clear item, save and load save files

This commit is contained in:
DizzyEggg
2018-04-29 14:21:59 +02:00
parent 25c669e36b
commit fd40e93cb5
43 changed files with 239 additions and 253 deletions

View File

@@ -4,17 +4,15 @@
#include "constants/game_stat.h"
#include "task.h"
#include "decompress.h"
#include "load_save.h"
#include "overworld.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 u32 gUnknown_0203CF5C;
// Divide save blocks into individual chunks to be written to flash sectors
@@ -24,13 +22,13 @@ extern bool8 gSoftResetDisabled;
/*
* Sector Layout:
*
*
* Sectors 0 - 13: Save Slot 1
* Sectors 14 - 27: Save Slot 2
* Sectors 28 - 29: Hall of Fame
* Sector 30: e-Reader/Mystery Gift Stuff (note: e-Reader is deprecated in Emerald US)
* Sector 31: Recorded Battle
*
*
* There are two save slots for saving the player's game data. We alternate between
* them each time the game is saved, so that if the current save slot is corrupt,
* we can load the previous one. We also rotate the sectors in each save slot
@@ -41,7 +39,7 @@ extern bool8 gSoftResetDisabled;
// (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.
// addresses should not be done in the offsets information.
#define SAVEBLOCK_CHUNK(structure, chunkNum) \
{ \
chunkNum * SECTOR_DATA_SIZE, \
@@ -69,8 +67,10 @@ const struct SaveSectionOffsets gSaveSectionOffsets[] =
};
extern void DoSaveFailedScreen(u8); // save_failed_screen
extern void LoadSerializedGame(void); // load_save
extern bool32 ProgramFlashSectorAndVerify(u8 sector, u8 *data);
extern void save_serialize_map(void);
extern void sub_800ADF8(void);
extern bool8 sub_800A520(void);
// iwram common
u16 gLastWrittenSector;
@@ -656,11 +656,6 @@ void UpdateSaveAddresses(void)
}
}
extern u32 GetGameStat(u8 index); // rom4
extern void IncrementGameStat(u8 index); // rom4
extern void SaveSerializedGame(void); // load_save
extern u32 gUnknown_0203CF5C;
u8 HandleSavingData(u8 saveType)
{
u8 i;
@@ -836,7 +831,7 @@ u16 sub_815355C(void)
struct SaveSection* savSection;
savSection = gFastSaveSection = &gSaveDataBuffer;
if (gFlashMemoryPresent != 1)
if (gFlashMemoryPresent != TRUE)
return 0;
UpdateSaveAddresses();
GetSaveValidStatus(gRamSaveSectionLocations);
@@ -897,12 +892,6 @@ u32 sub_8153634(u8 sector, u8* src)
return 1;
}
extern void save_serialize_map(void);
extern void sub_8076D5C(void);
extern void sav2_gender2_inplace_and_xFE(void);
extern void sub_800ADF8(void);
extern bool8 sub_800A520(void);
void sub_8153688(u8 taskId)
{
s16* taskData = gTasks[taskId].data;