1df8402900
* initial commit * wip * WIP * WIP * clang format * Choose Seed navigation mostly done * seed input navigation done * seed input done * cleanup and clang format * Implement base 10 to 36 conversions * Enable seeded runs * clang format * show default deck sprite, name and description * Rename Deck enum to DeckType * Implement arbitrary 9-patch expand system * Make 9-patch example smaller in the docs * Improve NinePatchRect docs * fix Deck back side sprite palette * clang format * Add last deck description * clang format * Fix 'Z' in seed input keyboard * Fix rebase issue * fix deck sprite not updating * Documents static funcs in run_setup.c * more documentation * clang format * Move Play button to the left in its row * Tests WIP * removing tests for random.h * use the new StateMachine struct * First wave of fixes * Fix the 9-patch again * Changed the base 36 logic so it's in big endian * properly set end of base 36 string to '\0' * typos * fix cursor position after rolling a seed + fix random seed generation * Make keyboard more intuitive to use * static const var * Address more comment from @ricfehr3 * clang format * clang format * clang format * clang format * clang format * clang format * clang format * fix deck palette * create the `DEF_SEED_KEYBOARD_BUTTON_OBJECT` macro * Replace `expand_3x3` by a call to `expand_9-patch` * clang format * clang format * clang format * fix rebase iussue in state_machine.h --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
396 lines
13 KiB
C
396 lines
13 KiB
C
/**
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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 "bitset.h"
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#include "card.h"
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#include "game.h"
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#include "game_variables.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 HEADER_ADDRESS 0x0
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#define OPTIONS_ADDRESS 0x10
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#define GAME_ADDRESS 0x30
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#define SAVE_SECTION_FLAG_NONE 0
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#define SAVE_SECTION_FLAG_OPTIONS (1 << 0)
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#define SAVE_SECTION_FLAG_GAME (1 << 1)
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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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#define SAVE_LABEL_SIZE 16
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// clang-format off
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/**
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* @brief SaveHeader for validation checks 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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*
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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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* 3 | SEC[0] | SEC[1] | SEC[2] | SEC[3] | VALID_SCTNS | Identifies whether each section of the save data is valid or not
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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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u32 valid_sections;
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} SaveHeader;
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/**
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* @brief Default value for the SaveHeader struct.
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*/
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static const SaveHeader SaveHeader_default = {
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.magic = CHECK_MAGIC,
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.dirty = false,
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.githash = "fffffff",
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.valid_sections = SAVE_SECTION_FLAG_NONE
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};
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// clang-format off
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/**
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* @brief SaveOptions will only contain options data set in the Options Menu
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*
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* word | Byte 0 | Byte 1 | Byte 2 | Byte 3 | name | purpose
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* -----|--------|--------|--------|--------|--------------|------------------------------------------------------------------
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* 0 | '-' | ' ' | 'O' | 'P' | TAG | Pretty tag to clearly visualize the Options section in a hex viewer
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* 1 | 'T' | 'I' | 'O' | 'N' | - | Spells "- OPTIONS DATA -"
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* 2 | 'S' | ' ' | 'D' | 'A' | - | -
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* 3 | 'T' | 'A' | ' ' | '-' | - | -
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* 4 | SPEED | CNTRST | READBL | MUSIC | OPTN_VALUES | All 5 option values, followed by some padding,
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* 5 | SOUND | UNDEF | UNDEF | UNDEF | - | so that the next section starts at the beginning of the
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* 6 | UNDEF | UNDEF | UNDEF | UNDEF | - | next 4-word row in a hex viewer
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* 7 | UNDEF | UNDEF | UNDEF | UNDEF | - | -
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*/
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// clang-format on
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typedef struct SaveOptions
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{
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char tag_options[SAVE_LABEL_SIZE];
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u8 game_speed;
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bool cards_high_contrast;
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bool cards_more_readable;
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u8 music_volume;
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u8 sound_volume;
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s8 padding[11];
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} SaveOptions;
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/**
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* @brief Default value for the SaveOptions struct, with tags already set.
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*/
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// clang-format off
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static const SaveOptions SaveOptions_default = {
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.tag_options = "- OPTIONS DATA -",
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.game_speed = GAME_SPEED_MIN,
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.cards_high_contrast = DEFAULT_HIGH_CONTRAST,
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.cards_more_readable = DEFAULT_MORE_READABLE,
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.music_volume = VOLUME_OPTION_MAX,
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.sound_volume = VOLUME_OPTION_MAX,
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.padding = {
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UNDEFINED, UNDEFINED, UNDEFINED,
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UNDEFINED, UNDEFINED, UNDEFINED,
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UNDEFINED, UNDEFINED, UNDEFINED,
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UNDEFINED, UNDEFINED
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}
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};
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// clang-format on
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/**
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* @brief JokerObjectSaveData will hold the minimal amount of data necessary to reconstruct a Joker.
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* The `id` is a u8 in the base Joker struct, but I made it a u32 here to keep
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* a better aligment when looking at the save file in a hex viewer.
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*/
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typedef struct JokerObjectSaveData
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{
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u32 id;
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u32 persistent_state;
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} JokerObjectSaveData;
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// clang-format off
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/**
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* @brief SaveGame will contain the data about the current run to be saved to SRAM.
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* GameVariables was used for this purpose at first, but some data needed to be shared but
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* not saved, so it couldn't be dumped "as is" anymore and this struct had to be created.
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*
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* word | Byte 0 | Byte 1 | Byte 2 | Byte 3 | name | purpose
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* -----|--------|--------|--------|--------|--------------|------------------------------------------------------------------
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* 0 | '-' | 'I' | 'N' | 'T' | TAG | Spells "-INTERNAL DATA -"
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* 1 | 'E' | 'R' | 'N' | 'A' | - | -
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* 2 | 'L' | ' ' | 'D' | 'A' | - | -
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* 3 | 'T' | 'A' | ' ' | '-' | - | -
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* 4 | T[0] | T[1] | T[2] | T[3] | GLOB TIMER | The global timer used for animations thoughout the game
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* 5 | RNG[0] | RNG[1] | RNG[2] | RNG[3] | RNG INFO | RNG Info struct, containing the seed used for RNG, either randomly shuffled or chosen by the player
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* 6 | RNG[4] | RNG[5] | RNG[6] | RNG[7] | - | at game start, and the current position in the RNG sequence for the given seed, since the start of the run
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* 7 | RND[0] | RND[1] | RND[2] | RND[3] | ROUND | What Round we are about to start
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* 8 | ANT[0] | ANT[1] | ANT[2] | ANT[3] | ANTE | What Ante we are on
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* 9 | MNY[0] | MNY[1] | MNY[2] | MNY[3] | MONEY | How much money we currently have left
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* 10 | UNDEF | UNDEF | UNDEF | UNDEF | PADDING | Some padding
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* 11 | UNDEF | UNDEF | UNDEF | UNDEF | - | -
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* 12 | '-' | ' ' | 'O' | 'W' | TAG | Spells "- OWNED JOKERS -"
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* 13 | 'N' | 'E' | 'D' | ' ' | - | -
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* 14 | 'J' | 'O' | 'K' | 'E' | - | -
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* 15 | 'R' | 'S' | ' ' | '-' | - | -
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* 16 | ID[0] | ID[1] | ID[2] | ID[3] | JOKER DATA 0 | Minimal necessary data to reconstruct a JokerObject
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* 17 | STT[0] | STT[1] | STT[2] | STT[3] | - | Contains the Joker's `id` and `persistent_state`
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* ... | ... | ... | ... | ... | ... | ...
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* ... | ... | ... | ... | ... | ... | ...
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* ?? | '_' | 'E' | 'N' | 'D' | END_TAG | Spells "_END", marks the end of the savefile
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*/
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// clang-format on
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typedef struct SaveGame
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{
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char tag_internal[SAVE_LABEL_SIZE];
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s32 timer;
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RngInfo rng_info;
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int round;
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int ante;
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int money;
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s32 padding[2];
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char tag_jokers[SAVE_LABEL_SIZE];
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JokerObjectSaveData jokers_data[MAX_JOKERS_HELD_SIZE];
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char tag_end[4];
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} SaveGame;
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/**
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* @brief Default value for the SaveGame struct, with tags already set.
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*/
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static const SaveGame SaveGame_default = {
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.tag_internal = "-INTERNAL DATA -",
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.timer = 0,
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.rng_info = {0, 0},
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.round = 0,
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.ante = 0,
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.money = 0,
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.padding = {UNDEFINED, UNDEFINED},
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.tag_jokers = "- OWNED JOKERS -",
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.jokers_data = {},
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.tag_end = "_END"
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};
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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(void)
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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 Reads whether the save data exists and is valid.
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*
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* @param header pointer to the SaveHeader struct to fill
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* @returns true if the save data is valid, false if not
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*/
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static inline bool get_save_header(SaveHeader* header)
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{
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read_sram(HEADER_ADDRESS, (u8*)header, sizeof(*header));
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return (header->magic == CHECK_MAGIC) && header->dirty == is_version_dirty() &&
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check_hash(header->githash);
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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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* This will read the SaveHeader first and check if the data is valid. If yes, the
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* `valid_sections` will be updated, if not, it will be overwritten and start from
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* `SAVE_SECTION_FLAG_NONE`.
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*
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* @param section_flag The section flag to be set to 1, corresponds to the
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* section we're writing to SRAM.
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*/
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static inline void set_save_header(u32 section_flag)
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{
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SaveHeader header;
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// Check for valid data. If it's junk, set all sections as invalid, else keep the flags.
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// Then add the requested flag.
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if (!get_save_header(&header))
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{
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memcpy(&header, &SaveHeader_default, sizeof(SaveHeader_default));
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}
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header.valid_sections |= section_flag;
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header.dirty = is_version_dirty();
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memcpy(&(header.githash), gbalatro_version + GIT_HASH_START, CHECK_HASH_SIZE);
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write_sram(HEADER_ADDRESS, (const u8*)&header, sizeof(header));
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}
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void save_options(void)
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{
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SaveOptions options = SaveOptions_default;
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options.game_speed = g_game_vars.game_speed;
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options.cards_high_contrast = get_cards_high_contrast();
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options.cards_more_readable = get_cards_more_readable();
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options.music_volume = g_game_vars.music_volume;
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options.sound_volume = g_game_vars.sound_volume;
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write_sram(OPTIONS_ADDRESS, (const u8*)&options, sizeof(options));
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set_save_header(SAVE_SECTION_FLAG_OPTIONS);
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}
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void load_options(void)
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{
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SaveHeader header;
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SaveOptions options = SaveOptions_default;
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// If options data doesn't exist or is invalid, just don't read from
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// SRAM and apply the default values
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if (get_save_header(&header) && (header.valid_sections & SAVE_SECTION_FLAG_OPTIONS))
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read_sram(OPTIONS_ADDRESS, (u8*)&options, sizeof(options));
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g_game_vars.game_speed = options.game_speed;
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g_game_vars.music_volume = options.music_volume;
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g_game_vars.sound_volume = options.sound_volume;
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set_volume(volume_module_step_to_val(g_game_vars.music_volume));
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set_cards_high_contrast(options.cards_high_contrast);
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set_cards_more_readable(options.cards_more_readable);
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}
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bool is_game_data_valid(void)
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{
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SaveHeader header;
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return get_save_header(&header) && (header.valid_sections & SAVE_SECTION_FLAG_GAME);
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}
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void save_game(void)
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{
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SaveGame game = SaveGame_default;
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// Fixed data
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game.timer = g_game_vars.timer;
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game.rng_info = g_game_vars.rng_info;
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game.round = g_game_vars.round;
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game.ante = g_game_vars.ante;
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game.money = g_game_vars.money;
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// Lists
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List* jokers_list = get_jokers_list();
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int nb_jokers = list_get_len(jokers_list);
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int i = 0;
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for (; i < nb_jokers; i++)
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{
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JokerObject* joker_object = list_get_at_idx(jokers_list, (u32)i);
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JokerObjectSaveData data = {
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(u32)joker_object->joker->id,
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joker_object->joker->persistent_state
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};
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game.jokers_data[i] = data;
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}
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for (; i < MAX_JOKERS_HELD_SIZE; i++)
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{
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JokerObjectSaveData data = {UNDEFINED, UNDEFINED};
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game.jokers_data[i] = data;
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}
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write_sram(GAME_ADDRESS, (const u8*)&game, sizeof(game));
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set_save_header(SAVE_SECTION_FLAG_GAME);
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}
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void load_game(void)
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{
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SaveHeader header;
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if (!get_save_header(&header) || !(header.valid_sections & SAVE_SECTION_FLAG_GAME))
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return;
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SaveGame game = SaveGame_default;
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read_sram(GAME_ADDRESS, (u8*)&game, sizeof(game));
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g_game_vars.timer = game.timer;
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rng_restore(game.rng_info);
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g_game_vars.round = game.round;
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g_game_vars.ante = game.ante;
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g_game_vars.money = game.money;
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// TODO: load Jokers from stored minimal data
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}
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