CASTLE:
gSaveContext.entranceIndex = sDungeonEntrances[gSaveContext.savedSceneId];
break;
case SCENE_DEKU_TREE_BOSS:
gSaveContext.entranceIndex = ENTR_DEKU_TREE_0;
break;
case SCENE_DODONGOS_CAVERN_BOSS:
gSaveContext.entranceIndex = ENTR_DODONGOS_CAVERN_0;
break;
case SCENE_JABU_JABU_BOSS:
gSaveContext.entranceIndex = ENTR_JABU_JABU_0;
break;
case SCENE_FOREST_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_FOREST_TEMPLE_0;
break;
case SCENE_FIRE_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_FIRE_TEMPLE_0;
break;
case SCENE_WATER_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_WATER_TEMPLE_0;
break;
case SCENE_SPIRIT_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_SPIRIT_TEMPLE_0;
break;
case SCENE_SHADOW_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_SHADOW_TEMPLE_0;
break;
case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
case SCENE_GANONDORF_BOSS:
case SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR:
case SCENE_GANON_BOSS:
gSaveContext.entranceIndex = ENTR_GANONS_TOWER_0;
break;
default:
if (gSaveContext.savedSceneId != SCENE_LINKS_HOUSE) {
gSaveContext.entranceIndex =
(LINK_AGE_IN_YEARS == YEARS_CHILD) ? ENTR_LINKS_HOUSE_0 : ENTR_TEMPLE_OF_TIME_7;
} else {
gSaveContext.entranceIndex = ENTR_LINKS_HOUSE_0;
}
break;
}
osSyncPrintf("scene_no = %d\n", gSaveContext.entranceIndex);
osSyncPrintf(VT_RST);
if (gSaveContext.health < 0x30) {
gSaveContext.health = 0x30;
}
if (gSaveContext.scarecrowLongSongSet) {
osSyncPrintf(VT_FGCOL(BLUE));
osSyncPrintf("\n====================================================================\n");
MemCpy(gScarecrowLongSongPtr, gSaveContext.scarecrowLongSong, sizeof(gSaveContext.scarecrowLongSong));
ptr = (u8*)gScarecrowLongSongPtr;
for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowLongSong); i++, ptr++) {
osSyncPrintf("%d, ", *ptr);
}
osSyncPrintf("\n====================================================================\n");
osSyncPrintf(VT_RST);
}
if (gSaveContext.scarecrowSpawnSongSet) {
osSyncPrintf(VT_FGCOL(GREEN));
osSyncPrintf("\n====================================================================\n");
MemCpy(gScarecrowSpawnSongPtr, gSaveContext.scarecrowSpawnSong, sizeof(gSaveContext.scarecrowSpawnSong));
ptr = gScarecrowSpawnSongPtr;
File Select (z_file_choose) OK (#1012) * matching split * migrate progress * split done and rodata migrated * all data migrated to c * start init * progress * progress * progress * progress * progress * progress * copy done * progress * erase and settings done * progress * progress * progress * start keyboard * progress * progress * progress * progress * Minor progress * fix z_magic_dark issue * func_80806F34 decomp'd * verified equivalence * one fix * format * merge petries work * reorganizing * lots of reorganizing and wraning fixing * rename file * remove language enum * unwanted changes * some symbol replacement, organization, and some names * all symbols replaced, some organization * some more cleanup * continue docs * Match the remaining functions in file_choose * merge master * select mode documented, all functions in file_choose.c named * nameset functions named, some other cleaning * some more general cleanup * stub comments for cm, name a few things * fix data and sizeof * copy/erase functions and modes named * rename assets, format * change some struct members * fixes * review1 * fix maching error * extract VTX data * re add werror to ZAPD * review 2 * fix * remove file boundary padding * remove zeroes * review3 * change skybox stuff * changes to vs etc Co-authored-by: KrimtonZ <krimtonz@gmail.com> Co-authored-by: Thar0 <17233964+Thar0@users.noreply.github.com> Co-authored-by: mzxrules <mzxrules@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com> Co-authored-by: Louis <louist103@gmail.com>
2021-11-15 21:33:44 +00:00
for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowSpawnSong); i++, ptr++) {
osSyncPrintf("%d, ", *ptr);
}
osSyncPrintf("\n====================================================================\n");
osSyncPrintf(VT_RST);
}
// if zelda cutscene has been watched but lullaby was not obtained, restore cutscene and take away letter
if (GET_EVENTCHKINF(EVENTCHKINF_40) && !CHECK_QUEST_ITEM(QUEST_SONG_LULLABY)) {
i = gSaveContext.eventChkInf[EVENTCHKINF_40_INDEX] & ~EVENTCHKINF_40_MASK;
gSaveContext.eventChkInf[EVENTCHKINF_40_INDEX] = i;
INV_CONTENT(ITEM_ZELDAS_LETTER) = ITEM_CHICKEN;
for (j = 1; j < 4; j++) {
if (gSaveContext.equips.buttonItems[j] == ITEM_ZELDAS_LETTER) {
gSaveContext.equips.buttonItems[j] = ITEM_CHICKEN;
}
}
}
if (LINK_AGE_IN_YEARS == YEARS_ADULT && !CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_MASTER)) {
gSaveContext.inventory.equipment |= OWNED_EQUIP_FLAG(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_MASTER);
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
gSaveContext.equips.equipment &= ~(0xF << (EQUIP_TYPE_SWORD * 4));
gSaveContext.equips.equipment |= EQUIP_VALUE_SWORD_MASTER << (EQUIP_TYPE_SWORD * 4);
}
for (i = 0; i < ARRAY_COUNT(gSpoilingItems); i++) {
if (INV_CONTENT(ITEM_TRADE_ADULT) == gSpoilingItems[i]) {
INV_CONTENT(gSpoilingItemReverts[i]) = gSpoilingItemReverts[i];
for (j = 1; j < 4; j++) {
if (gSaveContext.equips.buttonItems[j] == gSpoilingItems[i]) {
gSaveContext.equips.buttonItems[j] = gSpoilingItemReverts[i];
}
}
}
}
gSaveContext.magicLevel = 0;
}
/**
* Write the contents of the Save Context to a main and backup slot in SRAM.
* Note: The whole Save Context is written even though only the `save` substruct is read back later
*/
void Sram_WriteSave(SramContext* sramCtx) {
u16 offset;
u16 checksum;
u16 j;
u16* ptr;
gSaveContext.checksum = 0;
ptr = (u16*)&gSaveContext;
checksum = 0;
j = 0;
for (offset = 0; offset < CHECKSUM_SIZE; offset++) {
Fix/cleanup/rephrase miscellaneous stuff (#983) * Add parens around params usage in VEC_SET macro * Remove unnecessary space character in a xml * Use defines instead of magic values in head/tail magic comments * Use `OS_USEC_TO_CYCLES` to make a time look better in `Graph_TaskSet00` * `0x25800` -> `sizeof(u16[SCREEN_HEIGHT][SCREEN_WIDTH])` * `0x803DA800` -> `0x80400000 - frame buffer size` * Use `OS_VI_` defines instead of hex * Add empty line after some variable declarations * Remove unused `extern CutsceneData` in `z_bg_dy_yoseizo.c` * `Matrix_MtxFToYXZRotS` does not use `MTXMODE_` * Use `MTXMODE_` more * Remove `ASCII_TO_U32`, use `'IS64'` * Add explicit `!= NULL` in some ternaries * Use `INV_CONTENT`, `AMMO` macros more * Use `PLAYER_AP_` enum more to compare to `Player#heldItemActionParam` * Get rid of lowercase hex (outside libultra) * `gWindMill*` -> `gWindmill*` * Format and small fix enums in `z_boss_mo.h` * Use `CHECK_BTN_ANY` more * Fix xz/xy mistake in comment in tektite * Rephrase comments mentioning "the devs" in a more neutral way * Clean-up some objectively useless parens * Fix some negative values written as u16 instead of s16 in ichains * `SKJ_ACTON_` -> `SKJ_ACTION_` * Run formatter * Fix unk_ offset of `TransformUpdateIndex#unk_10` -> `unk_0E` * Remove comments using in-game text * Remove `U` suffix from integer literals * Revert "Remove `ASCII_TO_U32`, use `'IS64'`" This reverts commit c801337dde9fe5e8b7a7ecf85ad3629bf5b87aaf. * Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)` * Add empty line after decl x2 * Revert "Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)`" This reverts commit d80bdb32da449edc74e02b8ab3f5a2c532e74bdb. * Make `CUR_UPG_VALUE(UPG_STRENGTH)` compare to integers (eventually needs its own enum) * Only use `PLAYER_SHIELD_` enum with `Player#currentShield` * Only use `PLAYER_TUNIC_` enum with `Player#currentTunic`
2021-10-03 03:17:09 +00:00
if (++j == 0x20) {
j = 0;
}
checksum += *ptr++;
}
gSaveContext.checksum = checksum;
ptr = (u16*)&gSaveContext;
checksum = 0;
for (offset = 0; offset < CHECKSUM_SIZE; offset++) {
Fix/cleanup/rephrase miscellaneous stuff (#983) * Add parens around params usage in VEC_SET macro * Remove unnecessary space character in a xml * Use defines instead of magic values in head/tail magic comments * Use `OS_USEC_TO_CYCLES` to make a time look better in `Graph_TaskSet00` * `0x25800` -> `sizeof(u16[SCREEN_HEIGHT][SCREEN_WIDTH])` * `0x803DA800` -> `0x80400000 - frame buffer size` * Use `OS_VI_` defines instead of hex * Add empty line after some variable declarations * Remove unused `extern CutsceneData` in `z_bg_dy_yoseizo.c` * `Matrix_MtxFToYXZRotS` does not use `MTXMODE_` * Use `MTXMODE_` more * Remove `ASCII_TO_U32`, use `'IS64'` * Add explicit `!= NULL` in some ternaries * Use `INV_CONTENT`, `AMMO` macros more * Use `PLAYER_AP_` enum more to compare to `Player#heldItemActionParam` * Get rid of lowercase hex (outside libultra) * `gWindMill*` -> `gWindmill*` * Format and small fix enums in `z_boss_mo.h` * Use `CHECK_BTN_ANY` more * Fix xz/xy mistake in comment in tektite * Rephrase comments mentioning "the devs" in a more neutral way * Clean-up some objectively useless parens * Fix some negative values written as u16 instead of s16 in ichains * `SKJ_ACTON_` -> `SKJ_ACTION_` * Run formatter * Fix unk_ offset of `TransformUpdateIndex#unk_10` -> `unk_0E` * Remove comments using in-game text * Remove `U` suffix from integer literals * Revert "Remove `ASCII_TO_U32`, use `'IS64'`" This reverts commit c801337dde9fe5e8b7a7ecf85ad3629bf5b87aaf. * Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)` * Add empty line after decl x2 * Revert "Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)`" This reverts commit d80bdb32da449edc74e02b8ab3f5a2c532e74bdb. * Make `CUR_UPG_VALUE(UPG_STRENGTH)` compare to integers (eventually needs its own enum) * Only use `PLAYER_SHIELD_` enum with `Player#currentShield` * Only use `PLAYER_TUNIC_` enum with `Player#currentTunic`
2021-10-03 03:17:09 +00:00
if (++j == 0x20) {
j = 0;
}
checksum += *ptr++;
}
offset = gSramSlotOffsets[gSaveContext.fileNum];
SsSram_ReadWrite(OS_K1_TO_PHYSICAL(0xA8000000) + offset, &gSaveContext, SLOT_SIZE, OS_WRITE);
ptr = (u16*)&gSaveContext;
checksum = 0;
for (offset = 0; offset < CHECKSUM_SIZE; offset++) {
Fix/cleanup/rephrase miscellaneous stuff (#983) * Add parens around params usage in VEC_SET macro * Remove unnecessary space character in a xml * Use defines instead of magic values in head/tail magic comments * Use `OS_USEC_TO_CYCLES` to make a time look better in `Graph_TaskSet00` * `0x25800` -> `sizeof(u16[SCREEN_HEIGHT][SCREEN_WIDTH])` * `0x803DA800` -> `0x80400000 - frame buffer size` * Use `OS_VI_` defines instead of hex * Add empty line after some variable declarations * Remove unused `extern CutsceneData` in `z_bg_dy_yoseizo.c` * `Matrix_MtxFToYXZRotS` does not use `MTXMODE_` * Use `MTXMODE_` more * Remove `ASCII_TO_U32`, use `'IS64'` * Add explicit `!= NULL` in some ternaries * Use `INV_CONTENT`, `AMMO` macros more * Use `PLAYER_AP_` enum more to compare to `Player#heldItemActionParam` * Get rid of lowercase hex (outside libultra) * `gWindMill*` -> `gWindmill*` * Format and small fix enums in `z_boss_mo.h` * Use `CHECK_BTN_ANY` more * Fix xz/xy mistake in comment in tektite * Rephrase comments mentioning "the devs" in a more neutral way * Clean-up some objectively useless parens * Fix some negative values written as u16 instead of s16 in ichains * `SKJ_ACTON_` -> `SKJ_ACTION_` * Run formatter * Fix unk_ offset of `TransformUpdateIndex#unk_10` -> `unk_0E` * Remove comments using in-game text * Remove `U` suffix from integer literals * Revert "Remove `ASCII_TO_U32`, use `'IS64'`" This reverts commit c801337dde9fe5e8b7a7ecf85ad3629bf5b87aaf. * Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)` * Add empty line after decl x2 * Revert "Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)`" This reverts commit d80bdb32da449edc74e02b8ab3f5a2c532e74bdb. * Make `CUR_UPG_VALUE(UPG_STRENGTH)` compare to integers (eventually needs its own enum) * Only use `PLAYER_SHIELD_` enum with `Player#currentShield` * Only use `PLAYER_TUNIC_` enum with `Player#currentTunic`
2021-10-03 03:17:09 +00:00
if (++j == 0x20) {
j = 0;
}
checksum += *ptr++;
}
offset = gSramSlotOffsets[gSaveContext.fileNum + 3];
SsSram_ReadWrite(OS_K1_TO_PHYSICAL(0xA8000000) + offset, &gSaveContext, SLOT_SIZE, OS_WRITE);
}
/**
* For all 3 slots, verify that the checksum is correct. If corrupted, attempt to load a backup save.
* If backup is also corrupted, default to a new save (or debug save for slot 0 on debug rom).
*
* After verifying all 3 saves, pass relevant data to File Select to be displayed.
*/
void Sram_VerifyAndLoadAllSaves(FileSelectState* fileSelect, SramContext* sramCtx) {
u16 i;
u16 newChecksum;
u16 slotNum;
u16 offset;
u16 j;
u16 oldChecksum;
u16* ptr;
u16 dayTime;
osSyncPrintf(" START─LOAD\n");
bzero(sramCtx->readBuff, SRAM_SIZE);
SsSram_ReadWrite(OS_K1_TO_PHYSICAL(0xA8000000), sramCtx->readBuff, SRAM_SIZE, OS_READ);
dayTime = ((void)0, gSaveContext.dayTime);
for (slotNum = 0; slotNum < 3; slotNum++) {
offset = gSramSlotOffsets[slotNum];
osSyncPrintf("ぽいんと=%x(%d) SAVE_MAX=%d\n", offset, gSaveContext.fileNum, sizeof(Save));
MemCpy(&gSaveContext, sramCtx->readBuff + offset, sizeof(Save));
oldChecksum = gSaveContext.checksum;
gSaveContext.checksum = 0;
ptr = (u16*)&gSaveContext;
osSyncPrintf("\n %d \n", slotNum);
for (i = newChecksum = j = 0; i < CHECKSUM_SIZE; i++, offset += 2) {
newChecksum += *ptr++;
}
// "SAVE checksum calculation"
osSyncPrintf("\nSAVEチェックサム計算 j=%x mmm=%x ", newChecksum, oldChecksum);
if (newChecksum != oldChecksum) {
// checksum didnt match, try backup save
osSyncPrintf(" %x(%d)\n", gSramSlotOffsets[slotNum], slotNum);
offset = gSramSlotOffsets[slotNum + 3];
MemCpy(&gSaveContext, sramCtx->readBuff + offset, sizeof(Save));
oldChecksum = gSaveContext.checksum;
gSaveContext.checksum = 0;
ptr = (u16*)&gSaveContext;
osSyncPrintf("================= BACK─UP ========================\n");
for (i = newChecksum = j = 0; i < CHECKSUM_SIZE; i++, offset += 2) {
newChecksum += *ptr++;
}
// "(B) SAVE checksum calculation"
osSyncPrintf("\n(B)SAVEチェックサム計算 j=%x mmm=%x ", newChecksum, oldChecksum);
if (newChecksum != oldChecksum) {
// backup save didnt work, make new save
osSyncPrintf(" %x(%d+3)\n", gSramSlotOffsets[slotNum + 3], slotNum);
bzero(&gSaveContext.entranceIndex, sizeof(s32));
bzero(&gSaveContext.linkAge, sizeof(s32));
bzero(&gSaveContext.cutsceneIndex, sizeof(s32));
// note that gSaveContext.dayTime is not actually the sizeof(s32)
bzero(&gSaveContext.dayTime, sizeof(s32));
bzero(&gSaveContext.nightFlag, sizeof(s32));
bzero(&gSaveContext.totalDays, sizeof(s32));
bzero(&gSaveContext.bgsDayCount, sizeof(s32));
if (!slotNum) {
Sram_InitDebugSave();
gSaveContext.newf[0] = 'Z';
gSaveContext.newf[1] = 'E';
gSaveContext.newf[2] = 'L';
gSaveContext.newf[3] = 'D';
gSaveContext.newf[4] = 'A';
gSaveContext.newf[5] = 'Z';
osSyncPrintf("newf=%x,%x,%x,%x,%x,%x\n", gSaveContext.newf[0], gSaveContext.newf[1],
gSaveContext.newf[2], gSaveContext.newf[3], gSaveContext.newf[4],
gSaveContext.newf[5]);
} else {
Sram_InitNewSave();
}
ptr = (u16*)&gSaveContext;
osSyncPrintf("\n--------------------------------------------------------------\n");
for (i = newChecksum = j = 0; i < CHECKSUM_SIZE; i++) {
osSyncPrintf("%x ", *ptr);
if (++j == 0x20) {
osSyncPrintf("\n");
j = 0;
}
newChecksum += *ptr++;
}
gSaveContext.checksum = newChecksum;
osSyncPrintf("\nCheck_Sum=%x(%x)\n", gSaveContext.checksum, newChecksum);
i = gSramSlotOffsets[slotNum + 3];
SsSram_ReadWrite(OS_K1_TO_PHYSICAL(0xA8000000) + i, &gSaveContext, SLOT_SIZE, OS_WRITE);
osSyncPrintf("????#%x,%x,%x,%x,%x,%x\n", gSaveContext.newf[0], gSaveContext.newf[1],
gSaveContext.newf[2], gSaveContext.newf[3], gSaveContext.newf[4], gSaveContext.newf[5]);
osSyncPrintf("\nぽいんと=%x(%d+3) check_sum=%x(%x)\n", i, slotNum, gSaveContext.checksum,
newChecksum);
}
i = gSramSlotOffsets[slotNum];
SsSram_ReadWrite(OS_K1_TO_PHYSICAL(0xA8000000) + i, &gSaveContext, SLOT_SIZE, OS_WRITE);
osSyncPrintf("ぽいんと=%x(%d) check_sum=%x(%x)\n", i, slotNum, gSaveContext.checksum, newChecksum);
} else {
osSyncPrintf("\nSAVEデータ \n"); // "SAVE data OK! ! ! !"
}
}
bzero(sramCtx->readBuff, SRAM_SIZE);
SsSram_ReadWrite(OS_K1_TO_PHYSICAL(0xA8000000), sramCtx->readBuff, SRAM_SIZE, OS_READ);
gSaveContext.dayTime = dayTime;
osSyncPrintf("SAVECT=%x, NAME=%x, LIFE=%x, ITEM=%x, 64DD=%x, HEART=%x\n", DEATHS, NAME, HEALTH_CAP, QUEST, N64DD,
DEFENSE);
MemCpy(&fileSelect->deaths[0], sramCtx->readBuff + SLOT_OFFSET(0) + DEATHS, sizeof(fileSelect->deaths[0]));
MemCpy(&fileSelect->deaths[1], sramCtx->readBuff + SLOT_OFFSET(1) + DEATHS, sizeof(fileSelect->deaths[0]));
MemCpy(&fileSelect->deaths[2], sramCtx->readBuff + SLOT_OFFSET(2) + DEATHS, sizeof(fileSelect->deaths[0]));
MemCpy(&fileSelect->fileNames[0], sramCtx->readBuff + SLOT_OFFSET(0) + NAME, sizeof(fileSelect->fileNames[0]));
MemCpy(&fileSelect->fileNames[1], sramCtx->readBuff + SLOT_OFFSET(1) + NAME, sizeof(fileSelect->fileNames[0]));
MemCpy(&fileSelect->fileNames[2], sramCtx->readBuff + SLOT_OFFSET(2) + NAME, sizeof(fileSelect->fileNames[0]));
MemCpy(&fileSelect->healthCapacities[0], sramCtx->readBuff + SLOT_OFFSET(0) + HEALTH_CAP,
sizeof(fileSelect->healthCapacities[0]));
MemCpy(&fileSelect->healthCapacities[1], sramCtx->readBuff + SLOT_OFFSET(1) + HEALTH_CAP,
sizeof(fileSelect->healthCapacities[0]));
MemCpy(&fileSelect->healthCapacities[2], sramCtx->readBuff + SLOT_OFFSET(2) + HEALTH_CAP,
sizeof(fileSelect->healthCapacities[0]));
MemCpy(&fileSelect->questItems[0], sramCtx->readBuff + SLOT_OFFSET(0) + QUEST, sizeof(fileSelect->questItems[0]));
MemCpy(&fileSelect->questItems[1], sramCtx->readBuff + SLOT_OFFSET(1) + QUEST, sizeof(fileSelect->questItems[0]));
MemCpy(&fileSelect->questItems[2], sramCtx->readBuff + SLOT_OFFSET(2) + QUEST, sizeof(fileSelect->questItems[0]));
MemCpy(&fileSelect->n64ddFlags[0], sramCtx->readBuff + SLOT_OFFSET(0) + N64DD, sizeof(fileSelect->n64ddFlags[0]));
MemCpy(&fileSelect->n64ddFlags[1], sramCtx->readBuff + SLOT_OFFSET(1) + N64DD, sizeof(fileSelect->n64ddFlags[0]));
MemCpy(&fileSelect->n64ddFlags[2], sramCtx->readBuff + SLOT_OFFSET(2) + N64DD, sizeof(fileSelect->n64ddFlags[0]));
MemCpy(&fileSelect->defense[0], sramCtx->readBuff + SLOT_OFFSET(0) + DEFENSE, sizeof(fileSelect->defense[0]));
MemCpy(&fileSelect->defense[1], sramCtx->readBuff + SLOT_OFFSET(1) + DEFENSE, sizeof(fileSelect->defense[0]));
MemCpy(&fileSelect->defense[2], sramCtx->readBuff + SLOT_OFFSET(2) + DEFENSE, sizeof(fileSelect->defense[0]));
MemCpy(&fileSelect->health[0], sramCtx->readBuff + SLOT_OFFSET(0) + HEALTH, sizeof(fileSelect->health[0]));
MemCpy(&fileSelect->health[1], sramCtx->readBuff + SLOT_OFFSET(1) + HEALTH, sizeof(fileSelect->health[0]));
MemCpy(&fileSelect->health[2], sramCtx->readBuff + SLOT_OFFSET(2) + HEALTH, sizeof(fileSelect->health[0]));
osSyncPrintf("f_64dd=%d, %d, %d\n", fileSelect->n64ddFlags[0], fileSelect->n64ddFlags[1],
fileSelect->n64ddFlags[2]);
osSyncPrintf("heart_status=%d, %d, %d\n", fileSelect->defense[0], fileSelect->defense[1], fileSelect->defense[2]);
osSyncPrintf("now_life=%d, %d, %d\n", fileSelect->health[0], fileSelect->health[1], fileSelect->health[2]);
}
void Sram_InitSave(FileSelectState* fileSelect, SramContext* sramCtx) {
u16 offset;
u16 j;
u16* ptr;
u16 checksum;
if (fileSelect->buttonIndex != 0) {
Sram_InitNewSave();
} else {
Sram_InitDebugSave();
}
gSaveContext.entranceIndex = ENTR_LINKS_HOUSE_0;
gSaveContext.linkAge = LINK_AGE_CHILD;
gSaveContext.dayTime = CLOCK_TIME(10, 0);
gSaveContext.cutsceneIndex = 0xFFF1;
if (fileSelect->buttonIndex == 0) {
gSaveContext.cutsceneIndex = 0;
}
for (offset = 0; offset < 8; offset++) {
gSaveContext.playerName[offset] = fileSelect->fileNames[fileSelect->buttonIndex][offset];
}
gSaveContext.newf[0] = 'Z';
gSaveContext.newf[1] = 'E';
gSaveContext.newf[2] = 'L';
gSaveContext.newf[3] = 'D';
gSaveContext.newf[4] = 'A';
gSaveContext.newf[5] = 'Z';
gSaveContext.n64ddFlag = fileSelect->n64ddFlag;
osSyncPrintf("64DDフラグ=%d\n", fileSelect->n64ddFlag);
osSyncPrintf("newf=%x,%x,%x,%x,%x,%x\n", gSaveContext.newf[0], gSaveContext.newf[1], gSaveContext.newf[2],
gSaveContext.newf[3], gSaveContext.newf[4], gSaveContext.newf[5]);
osSyncPrintf("\n$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$\n");
ptr = (u16*)&gSaveContext;
j = 0;
checksum = 0;
for (offset = 0; offset < CHECKSUM_SIZE; offset++) {
osSyncPrintf("%x ", *ptr);
checksum += *ptr++;
Fix/cleanup/rephrase miscellaneous stuff (#983) * Add parens around params usage in VEC_SET macro * Remove unnecessary space character in a xml * Use defines instead of magic values in head/tail magic comments * Use `OS_USEC_TO_CYCLES` to make a time look better in `Graph_TaskSet00` * `0x25800` -> `sizeof(u16[SCREEN_HEIGHT][SCREEN_WIDTH])` * `0x803DA800` -> `0x80400000 - frame buffer size` * Use `OS_VI_` defines instead of hex * Add empty line after some variable declarations * Remove unused `extern CutsceneData` in `z_bg_dy_yoseizo.c` * `Matrix_MtxFToYXZRotS` does not use `MTXMODE_` * Use `MTXMODE_` more * Remove `ASCII_TO_U32`, use `'IS64'` * Add explicit `!= NULL` in some ternaries * Use `INV_CONTENT`, `AMMO` macros more * Use `PLAYER_AP_` enum more to compare to `Player#heldItemActionParam` * Get rid of lowercase hex (outside libultra) * `gWindMill*` -> `gWindmill*` * Format and small fix enums in `z_boss_mo.h` * Use `CHECK_BTN_ANY` more * Fix xz/xy mistake in comment in tektite * Rephrase comments mentioning "the devs" in a more neutral way * Clean-up some objectively useless parens * Fix some negative values written as u16 instead of s16 in ichains * `SKJ_ACTON_` -> `SKJ_ACTION_` * Run formatter * Fix unk_ offset of `TransformUpdateIndex#unk_10` -> `unk_0E` * Remove comments using in-game text * Remove `U` suffix from integer literals * Revert "Remove `ASCII_TO_U32`, use `'IS64'`" This reverts commit c801337dde9fe5e8b7a7ecf85ad3629bf5b87aaf. * Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)` * Add empty line after decl x2 * Revert "Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)`" This reverts commit d80bdb32da449edc74e02b8ab3f5a2c532e74bdb. * Make `CUR_UPG_VALUE(UPG_STRENGTH)` compare to integers (eventually needs its own enum) * Only use `PLAYER_SHIELD_` enum with `Player#currentShield` * Only use `PLAYER_TUNIC_` enum with `Player#currentTunic`
2021-10-03 03:17:09 +00:00
if (++j == 0x20) {
osSyncPrintf("\n");
j = 0;
}
}
gSaveContext.checksum = checksum;
osSyncPrintf("\nチェックサム=%x\n", gSaveContext.checksum); // "Checksum = %x"
offset = gSramSlotOffsets[gSaveContext.fileNum];
osSyncPrintf("I=%x no=%d\n", offset, gSaveContext.fileNum);
MemCpy(sramCtx->readBuff + offset, &gSaveContext, sizeof(Save));
offset = gSramSlotOffsets[gSaveContext.fileNum + 3];
osSyncPrintf("I=%x no=%d\n", offset, gSaveContext.fileNum + 3);
MemCpy(sramCtx->readBuff + offset, &gSaveContext, sizeof(Save));
SsSram_ReadWrite(OS_K1_TO_PHYSICAL(0xA8000000), sramCtx->readBuff, SRAM_SIZE, OS_WRITE);
osSyncPrintf("SAVE終了\n"); // "SAVE end"
osSyncPrintf("z_common_data.file_no = %d\n", gSaveContext.fileNum);
osSyncPrintf("SAVECT=%x, NAME=%x, LIFE=%x, ITEM=%x, SAVE_64DD=%x\n", DEATHS, NAME, HEALTH_CAP, QUEST, N64DD);
j = gSramSlotOffsets[gSaveContext.fileNum];
MemCpy(&fileSelect->deaths[gSaveContext.fileNum], sramCtx->readBuff + j + DEATHS, sizeof(fileSelect->deaths[0]));
MemCpy(&fileSelect->fileNames[gSaveContext.fileNum], sramCtx->readBuff + j + NAME,
sizeof(fileSelect->fileNames[0]));
MemCpy(&fileSelect->healthCapacities[gSaveContext.fileNum], sramCtx->readBuff + j + HEALTH_CAP,
sizeof(fileSelect->healthCapacities[0]));
MemCpy(&fileSelect->questItems[gSaveContext.fileNum], sramCtx->readBuff + j + QUEST,
sizeof(fileSelect->questItems[0]));
MemCpy(&fileSelect->n64ddFlags[gSaveContext.fileNum], sramCtx->readBuff + j + N64DD,
sizeof(fileSelect->n64ddFlags[0]));
MemCpy(&fileSelect->defense[gSaveContext.fileNum], sramCtx->readBuff + j + DEFENSE, sizeof(fileSelect->defense[0]));
MemCpy(&fileSelect->health[gSaveContext.fileNum], sramCtx->readBuff + j + HEALTH, sizeof(fileSelect->health[0]));
osSyncPrintf("f_64dd[%d]=%d\n", gSaveContext.fileNum, fileSelect->n64ddFlags[gSaveContext.fileNum]);
osSyncPrintf("heart_status[%d]=%d\n", gSaveContext.fileNum, fileSelect->defense[gSaveContext.fileNum]);
osSyncPrintf("now_life[%d]=%d\n", gSaveContext.fileNum, fileSelect->health[gSaveContext.fileNum]);
}
void Sram_EraseSave(FileSelectState* fileSelect, SramContext* sramCtx) {
s32 offset;
Sram_InitNewSave();
offset = gSramSlotOffsets[fileSelect->selectedFileIndex];
MemCpy(sramCtx->readBuff + offset, &gSaveContext, sizeof(Save));
SsSram_ReadWrite(OS_K1_TO_PHYSICAL(0xA8000000) + offset, &gSaveContext, SLOT_SIZE, OS_WRITE);
MemCpy(&fileSelect->n64ddFlags[fileSelect->selectedFileIndex], sramCtx->readBuff + offset + N64DD,
sizeof(fileSelect->n64ddFlags[0]));
offset = gSramSlotOffsets[fileSelect->selectedFileIndex + 3];
MemCpy(sramCtx->readBuff + offset, &gSaveContext, sizeof(Save));
SsSram_ReadWrite(OS_K1_TO_PHYSICAL(0xA8000000) + offset, &gSaveContext, SLOT_SIZE, OS_WRITE);
osSyncPrintf("CLEAR終了\n");
}
void Sram_CopySave(FileSelectState* fileSelect, SramContext* sramCtx) {
s32 offset;
osSyncPrintf("=%d(%x) =%d(%x)\n", fileSelect->selectedFileIndex,
gSramSlotOffsets[fileSelect->selectedFileIndex], fileSelect->copyDestFileIndex,
gSramSlotOffsets[fileSelect->copyDestFileIndex]);
offset = gSramSlotOffsets[fileSelect->selectedFileIndex];
MemCpy(&gSaveContext, sramCtx->readBuff + offset, sizeof(Save));
offset = gSramSlotOffsets[fileSelect->copyDestFileIndex];
MemCpy(sramCtx->readBuff + offset, &gSaveContext, sizeof(Save));
offset = gSramSlotOffsets[fileSelect->copyDestFileIndex + 3];
MemCpy(sramCtx->readBuff + offset, &gSaveContext, sizeof(Save));
SsSram_ReadWrite(OS_K1_TO_PHYSICAL(0xA8000000), sramCtx->readBuff, SRAM_SIZE, OS_WRITE);
offset = gSramSlotOffsets[fileSelect->copyDestFileIndex];
MemCpy(&fileSelect->deaths[fileSelect->copyDestFileIndex], sramCtx->readBuff + offset + DEATHS,
sizeof(fileSelect->deaths[0]));
MemCpy(&fileSelect->fileNames[fileSelect->copyDestFileIndex], sramCtx->readBuff + offset + NAME,
sizeof(fileSelect->fileNames[0]));
MemCpy(&fileSelect->healthCapacities[fileSelect->copyDestFileIndex], sramCtx->readBuff + offset + HEALTH_CAP,
sizeof(fileSelect->healthCapacities[0]));
MemCpy(&fileSelect->questItems[fileSelect->copyDestFileIndex], sramCtx->readBuff + offset + QUEST,
sizeof(fileSelect->questItems[0]));
MemCpy(&fileSelect->n64ddFlags[fileSelect->copyDestFileIndex], sramCtx->readBuff + offset + N64DD,
sizeof(fileSelect->n64ddFlags[0]));
MemCpy(&fileSelect->defense[fileSelect->copyDestFileIndex], sramCtx->readBuff + offset + DEFENSE,
sizeof(fileSelect->defense[0]));
MemCpy(&fileSelect->health[fileSelect->copyDestFileIndex], (sramCtx->readBuff + offset) + HEALTH,
sizeof(fileSelect->health[0]));
osSyncPrintf("f_64dd[%d]=%d\n", gSaveContext.fileNum, fileSelect->n64ddFlags[gSaveContext.fileNum]);
osSyncPrintf("heart_status[%d]=%d\n", gSaveContext.fileNum, fileSelect->defense[gSaveContext.fileNum]);
osSyncPrintf("COPY終了\n"); // "Copy end"
}
File Select (z_file_choose) OK (#1012) * matching split * migrate progress * split done and rodata migrated * all data migrated to c * start init * progress * progress * progress * progress * progress * progress * copy done * progress * erase and settings done * progress * progress * progress * start keyboard * progress * progress * progress * progress * Minor progress * fix z_magic_dark issue * func_80806F34 decomp'd * verified equivalence * one fix * format * merge petries work * reorganizing * lots of reorganizing and wraning fixing * rename file * remove language enum * unwanted changes * some symbol replacement, organization, and some names * all symbols replaced, some organization * some more cleanup * continue docs * Match the remaining functions in file_choose * merge master * select mode documented, all functions in file_choose.c named * nameset functions named, some other cleaning * some more general cleanup * stub comments for cm, name a few things * fix data and sizeof * copy/erase functions and modes named * rename assets, format * change some struct members * fixes * review1 * fix maching error * extract VTX data * re add werror to ZAPD * review 2 * fix * remove file boundary padding * remove zeroes * review3 * change skybox stuff * changes to vs etc Co-authored-by: KrimtonZ <krimtonz@gmail.com> Co-authored-by: Thar0 <17233964+Thar0@users.noreply.github.com> Co-authored-by: mzxrules <mzxrules@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com> Co-authored-by: Louis <louist103@gmail.com>
2021-11-15 21:33:44 +00:00
/**
* Write the first 16 bytes of the read buffer to the SRAM header
*/
void Sram_WriteSramHeader(SramContext* sramCtx) {
SsSram_ReadWrite(OS_K1_TO_PHYSICAL(0xA8000000), sramCtx->readBuff, SRAM_HEADER_SIZE, OS_WRITE);
}
void Sram_InitSram(GameState* gameState, SramContext* sramCtx) {
u16 i;
osSyncPrintf("sram_initialize( Game *game, Sram *sram )\n");
SsSram_ReadWrite(OS_K1_TO_PHYSICAL(0xA8000000), sramCtx->readBuff, SRAM_SIZE, OS_READ);
for (i = 0; i < ARRAY_COUNTU(sZeldaMagic) - 3; i++) {
File Select (z_file_choose) OK (#1012) * matching split * migrate progress * split done and rodata migrated * all data migrated to c * start init * progress * progress * progress * progress * progress * progress * copy done * progress * erase and settings done * progress * progress * progress * start keyboard * progress * progress * progress * progress * Minor progress * fix z_magic_dark issue * func_80806F34 decomp'd * verified equivalence * one fix * format * merge petries work * reorganizing * lots of reorganizing and wraning fixing * rename file * remove language enum * unwanted changes * some symbol replacement, organization, and some names * all symbols replaced, some organization * some more cleanup * continue docs * Match the remaining functions in file_choose * merge master * select mode documented, all functions in file_choose.c named * nameset functions named, some other cleaning * some more general cleanup * stub comments for cm, name a few things * fix data and sizeof * copy/erase functions and modes named * rename assets, format * change some struct members * fixes * review1 * fix maching error * extract VTX data * re add werror to ZAPD * review 2 * fix * remove file boundary padding * remove zeroes * review3 * change skybox stuff * changes to vs etc Co-authored-by: KrimtonZ <krimtonz@gmail.com> Co-authored-by: Thar0 <17233964+Thar0@users.noreply.github.com> Co-authored-by: mzxrules <mzxrules@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com> Co-authored-by: Louis <louist103@gmail.com>
2021-11-15 21:33:44 +00:00
if (sZeldaMagic[i + SRAM_HEADER_MAGIC] != sramCtx->readBuff[i + SRAM_HEADER_MAGIC]) {
osSyncPrintf("SRAM破壊!!!!!!\n"); // "SRAM destruction! ! ! ! ! !"
File Select (z_file_choose) OK (#1012) * matching split * migrate progress * split done and rodata migrated * all data migrated to c * start init * progress * progress * progress * progress * progress * progress * copy done * progress * erase and settings done * progress * progress * progress * start keyboard * progress * progress * progress * progress * Minor progress * fix z_magic_dark issue * func_80806F34 decomp'd * verified equivalence * one fix * format * merge petries work * reorganizing * lots of reorganizing and wraning fixing * rename file * remove language enum * unwanted changes * some symbol replacement, organization, and some names * all symbols replaced, some organization * some more cleanup * continue docs * Match the remaining functions in file_choose * merge master * select mode documented, all functions in file_choose.c named * nameset functions named, some other cleaning * some more general cleanup * stub comments for cm, name a few things * fix data and sizeof * copy/erase functions and modes named * rename assets, format * change some struct members * fixes * review1 * fix maching error * extract VTX data * re add werror to ZAPD * review 2 * fix * remove file boundary padding * remove zeroes * review3 * change skybox stuff * changes to vs etc Co-authored-by: KrimtonZ <krimtonz@gmail.com> Co-authored-by: Thar0 <17233964+Thar0@users.noreply.github.com> Co-authored-by: mzxrules <mzxrules@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com> Co-authored-by: Louis <louist103@gmail.com>
2021-11-15 21:33:44 +00:00
gSaveContext.language = sramCtx->readBuff[SRAM_HEADER_LANGUAGE];
MemCpy(sramCtx->readBuff, sZeldaMagic, sizeof(sZeldaMagic));
File Select (z_file_choose) OK (#1012) * matching split * migrate progress * split done and rodata migrated * all data migrated to c * start init * progress * progress * progress * progress * progress * progress * copy done * progress * erase and settings done * progress * progress * progress * start keyboard * progress * progress * progress * progress * Minor progress * fix z_magic_dark issue * func_80806F34 decomp'd * verified equivalence * one fix * format * merge petries work * reorganizing * lots of reorganizing and wraning fixing * rename file * remove language enum * unwanted changes * some symbol replacement, organization, and some names * all symbols replaced, some organization * some more cleanup * continue docs * Match the remaining functions in file_choose * merge master * select mode documented, all functions in file_choose.c named * nameset functions named, some other cleaning * some more general cleanup * stub comments for cm, name a few things * fix data and sizeof * copy/erase functions and modes named * rename assets, format * change some struct members * fixes * review1 * fix maching error * extract VTX data * re add werror to ZAPD * review 2 * fix * remove file boundary padding * remove zeroes * review3 * change skybox stuff * changes to vs etc Co-authored-by: KrimtonZ <krimtonz@gmail.com> Co-authored-by: Thar0 <17233964+Thar0@users.noreply.github.com> Co-authored-by: mzxrules <mzxrules@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com> Co-authored-by: Louis <louist103@gmail.com>
2021-11-15 21:33:44 +00:00
sramCtx->readBuff[SRAM_HEADER_LANGUAGE] = gSaveContext.language;
Sram_WriteSramHeader(sramCtx);
}
}
File Select (z_file_choose) OK (#1012) * matching split * migrate progress * split done and rodata migrated * all data migrated to c * start init * progress * progress * progress * progress * progress * progress * copy done * progress * erase and settings done * progress * progress * progress * start keyboard * progress * progress * progress * progress * Minor progress * fix z_magic_dark issue * func_80806F34 decomp'd * verified equivalence * one fix * format * merge petries work * reorganizing * lots of reorganizing and wraning fixing * rename file * remove language enum * unwanted changes * some symbol replacement, organization, and some names * all symbols replaced, some organization * some more cleanup * continue docs * Match the remaining functions in file_choose * merge master * select mode documented, all functions in file_choose.c named * nameset functions named, some other cleaning * some more general cleanup * stub comments for cm, name a few things * fix data and sizeof * copy/erase functions and modes named * rename assets, format * change some struct members * fixes * review1 * fix maching error * extract VTX data * re add werror to ZAPD * review 2 * fix * remove file boundary padding * remove zeroes * review3 * change skybox stuff * changes to vs etc Co-authored-by: KrimtonZ <krimtonz@gmail.com> Co-authored-by: Thar0 <17233964+Thar0@users.noreply.github.com> Co-authored-by: mzxrules <mzxrules@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com> Co-authored-by: Louis <louist103@gmail.com>
2021-11-15 21:33:44 +00:00
gSaveContext.audioSetting = sramCtx->readBuff[SRAM_HEADER_SOUND] & 3;
gSaveContext.zTargetSetting = sramCtx->readBuff[SRAM_HEADER_ZTARGET] & 1;
gSaveContext.language = sramCtx->readBuff[SRAM_HEADER_LANGUAGE];
z_message_PAL, message_data_static and surrounding doc (#996) * Initial progress on z_message_PAL, very messy * Fix merge * Some more progress * Fix merge * More z_message_PAL * Small progress * More small progress * message_data_static files OK * Prepare z_message_tables * Matched another function, small updates * Attempt to use asm-processor static-symbols branch * Refactor text id declarations * Begin large text codes parser function * Fix merge * Refactor done * Build OK, add color and highscore names * Remove encoded text headers and automatically encode during build * Fix kanfont * Various cleanups * DISP macros * Another match aside data * Further progress * Small improvements * Deduplicate magic values for text control codes, small improvements * Tiny progress * Minor cleanups * Clean up z_message_PAL comment * Progress on large functions * Further progress on large functions * Changes to mkldscript to link .data in the .rodata section * data OK * Few improvements * Use gDPLoadTextureBlock macros where appropriate * rm z_message_tables, progress on large functions * 2 more matches * Improvements * Small progress * More progress on big function * progress * match func_80107980 * match Message_Update * match func_8010BED8 * done * Progress on remaining large functions * Small progress on largest function * Another match, extract text and move to assets, improve text build system * Small nonmatchings improvements * docs wip * Largest function maybe equivalent * Fix merge * Document do_action values, largest function is almost instruction-matching * Rename NAVI do_action to NONE, as that appears to be how that value is used in practice * Fix merge * one match * Last function is instruction-matching * Fix * Improvements thanks to engineer124 * Stack matched thanks to petrie911, now just a/v/low t regalloc issues, some cleanup * More variables labeled, use text state enum everywhere * More labels and names * Fix * Actor_IsTalking -> Actor_TalkRequested * Match func_8010C39C and remove unused asm * More docs * Mostly ocarina related docs * All msgModes named * Fix assetclean * Cleanup * Extraction fixes and headers * Suggestions * Review suggestions * Change text extraction again, only extract if the headers do not already exist * Fix * Use ast for charmap, fix assetclean for real this time * Review suggestions * BGM ids and ran formatter * Review comments * rename include_readonly to include_data_with_rodata * Remove leading 0s in number directives * Review suggestions for message_data_static * textbox pos enum comments, rename several enum names from Message to TextBox Co-authored-by: Thar0 <maximilianc64@gmail.com> Co-authored-by: Zelllll <56516451+Zelllll@users.noreply.github.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com>
2021-11-23 01:20:30 +00:00
if (gSaveContext.language >= LANGUAGE_MAX) {
gSaveContext.language = LANGUAGE_ENG;
File Select (z_file_choose) OK (#1012) * matching split * migrate progress * split done and rodata migrated * all data migrated to c * start init * progress * progress * progress * progress * progress * progress * copy done * progress * erase and settings done * progress * progress * progress * start keyboard * progress * progress * progress * progress * Minor progress * fix z_magic_dark issue * func_80806F34 decomp'd * verified equivalence * one fix * format * merge petries work * reorganizing * lots of reorganizing and wraning fixing * rename file * remove language enum * unwanted changes * some symbol replacement, organization, and some names * all symbols replaced, some organization * some more cleanup * continue docs * Match the remaining functions in file_choose * merge master * select mode documented, all functions in file_choose.c named * nameset functions named, some other cleaning * some more general cleanup * stub comments for cm, name a few things * fix data and sizeof * copy/erase functions and modes named * rename assets, format * change some struct members * fixes * review1 * fix maching error * extract VTX data * re add werror to ZAPD * review 2 * fix * remove file boundary padding * remove zeroes * review3 * change skybox stuff * changes to vs etc Co-authored-by: KrimtonZ <krimtonz@gmail.com> Co-authored-by: Thar0 <17233964+Thar0@users.noreply.github.com> Co-authored-by: mzxrules <mzxrules@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com> Co-authored-by: Louis <louist103@gmail.com>
2021-11-15 21:33:44 +00:00
sramCtx->readBuff[SRAM_HEADER_LANGUAGE] = gSaveContext.language;
Sram_WriteSramHeader(sramCtx);
}
if (CHECK_BTN_ANY(gameState->input[2].cur.button, BTN_DRIGHT)) {
bzero(sramCtx->readBuff, SRAM_SIZE);
for (i = 0; i < CHECKSUM_SIZE; i++) {
sramCtx->readBuff[i] = i;
}
SsSram_ReadWrite(OS_K1_TO_PHYSICAL(0xA8000000), sramCtx->readBuff, SRAM_SIZE, OS_WRITE);
osSyncPrintf("SRAM破壊!!!!!!\n"); // "SRAM destruction! ! ! ! ! !"
}
// "GOOD! GOOD! Size = %d + %d = %d"
osSyncPrintf(" サイズ=%d + %d %d\n", sizeof(SaveInfo), 4, sizeof(SaveInfo) + 4);
osSyncPrintf(VT_FGCOL(BLUE));
osSyncPrintf("Na_SetSoundOutputMode = %d\n", gSaveContext.audioSetting);
osSyncPrintf("Na_SetSoundOutputMode = %d\n", gSaveContext.audioSetting);
osSyncPrintf("Na_SetSoundOutputMode = %d\n", gSaveContext.audioSetting);
osSyncPrintf(VT_RST);
func_800F6700(gSaveContext.audioSetting);
}
void Sram_Alloc(GameState* gameState, SramContext* sramCtx) {
sramCtx->readBuff = GameState_Alloc(gameState, SRAM_SIZE, "../z_sram.c", 1294);
ASSERT(sramCtx->readBuff != NULL, "sram->read_buff != NULL", "../z_sram.c", 1295);
}
void Sram_Init(PlayState* play, SramContext* sramCtx) {
}