decompile save_failed_screen.c
This commit is contained in:
332
src/save_failed_screen.c
Executable file
332
src/save_failed_screen.c
Executable file
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#include "global.h"
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#include "text.h"
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#include "main.h"
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#include "palette.h"
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#include "gpu_regs.h"
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#include "bg.h"
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#include "task.h"
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#include "window.h"
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#include "menu.h"
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#include "save.h"
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#include "gba/flash_internal.h"
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#define MSG_WIN_TOP 12
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#define CLOCK_WIN_TOP (MSG_WIN_TOP - 4)
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extern void AddTextPrinterParametrized2(u8 windowId, u8 fontId, u8 x, u8 y, u8 letterSpacing, u8 lineSpacing, struct TextColor *color, u8 speed, u8 *str);
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extern void (*gGameContinueCallback)(void);
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extern u32 gDamagedSaveSectors;
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extern u16 gUnknown_0203BCFC;
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extern const u8 gUnknown_085B0E04[];
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extern const u8 gUnknown_085B0A80[];
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extern const u8 gUnknown_085B0C0C[];
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extern const u8 gUnknown_085EFDE4[];
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extern const struct OamData gUnknown_085EFD80; // sClockOamData
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extern const u8 gUnknown_085EFDAC[8][3]; // sClockFrames
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extern const struct BgTemplate gUnknown_085EFD88[];
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extern const struct WindowTemplate gUnknown_085EFD94[];
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extern struct WindowTemplate gUnknown_085EFD9C;
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extern struct WindowTemplate gUnknown_085EFDA4;
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extern struct SaveSection gSaveDataBuffer;
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extern const u32 gUnknown_0850E87C[];
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extern const u16 gUnknown_085B0A00[];
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extern const u16 gUnknown_085EFDC4[];
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extern const u16 gUnknown_0850FEFC[];
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extern const u16 gUnknown_0860F074[];
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extern u8 gText_SaveFailedCheckingBackup[];
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extern u8 gText_BackupMemoryDamaged[];
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extern u8 gText_CheckCompleted[];
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extern u8 gText_SaveCompleteGameCannotContinue[];
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extern u8 gText_SaveCompletePressA[];
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extern u8 gText_GamePlayCannotBeContinued[];
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extern void sub_8179454(void);
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extern u8 gDecompressionBuffer[];
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struct Unk203BCFC
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{
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u16 unk0;
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u16 unk2;
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};
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extern struct Unk203BCFC gUnknown_0203BCFE;
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struct Unk203BD0E
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{
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u8 unk0;
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u8 unk1;
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};
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extern struct Unk203BD0E gUnknown_0203BD0E;
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void sub_8178FDC(void);
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void sub_8179288(void);
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void sub_8179390(void);
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void sub_81793E0(void);
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bool8 sub_81795AC(u32);
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void sub_8179428(void);
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bool8 sub_8179514(u16 sector);
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void sub_8178F44(u8 *text, u8 var1, u8 var2)
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{
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struct TextColor color;
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color.fgColor = 0;
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color.bgColor = 15;
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color.shadowColor = 3;
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AddTextPrinterParametrized2(gUnknown_0203BD0E.unk0, 1, var1 * 8, var2 * 8 + 1, 0, 0, &color, 0, text);
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}
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void DoSaveFailedScreen(u8 saveType)
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{
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SetMainCallback2(sub_8178FDC);
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gUnknown_0203BCFC = saveType;
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gUnknown_0203BCFE.unk0 = 0;
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gUnknown_0203BCFE.unk2 = 0;
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gUnknown_0203BD0E.unk0 = 0;
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gUnknown_0203BD0E.unk1 = 0;
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}
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void sub_8178FC8(void)
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{
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LoadOam();
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ProcessSpriteCopyRequests();
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TransferPlttBuffer();
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}
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void sub_8178FDC(void)
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{
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switch(gMain.state)
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{
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case 0:
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default:
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SetVBlankCallback(NULL);
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SetGpuReg(REG_OFFSET_DISPCNT, 0);
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SetGpuReg(REG_OFFSET_BG3CNT, 0);
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SetGpuReg(REG_OFFSET_BG2CNT, 0);
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SetGpuReg(REG_OFFSET_BG1CNT, 0);
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SetGpuReg(REG_OFFSET_BG0CNT, 0);
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SetGpuReg(REG_OFFSET_BG3HOFS, 0);
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SetGpuReg(REG_OFFSET_BG3VOFS, 0);
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SetGpuReg(REG_OFFSET_BG2HOFS, 0);
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SetGpuReg(REG_OFFSET_BG2VOFS, 0);
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SetGpuReg(REG_OFFSET_BG1HOFS, 0);
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SetGpuReg(REG_OFFSET_BG1VOFS, 0);
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SetGpuReg(REG_OFFSET_BG0HOFS, 0);
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SetGpuReg(REG_OFFSET_BG0VOFS, 0);
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// how come this doesnt use the Dma manager?
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DmaFill16(3, 0, VRAM, VRAM_SIZE);
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DmaFill32(3, 0, OAM, OAM_SIZE);
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DmaFill16(3, 0, PLTT, PLTT_SIZE);
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LZ77UnCompVram(gUnknown_085B0E04, (void *)VRAM);
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LZ77UnCompVram(gUnknown_085B0A80, (void *)(VRAM + 0x7000));
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LZ77UnCompVram(gUnknown_085B0C0C, (void *)(VRAM + 0x7800));
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LZ77UnCompVram(gUnknown_085EFDE4, (void *)(VRAM + 0x10020));
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ResetBgsAndClearDma3BusyFlags(0);
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InitBgsFromTemplates(0, gUnknown_085EFD88, 3);
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SetBgTilemapBuffer(0, (void *)&gDecompressionBuffer[0x2000]);
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CpuFill32(0, &gDecompressionBuffer[0x2000], 0x800);
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LoadBgTiles(0, gUnknown_0850E87C, 0x120, 0x214);
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InitWindows(gUnknown_085EFD94);
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// AddWindowWithoutTileMap returns a u16/integer, but the info is clobbered into a u8 here resulting in lost info. Bug?
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gUnknown_0203BD0E.unk0 = AddWindowWithoutTileMap(&gUnknown_085EFD9C);
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SetWindowAttribute(gUnknown_0203BD0E.unk0, 7, (u32)&gDecompressionBuffer[0x2800]);
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gUnknown_0203BD0E.unk1 = AddWindowWithoutTileMap(&gUnknown_085EFDA4);
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SetWindowAttribute(gUnknown_0203BD0E.unk1, 7, (u32)&gDecompressionBuffer[0x3D00]);
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DeactivateAllTextPrinters();
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ResetSpriteData();
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ResetTasks();
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ResetPaletteFade();
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LoadPalette(gUnknown_085B0A00, 0, 0x40);
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LoadPalette(gUnknown_085EFDC4, 0x100, 0x20);
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LoadPalette(gUnknown_0850FEFC, 0xE0, 0x20);
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LoadPalette(gUnknown_0860F074, 0xF0, 0x20);
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SetWindowBorderStyle(gUnknown_0203BD0E.unk0, FALSE, 0x214, 0xE);
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SetWindowBorderStyle(gUnknown_0203BD0E.unk1, FALSE, 0x214, 0xE);
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FillWindowPixelBuffer(gUnknown_0203BD0E.unk1, 0x11); // backwards?
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FillWindowPixelBuffer(gUnknown_0203BD0E.unk0, 0x11);
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CopyWindowToVram(gUnknown_0203BD0E.unk1, 2); // again?
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CopyWindowToVram(gUnknown_0203BD0E.unk0, 1);
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sub_8178F44(gText_SaveFailedCheckingBackup, 1, 0);
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 16, 0, 0);
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EnableInterrupts(1);
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SetVBlankCallback(sub_8178FC8);
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SetGpuReg(0, 0x1040);
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ShowBg(0);
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ShowBg(2);
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ShowBg(3);
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gMain.state++;
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break;
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case 1:
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if(!UpdatePaletteFade())
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{
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SetMainCallback2(sub_8179288);
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SetVBlankCallback(sub_8179454);
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}
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break;
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}
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}
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void sub_8179288(void)
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{
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u8 wipeTries = 0;
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gUnknown_0203BCFE.unk0 = TRUE;
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while (gDamagedSaveSectors != 0 && wipeTries < 3)
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{
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if (sub_81795AC(gDamagedSaveSectors) != FALSE)
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{
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FillWindowPixelBuffer(gUnknown_0203BD0E.unk0, 0x11);
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sub_8178F44(gText_BackupMemoryDamaged, 1, 0);
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SetMainCallback2(sub_8179390);
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return;
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}
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FillWindowPixelBuffer(gUnknown_0203BD0E.unk0, 0x11);
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sub_8178F44(gText_CheckCompleted, 1, 0);
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HandleSavingData(gUnknown_0203BCFC);
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if(gDamagedSaveSectors != 0)
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{
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FillWindowPixelBuffer(gUnknown_0203BD0E.unk0, 0x11);
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sub_8178F44(gText_SaveFailedCheckingBackup, 1, 0);
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}
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wipeTries++;
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}
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if(wipeTries == 3)
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{
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FillWindowPixelBuffer(gUnknown_0203BD0E.unk0, 0x11);
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sub_8178F44(gText_BackupMemoryDamaged, 1, 0);
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}
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else
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{
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FillWindowPixelBuffer(gUnknown_0203BD0E.unk0, 0x11);
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if(gGameContinueCallback == NULL)
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sub_8178F44(gText_SaveCompleteGameCannotContinue, 1, 0);
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else
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sub_8178F44(gText_SaveCompletePressA, 1, 0);
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}
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SetMainCallback2(sub_81793E0);
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}
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void sub_8179390(void)
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{
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gUnknown_0203BCFE.unk0 = FALSE;
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if(gMain.newKeys & A_BUTTON)
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{
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FillWindowPixelBuffer(gUnknown_0203BD0E.unk0, 0x11);
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sub_8178F44(gText_GamePlayCannotBeContinued, 1, 0);
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SetVBlankCallback(sub_8178FC8);
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SetMainCallback2(sub_81793E0);
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}
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}
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void sub_81793E0(void)
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{
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gUnknown_0203BCFE.unk0 = FALSE;
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if(gMain.newKeys & A_BUTTON)
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{
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 0, 16, 0);
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SetVBlankCallback(sub_8178FC8);
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SetMainCallback2(sub_8179428);
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}
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}
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void sub_8179428(void)
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{
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if(!UpdatePaletteFade())
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{
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if(gGameContinueCallback == NULL) // no callback exists, so do a soft reset.
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{
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DoSoftReset();
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}
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else
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{
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SetMainCallback2((MainCallback)gGameContinueCallback);
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gGameContinueCallback = NULL;
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}
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}
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}
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void sub_8179454(void)
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{
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unsigned int n = (gMain.vblankCounter2 >> 3) & 7;
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gMain.oamBuffer[0] = gUnknown_085EFD80;
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gMain.oamBuffer[0].x = 112;
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gMain.oamBuffer[0].y = (CLOCK_WIN_TOP + 1) * 8;;
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if(gUnknown_0203BCFE.unk0 != FALSE)
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{
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gMain.oamBuffer[0].tileNum = gUnknown_085EFDAC[n][0];
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gMain.oamBuffer[0].matrixNum = (gUnknown_085EFDAC[n][2] << 4) | (gUnknown_085EFDAC[n][1] << 3);
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}
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else
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{
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gMain.oamBuffer[0].tileNum = 1;
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}
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CpuFastCopy(gMain.oamBuffer, (void *)OAM, 4);
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if(gUnknown_0203BCFE.unk2)
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gUnknown_0203BCFE.unk2--;
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}
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bool8 sub_8179514(u16 sector)
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{
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u32 *ptr = (u32 *)&gSaveDataBuffer;
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u16 i;
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ReadFlash(sector, 0, (u8 *)ptr, 4096);
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for (i = 0; i < 0x400; i++, ptr++)
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if (*ptr)
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return TRUE;
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return FALSE;
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}
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bool8 sub_8179554(u16 sector)
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{
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u16 i, j;
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bool8 failed = TRUE;
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for (i = 0; failed && i < 130; i++)
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{
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for (j = 0; j < 0x1000; j++)
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ProgramFlashByte(sector, j, 0);
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failed = sub_8179514(sector);
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}
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return failed;
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}
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bool8 sub_81795AC(u32 sectorBits)
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{
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u16 i;
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for (i = 0; i < 0x20; i++)
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if ((sectorBits & (1 << i)) && !sub_8179554(i))
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sectorBits &= ~(1 << i);
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if (sectorBits == 0)
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return FALSE;
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else
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return TRUE;
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}
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