mirror of https://github.com/pret/pokeemerald.git
Created Reuse filler save space for Variables and Flags (markdown)
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This is an alternative to [Extra save space with two lines of code](Extra-save-space-with-two-lines-of-code).
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The Tutorial linked above will increase the already existing SaveBlock areas, while this will instead add another one "in between" the original ones to keep compatibility to vanilla savegames.
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## Defining the space
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in `include/save.h`, add:
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```c
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#define N_ADDITIONAL_SAVE_PAYLOAD_SIZE_PER_SLOT 116
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#define N_ADDITIONAL_SAVE_PAYLOAD_SIZE (N_ADDITIONAL_SAVE_PAYLOAD_SIZE_PER_SLOT*NUM_SECTORS_PER_SLOT)
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extern u8 gnAdditionalSaveData[];
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```
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in `src/save.c`, add (before the `gSaveDataBuffer` at the start):
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```c
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#if NCHI__ADDITIONAL_SAVE_PAYLOAD
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EWRAM_DATA u8 gnAdditionalSaveData[N_ADDITIONAL_SAVE_PAYLOAD_SIZE];
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#endif
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```
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## Saving the data
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then, still in `src/save.c`, add this at the end of `HandleWriteSector` (right before the `return` line):
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```c
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for (i = 0; i < N_ADDITIONAL_SAVE_PAYLOAD_SIZE_PER_SLOT; i++)
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gReadWriteSector->unused[i] = gnAdditionalSaveData[i + N_ADDITIONAL_SAVE_PAYLOAD_SIZE_PER_SLOT*sectorId];
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```
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also add the exact same code again in `HandleReplaceSector`, right before the `EraseFlashSector(sector);` line.
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## Loading the data
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still in `src/save.c`, add this in `CopySaveSlotData`, right before the end of the `if` block (and after the end of the inner `for` loop):
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```c
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for (j = 0; j < N_ADDITIONAL_SAVE_PAYLOAD_SIZE_PER_SLOT; j++)
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gnAdditionalSaveData[j + N_ADDITIONAL_SAVE_PAYLOAD_SIZE_PER_SLOT*id] = gReadWriteSector->unused[j];
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```
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# Accessing Variables and Flags
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in `src/event_data.c`, add this at the top to the includes:
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```c
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#include "save.h"
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```
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then, in the same file, in `GetVarPointer`, add this right before the last `else`:
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```c
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else if (id >= 0xF000)
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return &gnAdditionalSaveData[(id - 0xF000)*2];
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```
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and in `GetFlagPointer`, again before the last `else`:
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```c
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else if (id >= 0xF000)
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return &gnAdditionalSaveData[(id - 0xF000)/8];
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```
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# Defining Variables and Flags
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define them as usual in `include/constants/flags.h` and `include/constants/vars.h`, starting from `0xF000`:
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```c
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#define FLAG_FOR_SOMETHING_SUPER_SPECIAL 0xF000
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#define FLAG_FOR_SOMETHING_TOTALLY_BORING 0xF001
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#define VAR_FOR_SOMETHING_SUPER_SPECIAL 0xF001
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#define VAR_FOR_SOMETHING_TOTALLY_BORING 0xF002
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```
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# CAVEAT
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To save on space (because I don't know what your game will need), variables and flags both **share the same data space**, so make sure they don't overlap. Variables are 16bit long (so their ID gets multiplied by 2 to get the byte offset into `gnAdditionalSaveData`), and Flags are 1bit long (ID gets divided by 8).
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so the above examples would then internally look like this:
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```c
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struct{
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u8 FLAG_FOR_SOMETHING_SUPER_SPECIAL : 1; // flag with ID 0xF000 at bit 0 of byte 0
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u8 FLAG_FOR_SOMETHING_TOTALLY_BORING : 1; // flag with ID 0xF001 at bit 1 of byte 0
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u8 filler; // an unused byte because none of the IDs maps to it
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u16 VAR_FOR_SOMETHING_SUPER_SPECIAL; // var with ID 0xF001 at bytes 2 and 3
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u16 VAR_FOR_SOMETHING_TOTALLY_BORING; // var with ID 0xF002 at bytes 4 and 5
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};
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```
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if instead you would have more flags, or e.g. a var with ID `0xF000` (which would be at bytes 0 and 1), this would clash and corrupt your data!
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