pokeemerald/include/load_save.h

59 lines
1.6 KiB
C

#ifndef GUARD_LOAD_SAVE_H
#define GUARD_LOAD_SAVE_H
#include "pokemon_storage_system.h"
#define SAVEBLOCK_MOVE_RANGE 128
/**
* These structs are to prevent them from being reordered on newer or modern
* toolchains. If this is not done, the ClearSav functions will end up erasing
* the wrong memory leading to various glitches.
*/
struct SaveBlock2ASLR {
struct SaveBlock2 block;
u8 aslr[SAVEBLOCK_MOVE_RANGE];
};
struct SaveBlock1ASLR {
struct SaveBlock1 block;
u8 aslr[SAVEBLOCK_MOVE_RANGE];
};
struct PokemonStorageASLR {
struct PokemonStorage block;
u8 aslr[SAVEBLOCK_MOVE_RANGE];
};
extern struct SaveBlock1ASLR gSaveblock1;
extern struct SaveBlock2ASLR gSaveblock2;
extern struct PokemonStorageASLR gPokemonStorage;
extern bool32 gFlashMemoryPresent;
extern struct SaveBlock1 *gSaveBlock1Ptr;
extern struct SaveBlock2 *gSaveBlock2Ptr;
extern struct PokemonStorage *gPokemonStoragePtr;
void CheckForFlashMemory(void);
void ClearSav2(void);
void ClearSav1(void);
void SetSaveBlocksPointers(u16 offset);
void MoveSaveBlocks_ResetHeap(void);
u32 UseContinueGameWarp(void);
void ClearContinueGameWarpStatus(void);
void SetContinueGameWarpStatus(void);
void SetContinueGameWarpStatusToDynamicWarp(void);
void ClearContinueGameWarpStatus2(void);
void SavePlayerParty(void);
void LoadPlayerParty(void);
void SaveObjectEvents(void);
void LoadObjectEvents(void);
void CopyPartyAndObjectsToSave(void);
void CopyPartyAndObjectsFromSave(void);
void LoadPlayerBag(void);
void SavePlayerBag(void);
void ApplyNewEncryptionKeyToHword(u16 *hWord, u32 newKey);
void ApplyNewEncryptionKeyToWord(u32 *word, u32 newKey);
#endif // GUARD_LOAD_SAVE_H