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|
TryLoadSaveFile:
call ClearScreen
call LoadFontTilePatterns
call LoadTextBoxTilePatterns
call LoadMainData
jr c, .badsum
call LoadCurrentBoxData
jr c, .badsum
call LoadPartyAndDexData
jr c, .badsum
ld a, $2 ; good checksum
jr .done
.badsum
ld hl, wStatusFlags5
push hl
set BIT_NO_TEXT_DELAY, [hl]
ld hl, FileDataDestroyedText
call PrintText
ld c, 100
call DelayFrames
pop hl
res BIT_NO_TEXT_DELAY, [hl]
ld a, $1 ; bad checksum
.done
ld [wSaveFileStatus], a
ret
FileDataDestroyedText:
text_far _FileDataDestroyedText
text_end
LoadMainData:
call EnableSRAM
ld a, BANK("Save Data")
ld [rRAMB], a
; This vc_hook does not have to be in any particular location.
; It is defined here because it refers to the same labels as the two lines below.
vc_hook Unknown_save_limit
ld hl, sGameData
ld bc, sGameDataEnd - sGameData
call CalcCheckSum
ld c, a
ld a, [sMainDataCheckSum]
cp c
jp z, .checkSumMatched
; If the computed checksum didn't match the saved on, try again.
ld hl, sGameData
ld bc, sGameDataEnd - sGameData
call CalcCheckSum
ld c, a
ld a, [sMainDataCheckSum]
cp c
jp nz, CheckSumFailed
.checkSumMatched
ld hl, sPlayerName
ld de, wPlayerName
ld bc, NAME_LENGTH
call CopyData
ld hl, sMainData
ld de, wMainDataStart
ld bc, wMainDataEnd - wMainDataStart
call CopyData
ld hl, wCurMapTileset
set BIT_NO_PREVIOUS_MAP, [hl]
ld hl, sSpriteData
ld de, wSpriteDataStart
ld bc, wSpriteDataEnd - wSpriteDataStart
call CopyData
ld a, [sTileAnimations]
ldh [hTileAnimations], a
; this part is redundant, LoadCurrentBoxData is always called next
ld hl, sCurBoxData
ld de, wBoxDataStart
ld bc, wBoxDataEnd - wBoxDataStart
call CopyData
and a
jp GoodCheckSum
LoadCurrentBoxData:
call EnableSRAM
ld a, BANK("Save Data")
ld [rRAMB], a
ld hl, sGameData
ld bc, sGameDataEnd - sGameData
call CalcCheckSum
ld c, a
ld a, [sMainDataCheckSum]
cp c
jr nz, CheckSumFailed
ld hl, sCurBoxData
ld de, wBoxDataStart
ld bc, wBoxDataEnd - wBoxDataStart
call CopyData
and a
jp GoodCheckSum
LoadPartyAndDexData:
call EnableSRAM
ld a, BANK("Save Data")
ld [rRAMB], a
ld hl, sGameData
ld bc, sGameDataEnd - sGameData
call CalcCheckSum
ld c, a
ld a, [sMainDataCheckSum]
cp c
jp nz, CheckSumFailed
ld hl, sPartyData
ld de, wPartyDataStart
ld bc, wPartyDataEnd - wPartyDataStart
call CopyData
ld hl, sMainData
ld de, wPokedexOwned
ld bc, wPokedexSeenEnd - wPokedexOwned
call CopyData
and a
jp GoodCheckSum
CheckSumFailed:
scf
; fallthrough
GoodCheckSum:
call DisableSRAM
ret
TryLoadSaveFileIgnoreChecksum: ; unreferenced
; don't update wSaveFileStatus upon success or failure
; don't display warning in case of failed checksum
call LoadMainData
call LoadCurrentBoxData
jp LoadPartyAndDexData
SaveMenu:
farcall PrintSaveScreenText
ld c, 10
call DelayFrames
ld hl, WouldYouLikeToSaveText
call SaveTheGame_YesOrNo
and a ;|0 = Yes|1 = No|
ret nz
ld c, 10
call DelayFrames
ld a, [wSaveFileStatus]
cp $1
jr z, .save
call CheckPreviousSaveFile
jr z, .save
ld hl, OlderFileWillBeErasedText
call SaveTheGame_YesOrNo
and a
ret nz
.save
call SaveGameData
ld hl, SavingText
call PrintText
ld c, 128
call DelayFrames
ld hl, GameSavedText
call PrintText
ld c, 10
call DelayFrames
ld a, SFX_SAVE
call PlaySoundWaitForCurrent
call WaitForSoundToFinish
ld c, 30
call DelayFrames
ret
SaveTheGame_YesOrNo:
call PrintText
hlcoord 0, 7
lb bc, 8, 1
ld a, TWO_OPTION_MENU
ld [wTextBoxID], a
call DisplayTextBoxID
ld a, [wCurrentMenuItem]
ret
WouldYouLikeToSaveText:
text_far _WouldYouLikeToSaveText
text_end
SavingText:
text_far _SavingText
text_end
GameSavedText:
text_far _GameSavedText
text_end
OlderFileWillBeErasedText:
text_far _OlderFileWillBeErasedText
text_end
SaveMainData:
call EnableSRAM
ld a, BANK("Save Data")
ld [rRAMB], a
ld hl, wPlayerName
ld de, sPlayerName
ld bc, NAME_LENGTH
call CopyData
ld hl, wMainDataStart
ld de, sMainData
ld bc, wMainDataEnd - wMainDataStart
call CopyData
ld hl, wSpriteDataStart
ld de, sSpriteData
ld bc, wSpriteDataEnd - wSpriteDataStart
call CopyData
; this part is redundant, SaveCurrentBoxData is always called next
ld hl, wBoxDataStart
ld de, sCurBoxData
ld bc, wBoxDataEnd - wBoxDataStart
call CopyData
ldh a, [hTileAnimations]
ld [sTileAnimations], a
ld hl, sGameData
ld bc, sGameDataEnd - sGameData
call CalcCheckSum
ld [sMainDataCheckSum], a
call DisableSRAM
ret
SaveCurrentBoxData:
call EnableSRAM
ld a, BANK("Save Data")
ld [rRAMB], a
ld hl, wBoxDataStart
ld de, sCurBoxData
ld bc, wBoxDataEnd - wBoxDataStart
call CopyData
ld hl, sGameData
ld bc, sGameDataEnd - sGameData
call CalcCheckSum
ld [sMainDataCheckSum], a
call DisableSRAM
ret
SavePartyAndDexData:
call EnableSRAM
ld a, BANK("Save Data")
ld [rRAMB], a
ld hl, wPartyDataStart
ld de, sPartyData
ld bc, wPartyDataEnd - wPartyDataStart
call CopyData
ld hl, wPokedexOwned ; pokédex only
ld de, sMainData
ld bc, wPokedexSeenEnd - wPokedexOwned
call CopyData
ld hl, wPikachuHappiness
ld de, sMainData + (wPikachuHappiness - wMainDataStart)
ld a, [hli]
ld [de], a
inc de
ld a, [hl]
ld [de], a
ld hl, sGameData
ld bc, sGameDataEnd - sGameData
call CalcCheckSum
ld [sMainDataCheckSum], a
call DisableSRAM
ret
SaveGameData::
ld a, $2
ld [wSaveFileStatus], a
call SaveMainData
call SaveCurrentBoxData
jp SavePartyAndDexData
CalcCheckSum:
;Check Sum (result[1 byte] is complemented)
ld d, 0
.loop
ld a, [hli]
add d
ld d, a
dec bc
ld a, b
or c
jr nz, .loop
ld a, d
cpl
ret
CalcIndividualBoxCheckSums:
ld hl, sBox1 ; sBox7
ld de, sBank2IndividualBoxChecksums ; sBank3IndividualBoxChecksums
ld b, NUM_BOXES / 2
.loop
push bc
push de
ld bc, wBoxDataEnd - wBoxDataStart
call CalcCheckSum
pop de
ld [de], a
inc de
pop bc
dec b
jr nz, .loop
ret
GetBoxSRAMLocation:
; in: a = box num
; out: b = box SRAM bank, hl = pointer to start of box
ld hl, BoxSRAMPointerTable
ld a, [wCurrentBoxNum]
and BOX_NUM_MASK
cp NUM_BOXES / 2
ld b, 2
jr c, .next
inc b
sub NUM_BOXES / 2
.next
ld e, a
ld d, 0
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ret
BoxSRAMPointerTable:
dw sBox1 ; sBox7
dw sBox2 ; sBox8
dw sBox3 ; sBox9
dw sBox4 ; sBox10
dw sBox5 ; sBox11
dw sBox6 ; sBox12
ChangeBox::
ld hl, WhenYouChangeBoxText
call PrintText
call YesNoChoice
ld a, [wCurrentMenuItem]
and a
ret nz ; return if No was chosen
ld hl, wCurrentBoxNum
bit BIT_HAS_CHANGED_BOXES, [hl] ; is it the first time player is changing the box?
call z, EmptyAllSRAMBoxes ; if so, empty all boxes in SRAM
call DisplayChangeBoxMenu
call UpdateSprites
ld hl, hUILayoutFlags
set BIT_DOUBLE_SPACED_MENU, [hl]
call HandleMenuInput
ld hl, hUILayoutFlags
res BIT_DOUBLE_SPACED_MENU, [hl]
bit B_PAD_B, a
ret nz
ld a, SFX_SAVE
call PlaySoundWaitForCurrent
call WaitForSoundToFinish
call GetBoxSRAMLocation
ld e, l
ld d, h
ld hl, wBoxDataStart
call CopyBoxToOrFromSRAM ; copy old box from WRAM to SRAM
ld a, [wCurrentMenuItem]
set BIT_HAS_CHANGED_BOXES, a
ld [wCurrentBoxNum], a
call GetBoxSRAMLocation
ld de, wBoxDataStart
call CopyBoxToOrFromSRAM ; copy new box from SRAM to WRAM
ld hl, wCurMapTextPtr
ld de, wChangeBoxSavedMapTextPointer
ld a, [hli]
ld [de], a
inc de
ld a, [hl]
ld [de], a
call RestoreMapTextPointer
call SaveGameData
ld hl, wChangeBoxSavedMapTextPointer
call SetMapTextPointer
ret
WhenYouChangeBoxText:
text_far _WhenYouChangeBoxText
text_end
CopyBoxToOrFromSRAM:
; copy an entire box from hl to de with b as the SRAM bank
push hl
call EnableSRAM
ld a, b
ld [rRAMB], a
ld bc, wBoxDataEnd - wBoxDataStart
call CopyData
pop hl
; mark the source box as an empty box
xor a
ld [hli], a
dec a
ld [hl], a
ld hl, sBox1 ; sBox7
ld bc, sBank2AllBoxesChecksum - sBox1
call CalcCheckSum
ld [sBank2AllBoxesChecksum], a ; sBank3AllBoxesChecksum
call CalcIndividualBoxCheckSums
call DisableSRAM
ret
DisplayChangeBoxMenu:
xor a
ldh [hAutoBGTransferEnabled], a
ld a, PAD_A | PAD_B
ld [wMenuWatchedKeys], a
ld a, 11
ld [wMaxMenuItem], a
ld a, 1
ld [wTopMenuItemY], a
ld a, 12
ld [wTopMenuItemX], a
xor a
ld [wMenuWatchMovingOutOfBounds], a
ld a, [wCurrentBoxNum]
and BOX_NUM_MASK
ld [wCurrentMenuItem], a
ld [wLastMenuItem], a
hlcoord 0, 0
lb bc, 2, 9
call TextBoxBorder
ld hl, ChooseABoxText
call PrintText
hlcoord 11, 0
lb bc, 12, 7
call TextBoxBorder
ld hl, hUILayoutFlags
set BIT_SINGLE_SPACED_LINES, [hl]
ld de, BoxNames
hlcoord 13, 1
call PlaceString
ld hl, hUILayoutFlags
res BIT_SINGLE_SPACED_LINES, [hl]
ld a, [wCurrentBoxNum]
and BOX_NUM_MASK
cp 9
jr c, .singleDigitBoxNum
sub 9
hlcoord 8, 2
ld [hl], '1'
add '0'
jr .next
.singleDigitBoxNum
add '1'
.next
ldcoord_a 9, 2
hlcoord 1, 2
ld de, BoxNoText
call PlaceString
call GetMonCountsForAllBoxes
hlcoord 18, 1
ld de, wBoxMonCounts
ld bc, SCREEN_WIDTH
ld a, NUM_BOXES
.loop
push af
ld a, [de]
and a ; is the box empty?
jr z, .skipPlacingPokeball
ld [hl], $78 ; place pokeball tile next to box name if box not empty
.skipPlacingPokeball
add hl, bc
inc de
pop af
dec a
jr nz, .loop
ld a, 1
ldh [hAutoBGTransferEnabled], a
ret
ChooseABoxText:
text_far _ChooseABoxText
text_end
BoxNames:
db "BOX 1"
next "BOX 2"
next "BOX 3"
next "BOX 4"
next "BOX 5"
next "BOX 6"
next "BOX 7"
next "BOX 8"
next "BOX 9"
next "BOX10"
next "BOX11"
next "BOX12@"
BoxNoText:
db "BOX No.@"
EmptyAllSRAMBoxes:
; marks all boxes in SRAM as empty (initialisation for the first time the
; player changes the box)
call EnableSRAM
ld a, BANK("Saved Boxes 1")
ld [rRAMB], a
call EmptySRAMBoxesInBank
ld a, BANK("Saved Boxes 2")
ld [rRAMB], a
call EmptySRAMBoxesInBank
call DisableSRAM
ret
EmptySRAMBoxesInBank:
; marks every box in the current SRAM bank as empty
ld hl, sBox1 ; sBox7
call EmptySRAMBox
ld hl, sBox2 ; sBox8
call EmptySRAMBox
ld hl, sBox3 ; sBox9
call EmptySRAMBox
ld hl, sBox4 ; sBox10
call EmptySRAMBox
ld hl, sBox5 ; sBox11
call EmptySRAMBox
ld hl, sBox6 ; sBox12
call EmptySRAMBox
ld hl, sBox1 ; sBox7
ld bc, sBank2AllBoxesChecksum - sBox1
call CalcCheckSum
ld [sBank2AllBoxesChecksum], a ; sBank3AllBoxesChecksum
call CalcIndividualBoxCheckSums
ret
EmptySRAMBox:
xor a
ld [hli], a
dec a
ld [hl], a
ret
GetMonCountsForAllBoxes:
ld hl, wBoxMonCounts
push hl
call EnableSRAM
ld a, BANK("Saved Boxes 1")
ld [rRAMB], a
call GetMonCountsForBoxesInBank
ld a, BANK("Saved Boxes 2")
ld [rRAMB], a
call GetMonCountsForBoxesInBank
call DisableSRAM
pop hl
; copy the count for the current box from WRAM
ld a, [wCurrentBoxNum]
and BOX_NUM_MASK
ld c, a
ld b, 0
add hl, bc
ld a, [wBoxCount]
ld [hl], a
ret
GetMonCountsForBoxesInBank:
ld a, [sBox1] ; sBox7
ld [hli], a
ld a, [sBox2] ; sBox8
ld [hli], a
ld a, [sBox3] ; sBox9
ld [hli], a
ld a, [sBox4] ; sBox10
ld [hli], a
ld a, [sBox5] ; sBox11
ld [hli], a
ld a, [sBox6] ; sBox12
ld [hli], a
ret
; check if we're trying to save over a different playthrough
; return result in zero flag
; z set: a valid save file was found, and saved PlayerID is different from wPlayerID
CheckPreviousSaveFile:
call EnableSRAM
ld a, BANK("Save Data")
ld [rRAMB], a
ld a, [sPlayerName]
and a
jr z, .next
ld hl, sGameData
ld bc, sGameDataEnd - sGameData
call CalcCheckSum
ld c, a
ld a, [sMainDataCheckSum]
cp c
jr nz, .next ; return z set if save data is corrupted
ld hl, sMainData + (wPlayerID - wMainDataStart) ; player ID
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [wPlayerID]
cp l
jr nz, .next
ld a, [wPlayerID + 1]
cp h
.next
ld a, BMODE_SIMPLE
ld [rBMODE], a
ASSERT RAMG_SRAM_DISABLE == BMODE_SIMPLE
ld [rRAMG], a
ret
SaveHallOfFameTeams:
ld a, [wNumHoFTeams]
dec a
cp HOF_TEAM_CAPACITY
jr nc, .shiftHOFTeams
ld hl, sHallOfFame
ld bc, HOF_TEAM
call AddNTimes
ld e, l
ld d, h
ld hl, wHallOfFame
ld bc, HOF_TEAM
jr HallOfFame_Copy
.shiftHOFTeams
; if the space designated for HOF teams is full, then shift all HOF teams to the next slot, making space for the new HOF team
; this deletes the last HOF team though
ld hl, sHallOfFame + HOF_TEAM
ld de, sHallOfFame
ld bc, HOF_TEAM * (HOF_TEAM_CAPACITY - 1)
call HallOfFame_Copy
ld hl, wHallOfFame
ld de, sHallOfFame + HOF_TEAM * (HOF_TEAM_CAPACITY - 1)
ld bc, HOF_TEAM
jr HallOfFame_Copy
LoadHallOfFameTeams:
ld hl, sHallOfFame
ld bc, HOF_TEAM
ld a, [wHoFTeamIndex]
call AddNTimes
ld de, wHallOfFame
ld bc, HOF_TEAM
; fallthrough
HallOfFame_Copy:
call EnableSRAM
xor a
ld [rRAMB], a
call CopyData
call DisableSRAM
ret
; Fill SRAM with $ff, erasing save data. Used by DoClearSaveDialogue
ClearAllSRAMBanks:
call EnableSRAM
ld a, $4
.loop
dec a
push af
call .PadSRAM_FF
pop af
jr nz, .loop
call DisableSRAM
ret
.PadSRAM_FF
ld [rRAMB], a
ld hl, STARTOF(SRAM)
ld bc, SIZEOF(SRAM)
ld a, $ff
jp FillMemory
EnableSRAM:
ld a, BMODE_ADVANCED
ld [rBMODE], a
ld a, RAMG_SRAM_ENABLE
ld [rRAMG], a
ret
DisableSRAM:
ld a, BMODE_SIMPLE ; preserve flags
ld [rBMODE], a
ASSERT RAMG_SRAM_DISABLE == BMODE_SIMPLE
ld [rRAMG], a
ret
|