move save rodata to source and use saveblock chunk macros

This commit is contained in:
ProjectRevoTPP
2018-01-31 15:26:57 -05:00
parent ef3df1d40c
commit 78bd2b0849
4 changed files with 59 additions and 22 deletions

View File

@@ -4,13 +4,67 @@
#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
* Sectors 30 - 31: e-Reader battle tower data, maybe? (note: depreciated in Emerald US)
*
* 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