[Feature] Implement options menu and reading/writing values from/to the SRAM (#449)
* background * Implement Options button * Update main menu artwork * add options menu tiles * prepare options menu handling * incorporate main menu refactor * toto * add all menu interactions * do not reset selection_x in main_menu * options struct * fix rebase from ricfehr3's repo * Implement high contrast cards * Save/Load options values to SRAM * load options on game_init and validate data within the load_options function * Get changes from ricfehr3's PR * recover fix for glitched ace * clang format * clang format * clang format * Save 500B of image data by using only minimal set of tiles instead of keeping final window in source file * clang format * clang format * Implement Options button * Update main menu artwork * progress, leaving it alone for now until discussion * make game_vars an extern * Move options vars into their own struct * rollback previous commit * Implement save validation. Version check to come * implement data validity + version check for game saves * clang format * Save position in rng sequence for consistent run after load * fix rebase issues * fix rebase issue * remove unused/duplicate define * Oops, made a mistake when testing PR #424 * encode high contrast palette into an image, and load it at game_start * document save.c/h and correct typos * correct alignment * game speed and high contrast buttons working * small cleanup * sliders also work again now * clang format * Moved balatro_version extern declaration to version.h file * removed unsused variable * make showing ROM version a toggle * move ante, round and money to the GameVariables struct * Rename SaveCheckInfo struct to SaveHeader for clarity * Add SaveHeader struct explanation * clang format * Revert unnecessary tileset optimization * SFX now follows the sound volume slider * clang format * Music now follows volume slider * Changed volume slider increment from 5 to 20 to avoid having the music sound too rough under 20% volume * refactor main_menu.c to use SelectionGrid and Button structs * clang format * make a "new" save button so we don't save during the state transition * clang format * Reduced state transition flicker by only changing affine background to a different one * Fix loading game too late in game init sequence * First batch of suggestions from @MeirGavish * Remove unnecessary intermediary buffers for high contrast palette swapping * comment row warp hack for button input * Add some of Copilot's suggestions * rename balatro_version into gbalatro_version for rebranding reasons + version display erase screen fix * remove unnecessary NULL check on `on_selection_changed` method * implement small game speed arrow buttons animation * factorize some code * remove unnecessary data validation in load_game(), since we already checked the header * Implement @MeirGavish 's suggestion regarding splitting the huge `on_update` function * clang format * implement @ricfehr3 's suggestion about keeping last selected button instead of using an obscure `on_boot` boolean * Apply @ricfehr3's suggestions * fix clang-format flags --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
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/**
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* @file save.c
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*/
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#include "save.h"
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#include "audio_utils.h"
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#include "game.h"
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#include "joker.h"
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#include "list.h"
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#include "util.h"
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#include "version.h"
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#include <stdlib.h>
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#include <string.h>
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// See https://gbadev.net/gbadoc/memory.html for more details on SRAM
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// A few important pieces of info:
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// - Read/Writes are limited to 8-bits words so they are done byte per byte
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// - Memory is filled with 1s by default
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// (at least in mgba, not sure about real HW)
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#define CHECK_BASE 0x0000
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#define GAME_BASE 0x0010
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#define LISTS_BASE 0x0060
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#define CHECK_MAGIC 0x4C414247 // Spells GBAL, used to determine if the save data is junk
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#define CHECK_HASH_SIZE 7
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#define GIT_HASH_START 17 // starts after "GBALATRO-VERSION:" in the gbalatro_version var
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// clang-format off
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/**
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* @brief SaveHeader for validation checks
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*
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* Structure holding save data header info to be packed and written to SRAM for validation.
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* Defined in this discussion as follows: https://github.com/GBALATRO/balatro-gba/discussions/450
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* word | Byte 0 | Byte 1 | Byte 2 | Byte 3 | name | purpose
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* -----|--------|--------|--------|--------|--------------|------------------------------------------------------------------
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* 0 | 0x47 | 0x42 | 0x41 | 0x4C | MAGIC | Identify if proceeding data is valid and not junk, spells "GBAL"
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* 1 | Dirty | H[0] | H[1] | H[2] | GITHASH_LOW | Dirty flag, followed by the first 3 bytes of shortened git hash H
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* 2 | H[3] | H[4] | H[5] | H[6] | GITHASH_HIGH | Last 4 bytes of shortened git hash H, with a dirty flag
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*/
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// clang-format on
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typedef struct SaveHeader
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{
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u32 magic;
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bool dirty;
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char githash[CHECK_HASH_SIZE];
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} SaveHeader;
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/**
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* @brief Write raw binary data to SRAM
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*
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* @param sram_base address written to in the SRAM
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* @param bytes pointer to the written data
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* @param size number of bytes written
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*/
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static inline void write_sram(u32 sram_base, const u8* bytes, u32 size)
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{
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if (sram_base + size > SRAM_SIZE)
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return;
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for (u32 i = 0; i < size; i++)
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{
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sram_mem[sram_base + i] = bytes[i];
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}
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}
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/**
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* @brief Read raw binary data from SRAM
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*
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* @sa write_sram
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*/
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static inline void read_sram(u32 sram_base, u8* bytes, u32 size)
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{
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if (sram_base + size > SRAM_SIZE)
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return;
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for (u32 i = 0; i < size; i++)
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{
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bytes[i] = sram_mem[sram_base + i];
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}
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}
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/**
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* @brief Checks the 7 chars of gbalatro_version after the "GBALATRO_VERSION" prefix
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* representing the git hash of the code the build is based on.
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*
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* @returns true if the git hash of the ROM is equal to the hash saved in SRAM.
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* false if they are different.
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*/
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static inline bool check_hash(const char* prefix)
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{
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for (u32 i = 0; i < CHECK_HASH_SIZE; i++)
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{
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if (gbalatro_version[GIT_HASH_START + i] != prefix[i])
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{
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return false;
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}
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}
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return true;
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}
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/**
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* @brief Determines if the current build is considered "dirty" aka has uncommitted changes.
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* This works because the gbalatro_version string has "-dirty" added at the end if it's
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* dirty.
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*
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* @returns true if version is dirty, false otherwise.
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*/
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static inline bool is_version_dirty()
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{
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return strlen(gbalatro_version) > GIT_HASH_START + CHECK_HASH_SIZE;
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}
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/**
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* @brief Writes a magic number and ROM version info to SRAM to signal that the
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* save data exists and allow the game to determine if it is compatible.
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*/
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static inline void set_save_header()
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{
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SaveHeader check = {};
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check.magic = CHECK_MAGIC;
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check.dirty = is_version_dirty();
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memcpy(&(check.githash), gbalatro_version + GIT_HASH_START, CHECK_HASH_SIZE);
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write_sram(CHECK_BASE, (const u8*)&check, sizeof(check));
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}
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/**
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* @brief Reads whether the save data exists and is valid.
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*
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* @sa set_save_valid
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*/
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static inline bool check_save_header()
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{
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SaveHeader check;
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read_sram(CHECK_BASE, (u8*)&check, sizeof(check));
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bool is_valid = (check.magic == CHECK_MAGIC) && check.dirty == is_version_dirty() &&
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check_hash(check.githash);
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return is_valid;
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}
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void save_game(void)
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{
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set_save_header();
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write_sram(GAME_BASE, (const u8*)&g_game_vars, sizeof(g_game_vars));
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}
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void load_game(void)
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{
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if (!check_save_header())
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return;
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read_sram(GAME_BASE, (u8*)&g_game_vars, sizeof(g_game_vars));
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// return to where we were in the random sequence so that the run stays reproducible
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for (u32 i = 0; i < g_game_vars.rng_step; i++)
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{
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(void)rand();
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}
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mmSetModuleVolume(MM_MODULE_FULL_VOLUME * g_game_vars.music_volume / VOLUME_OPTION_MAX);
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}
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