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Diffstat (limited to 'gba/source/gamedata.c')
-rw-r--r-- | gba/source/gamedata.c | 534 |
1 files changed, 534 insertions, 0 deletions
diff --git a/gba/source/gamedata.c b/gba/source/gamedata.c new file mode 100644 index 0000000..19d5100 --- /dev/null +++ b/gba/source/gamedata.c | |||
@@ -0,0 +1,534 @@ | |||
1 | /* | ||
2 | * Pokemon Gen III Data Extractor by hatkirby 2017. | ||
3 | * | ||
4 | * This software may be modified and distributed under the terms | ||
5 | * of the MIT license. See the LICENSE file for details. | ||
6 | * | ||
7 | */ | ||
8 | #include "gamedata.h" | ||
9 | |||
10 | void decryptSaveStructures( | ||
11 | pSaveBlock1 SaveBlock1, | ||
12 | pSaveBlock2 SaveBlock2, | ||
13 | pSaveBlock3 SaveBlock3) | ||
14 | { | ||
15 | if (GAME_RS) | ||
16 | { | ||
17 | // R/S doesn't have save crypto. | ||
18 | return; | ||
19 | } | ||
20 | |||
21 | u8* sb1raw = (u8*)SaveBlock1; | ||
22 | u8* sb2raw = (u8*)SaveBlock2; | ||
23 | //u8* sb3raw = (u8*)SaveBlock3; // unused | ||
24 | |||
25 | u32* xor_key_ptr = (u32*)(&sb2raw[( GAME_EM ? 0xA8 : 0xF20 )]); | ||
26 | |||
27 | u32 xor_key = *xor_key_ptr; | ||
28 | u16 xor_key16 = (u16)xor_key; | ||
29 | if (!xor_key) | ||
30 | { | ||
31 | // xor key is zero, nothing needs to be done. | ||
32 | return; | ||
33 | } | ||
34 | |||
35 | u32* ptr_to_xor; | ||
36 | u32 save_offset; | ||
37 | int i; | ||
38 | u32* bag_pocket_offsets; | ||
39 | u32* bag_pocket_counts; | ||
40 | if (GAME_FRLG) | ||
41 | { | ||
42 | // loop over and decrypt various things | ||
43 | save_offset = 0x3D38 + 4; | ||
44 | for (i = 3; i >= 0; i--) | ||
45 | { | ||
46 | ptr_to_xor = (u32*)(&sb1raw[save_offset]); | ||
47 | *ptr_to_xor ^= xor_key; | ||
48 | save_offset += 12; | ||
49 | } | ||
50 | |||
51 | for (i = 0; i <= 0x3f; i++) | ||
52 | { | ||
53 | save_offset = 0x1200 + (i*sizeof(u32)); | ||
54 | ptr_to_xor = (u32*)(&sb1raw[save_offset]); | ||
55 | *ptr_to_xor ^= xor_key; | ||
56 | } | ||
57 | |||
58 | // loop over each of the bag pockets and decrypt decrypt decrypt | ||
59 | bag_pocket_offsets = (u32[5]) { 0x310, 0x388, 0x430, 0x464, 0x54C }; | ||
60 | bag_pocket_counts = (u32[5]) { 42, 30, 13, 58, 43 }; | ||
61 | |||
62 | for (i = 0; i < 5; i++) | ||
63 | { | ||
64 | for (int bag_i = 0; bag_i < bag_pocket_counts[i]; bag_i++) | ||
65 | { | ||
66 | save_offset = bag_pocket_offsets[i] + (sizeof(u32) * bag_i) + 2; | ||
67 | *(u16*)(&sb1raw[save_offset]) ^= xor_key16; | ||
68 | } | ||
69 | } | ||
70 | |||
71 | // decrypt some more stuff | ||
72 | save_offset = 0xaf8; | ||
73 | ptr_to_xor = (u32*)(&sb1raw[save_offset]); | ||
74 | *ptr_to_xor ^= xor_key; | ||
75 | |||
76 | save_offset = 0x290; | ||
77 | ptr_to_xor = (u32*)(&sb1raw[save_offset]); | ||
78 | *ptr_to_xor ^= xor_key; | ||
79 | |||
80 | save_offset = 0x294; | ||
81 | *(u16*)(&sb1raw[save_offset]) ^= xor_key16; | ||
82 | } else { | ||
83 | // Emerald | ||
84 | |||
85 | // loop over and decrypt various things | ||
86 | for (i = 0; i <= 0x3f; i++) | ||
87 | { | ||
88 | save_offset = 0x159c + (i*sizeof(u32)); | ||
89 | ptr_to_xor = (u32*)(&sb1raw[save_offset]); | ||
90 | *ptr_to_xor ^= xor_key; | ||
91 | } | ||
92 | |||
93 | // loop over each of the bag pockets and decrypt decrypt decrypt | ||
94 | bag_pocket_offsets = (u32[5]) { 0x560, 0x5D8, 0x650, 0x690, 0x790 }; | ||
95 | bag_pocket_counts = (u32[5]) { 30, 30, 16, 64, 46 }; | ||
96 | |||
97 | for (i = 0; i < 5; i++) | ||
98 | { | ||
99 | for (int bag_i = 0; bag_i < bag_pocket_counts[i]; bag_i++) | ||
100 | { | ||
101 | save_offset = bag_pocket_offsets[i] + (sizeof(u32) * bag_i) + 2; | ||
102 | *(u16*)(&sb1raw[save_offset]) ^= xor_key16; | ||
103 | } | ||
104 | } | ||
105 | |||
106 | // decrypt some more stuff | ||
107 | save_offset = 0x1F4; | ||
108 | ptr_to_xor = (u32*)(&sb1raw[save_offset]); | ||
109 | *ptr_to_xor ^= xor_key; | ||
110 | |||
111 | save_offset = 0x490; | ||
112 | ptr_to_xor = (u32*)(&sb1raw[save_offset]); | ||
113 | *ptr_to_xor ^= xor_key; | ||
114 | |||
115 | save_offset = 0x494; | ||
116 | *(u16*)(&sb1raw[save_offset]) ^= xor_key16; | ||
117 | } | ||
118 | |||
119 | *xor_key_ptr = 0; | ||
120 | } | ||
121 | |||
122 | bool initSaveData( | ||
123 | pSaveBlock1* SaveBlock1, | ||
124 | pSaveBlock2* SaveBlock2, | ||
125 | pSaveBlock3* SaveBlock3) | ||
126 | { | ||
127 | // check the ROM code, make sure this game is supported. | ||
128 | u8* ROM = (u8*) 0x8000000; | ||
129 | |||
130 | u32 gamecode = (*(u32*)(&ROM[0xAC])); | ||
131 | |||
132 | void(*loadsave)(char a1); | ||
133 | //void(*mainloop)(); | ||
134 | //void(*load_pokemon)(); | ||
135 | pSaveBlock1 gSaveBlock1; | ||
136 | pSaveBlock2 gSaveBlock2; | ||
137 | pSaveBlock3 gSaveBlock3; | ||
138 | //u32 titlemid = 0; | ||
139 | |||
140 | // get the address of the save loading function. | ||
141 | switch (gamecode) | ||
142 | { | ||
143 | // --- R/S --- | ||
144 | case 'DVXA': // Ruby German | ||
145 | case 'DPXA': // Sapphire German | ||
146 | { | ||
147 | // TODO: detect debug ROM? | ||
148 | gSaveBlock1 = (pSaveBlock1) 0x2025734; | ||
149 | gSaveBlock2 = (pSaveBlock2) 0x2024EA4; | ||
150 | gSaveBlock3 = (pSaveBlock3) 0x20300A0; | ||
151 | loadsave = (void(*)(char)) 0x8126249; // same for v1.0 + v1.1 | ||
152 | //mainloop = (void(*)()) 0x80003D9; | ||
153 | //load_pokemon = (void(*)()) 0x8047da9; | ||
154 | |||
155 | break; | ||
156 | } | ||
157 | |||
158 | case 'FVXA': // Ruby French | ||
159 | case 'FPXA': // Sapphire French | ||
160 | { | ||
161 | gSaveBlock1 = (pSaveBlock1) 0x2025734; | ||
162 | gSaveBlock2 = (pSaveBlock2) 0x2024EA4; | ||
163 | gSaveBlock3 = (pSaveBlock3) 0x20300A0; | ||
164 | loadsave = (void(*)(char)) 0x8126351; // same for v1.0 + v1.1 | ||
165 | //mainloop = (void(*)()) 0x80003D9; | ||
166 | //load_pokemon = (void(*)()) 0x8047e95; | ||
167 | |||
168 | break; | ||
169 | } | ||
170 | |||
171 | case 'IVXA': // Ruby Italian | ||
172 | case 'IPXA': // Sapphire Italian | ||
173 | { | ||
174 | gSaveBlock1 = (pSaveBlock1) 0x2025734; | ||
175 | gSaveBlock2 = (pSaveBlock2) 0x2024EA4; | ||
176 | gSaveBlock3 = (pSaveBlock3) 0x20300A0; | ||
177 | loadsave = (void(*)(char)) 0x8126249; // same for v1.0 + v1.1 | ||
178 | //mainloop = (void(*)()) 0x80003D9; | ||
179 | //load_pokemon = (void(*)()) 0x8047dbd; | ||
180 | |||
181 | break; | ||
182 | } | ||
183 | |||
184 | case 'SVXA': // Ruby Spanish | ||
185 | case 'SPXA': // Sapphire Spanish | ||
186 | { | ||
187 | gSaveBlock1 = (pSaveBlock1) 0x2025734; | ||
188 | gSaveBlock2 = (pSaveBlock2) 0x2024EA4; | ||
189 | gSaveBlock3 = (pSaveBlock3) 0x20300A0; | ||
190 | loadsave = (void(*)(char)) 0x8126349; // same for v1.0 + v1.1 | ||
191 | //mainloop = (void(*)()) 0x80003D9; | ||
192 | //load_pokemon = (void(*)()) 0x8047ea5; | ||
193 | |||
194 | break; | ||
195 | } | ||
196 | |||
197 | case 'EVXA': // Ruby English | ||
198 | case 'EPXA': // Sapphire English | ||
199 | { | ||
200 | gSaveBlock1 = (pSaveBlock1) 0x2025734; | ||
201 | gSaveBlock2 = (pSaveBlock2) 0x2024EA4; | ||
202 | gSaveBlock3 = (pSaveBlock3) 0x20300A0; | ||
203 | //mainloop = (void(*)()) 0x80002A5; | ||
204 | |||
205 | // version number | ||
206 | switch (ROM[0xBC]) | ||
207 | { | ||
208 | case 0: | ||
209 | { | ||
210 | loadsave = (void(*)(char)) 0x8125EC9; | ||
211 | //load_pokemon = (void(*)()) 0x8047a85; | ||
212 | |||
213 | break; | ||
214 | } | ||
215 | |||
216 | case 1: | ||
217 | case 2: | ||
218 | { | ||
219 | loadsave = (void(*)(char)) 0x8125EE9; | ||
220 | //load_pokemon = (void(*)()) 0x8047aa5; | ||
221 | |||
222 | break; | ||
223 | } | ||
224 | |||
225 | default: | ||
226 | { | ||
227 | return false; // unsupported version | ||
228 | } | ||
229 | } | ||
230 | |||
231 | break; | ||
232 | } | ||
233 | |||
234 | case 'JVXA': // Ruby Japanese | ||
235 | case 'JPXA': // Sapphire Japanese | ||
236 | { | ||
237 | gSaveBlock1 = (pSaveBlock1) 0x2025494; | ||
238 | gSaveBlock2 = (pSaveBlock2) 0x2024C04; | ||
239 | gSaveBlock3 = (pSaveBlock3) 0x202FDBC; | ||
240 | loadsave = (void(*)(char)) 0x8120d05; // same for v1.0 + v1.1 | ||
241 | //mainloop = (void(*)()) 0x80002A9; | ||
242 | //load_pokemon = (void(*)()) 0x8044d55; | ||
243 | |||
244 | break; | ||
245 | } | ||
246 | |||
247 | /// --- FR/LG --- | ||
248 | // In FR/LG, the function that initialises the save-block pointers to default does not set up saveblock3. | ||
249 | // Which will need to be set up before loading the save if we want boxed Pokémon to not disappear. | ||
250 | // Oh, and loadsave() offset is different between FR and LG... | ||
251 | |||
252 | case 'DRPB': // FireRed German | ||
253 | case 'DGPB': // LeafGreen German | ||
254 | { | ||
255 | gSaveBlock1 = (pSaveBlock1) 0x202552C; | ||
256 | gSaveBlock2 = (pSaveBlock2) 0x2024588; | ||
257 | gSaveBlock3 = (pSaveBlock3) 0x2029314; | ||
258 | *(pSaveBlock3*)(0x3004f60) = gSaveBlock3; | ||
259 | loadsave = (void(*)(char)) ( GAME_FR ? 0x80da721 : 0x80da6f5 ); | ||
260 | //mainloop = (void(*)()) 0x8000425; | ||
261 | //titlemid = 0x80791df; | ||
262 | //load_pokemon = (void(*)()) 0x804c251; | ||
263 | |||
264 | break; | ||
265 | } | ||
266 | |||
267 | case 'FRPB': // FireRed French | ||
268 | case 'FGPB': // LeafGreen French | ||
269 | { | ||
270 | gSaveBlock1 = (pSaveBlock1) 0x202552C; | ||
271 | gSaveBlock2 = (pSaveBlock2) 0x2024588; | ||
272 | gSaveBlock3 = (pSaveBlock3) 0x2029314; | ||
273 | *(pSaveBlock3*)(0x3004f60) = gSaveBlock3; | ||
274 | loadsave = (void(*)(char)) ( GAME_FR ? 0x80da7e1 : 0x80da7b5 ); | ||
275 | //mainloop = (void(*)()) 0x8000417; | ||
276 | //titlemid = 0x807929f; | ||
277 | //load_pokemon = (void(*)()) 0x804c311; | ||
278 | |||
279 | break; | ||
280 | } | ||
281 | |||
282 | case 'IRPB': // FireRed Italian | ||
283 | case 'IGPB': // LeafGreen Italian | ||
284 | { | ||
285 | gSaveBlock1 = (pSaveBlock1) 0x202552C; | ||
286 | gSaveBlock2 = (pSaveBlock2) 0x2024588; | ||
287 | gSaveBlock3 = (pSaveBlock3) 0x2029314; | ||
288 | *(pSaveBlock3*)(0x3004f60) = gSaveBlock3; | ||
289 | loadsave = (void(*)(char)) ( GAME_FR ? 0x80da721 : 0x80da6f5 ); | ||
290 | //mainloop = (void(*)()) 0x8000425; | ||
291 | //titlemid = 0x80791cb; | ||
292 | //load_pokemon = (void(*)()) 0x804c23d; | ||
293 | |||
294 | break; | ||
295 | } | ||
296 | |||
297 | case 'SRPB': // FireRed Spanish | ||
298 | case 'SGPB': // LeafGreen Spanish | ||
299 | { | ||
300 | gSaveBlock1 = (pSaveBlock1) 0x202552C; | ||
301 | gSaveBlock2 = (pSaveBlock2) 0x2024588; | ||
302 | gSaveBlock3 = (pSaveBlock3) 0x2029314; | ||
303 | *(pSaveBlock3*)(0x3004f60) = gSaveBlock3; | ||
304 | loadsave = (void(*)(char)) ( GAME_FR ? 0x80da809 : 0x80da7dd ); | ||
305 | //mainloop = (void(*)()) 0x8000417; | ||
306 | //titlemid = 0x80792b3; | ||
307 | //load_pokemon = (void(*)()) 0x804c325; | ||
308 | |||
309 | break; | ||
310 | } | ||
311 | |||
312 | case 'ERPB': // FireRed English | ||
313 | case 'EGPB': // LeafGreen English | ||
314 | { | ||
315 | gSaveBlock1 = (pSaveBlock1) 0x202552C; | ||
316 | gSaveBlock2 = (pSaveBlock2) 0x2024588; | ||
317 | gSaveBlock3 = (pSaveBlock3) 0x2029314; | ||
318 | *(pSaveBlock3*)(0x3005010) = gSaveBlock3; | ||
319 | |||
320 | // version number | ||
321 | switch (ROM[0xBC]) | ||
322 | { | ||
323 | case 0: | ||
324 | { | ||
325 | loadsave = (void(*)(char)) ( GAME_FR ? 0x80da4fd : 0x80da4d1 ); | ||
326 | //mainloop = (void(*)()) 0x800041b; | ||
327 | //titlemid = 0x807927b; | ||
328 | //load_pokemon = (void(*)()) 0x804c231; | ||
329 | |||
330 | break; | ||
331 | } | ||
332 | |||
333 | case 1: | ||
334 | { | ||
335 | loadsave = (void(*)(char)) ( GAME_FR ? 0x80da511 : 0x80da4e5 ); | ||
336 | //mainloop = (void(*)()) 0x8000429; | ||
337 | //titlemid = 0x807928f; | ||
338 | //load_pokemon = (void(*)()) 0x804c245; | ||
339 | |||
340 | break; | ||
341 | } | ||
342 | |||
343 | default: | ||
344 | { | ||
345 | return false; // unsupported version | ||
346 | } | ||
347 | } | ||
348 | |||
349 | break; | ||
350 | } | ||
351 | |||
352 | case 'JRPB': // FireRed Japanese | ||
353 | case 'JGPB': // LeafGreen Japanese | ||
354 | { | ||
355 | gSaveBlock1 = (pSaveBlock1) 0x202548C; | ||
356 | gSaveBlock2 = (pSaveBlock2) 0x20244E8; | ||
357 | gSaveBlock3 = (pSaveBlock3) 0x202924C; | ||
358 | *(pSaveBlock3*)(0x3005050) = gSaveBlock3; | ||
359 | |||
360 | // version number | ||
361 | switch (ROM[0xBC]) | ||
362 | { | ||
363 | case 0: | ||
364 | { | ||
365 | loadsave = (void(*)(char)) ( GAME_FR ? 0x80db4e5 : 0x80db4b9 ); | ||
366 | //mainloop = (void(*)()) 0x800041b; | ||
367 | //titlemid = 0x8078a0f; | ||
368 | //load_pokemon = (void(*)()) 0x804b9e9; | ||
369 | |||
370 | break; | ||
371 | } | ||
372 | |||
373 | case 1: | ||
374 | { | ||
375 | if ((gamecode << 8) == 'GPB\x00') | ||
376 | { | ||
377 | // LeafGreen v1.1 Japanese is undumped. | ||
378 | // Therefore, it is unsupported. | ||
379 | // I will make guesses at the offsets in the comments, but I will not actually implement them until LeafGreen v1.1 is dumped. | ||
380 | |||
381 | return false; | ||
382 | } | ||
383 | |||
384 | loadsave = (void(*)(char)) 0x80db529; // potential LG1.1 address: 0x80db4fd | ||
385 | //mainloop = (void(*)()) 0x8000417; | ||
386 | //titlemid = 0x8078987; | ||
387 | //load_pokemon = (void(*)()) 0x804b9c5; | ||
388 | |||
389 | break; | ||
390 | } | ||
391 | |||
392 | default: | ||
393 | { | ||
394 | return false; // unsupported version | ||
395 | } | ||
396 | } | ||
397 | |||
398 | break; | ||
399 | } | ||
400 | |||
401 | /// --- Emerald --- | ||
402 | // In Emerald, the saveblock pointer that isn't set up is saveblock1 (in FR/LG it was saveblock3). | ||
403 | // The initial save loading code after the copyright screen is also updated, now it sets up ASLR/crypto here before loading the save. | ||
404 | |||
405 | case 'DEPB': // Emerald German | ||
406 | { | ||
407 | gSaveBlock1 = (pSaveBlock1) 0x2025A00; | ||
408 | gSaveBlock2 = (pSaveBlock2) 0x2024A54; | ||
409 | gSaveBlock3 = (pSaveBlock3) 0x2029808; | ||
410 | *(pSaveBlock1*)(0x3005d8c) = gSaveBlock1; | ||
411 | loadsave = (void(*)(char)) 0x8153075; | ||
412 | //mainloop = (void(*)()) 0x800042b; | ||
413 | //titlemid = 0x816fdb5; | ||
414 | //load_pokemon = (void(*)()) 0x8076dd5; | ||
415 | |||
416 | break; | ||
417 | } | ||
418 | |||
419 | case 'FEPB': // Emerald French | ||
420 | { | ||
421 | gSaveBlock1 = (pSaveBlock1) 0x2025A00; | ||
422 | gSaveBlock2 = (pSaveBlock2) 0x2024A54; | ||
423 | gSaveBlock3 = (pSaveBlock3) 0x2029808; | ||
424 | *(pSaveBlock1*)(0x3005d8c) = gSaveBlock1; | ||
425 | loadsave = (void(*)(char)) 0x815319d; | ||
426 | //mainloop = (void(*)()) 0x800042b; | ||
427 | //titlemid = 0x816fedd; | ||
428 | //load_pokemon = (void(*)()) 0x8076dd1; | ||
429 | |||
430 | break; | ||
431 | } | ||
432 | |||
433 | case 'IEPB': // Emerald Italian | ||
434 | { | ||
435 | gSaveBlock1 = (pSaveBlock1) 0x2025A00; | ||
436 | gSaveBlock2 = (pSaveBlock2) 0x2024A54; | ||
437 | gSaveBlock3 = (pSaveBlock3) 0x2029808; | ||
438 | *(pSaveBlock1*)(0x3005d8c) = gSaveBlock1; | ||
439 | loadsave = (void(*)(char)) 0x8153065; | ||
440 | //mainloop = (void(*)()) 0x800042b; | ||
441 | //titlemid = 0x816fda5; | ||
442 | //load_pokemon = (void(*)()) 0x8076dd5; | ||
443 | |||
444 | break; | ||
445 | } | ||
446 | |||
447 | case 'SEPB': // Emerald Spanish | ||
448 | { | ||
449 | gSaveBlock1 = (pSaveBlock1) 0x2025A00; | ||
450 | gSaveBlock2 = (pSaveBlock2) 0x2024A54; | ||
451 | gSaveBlock3 = (pSaveBlock3) 0x2029808; | ||
452 | *(pSaveBlock1*)(0x3005d8c) = gSaveBlock1; | ||
453 | loadsave = (void(*)(char)) 0x8153175; | ||
454 | //mainloop = (void(*)()) 0x800042b; | ||
455 | //titlemid = 0x816feb5; | ||
456 | //load_pokemon = (void(*)()) 0x8076dd1; | ||
457 | |||
458 | break; | ||
459 | } | ||
460 | |||
461 | case 'EEPB': // Emerald English | ||
462 | { | ||
463 | gSaveBlock1 = (pSaveBlock1) 0x2025A00; | ||
464 | gSaveBlock2 = (pSaveBlock2) 0x2024A54; | ||
465 | gSaveBlock3 = (pSaveBlock3) 0x2029808; | ||
466 | *(pSaveBlock1*)(0x3005d8c) = gSaveBlock1; | ||
467 | loadsave = (void(*)(char)) 0x81534d1; | ||
468 | //mainloop = (void(*)()) 0x800042b; | ||
469 | //titlemid = 0x817014d; | ||
470 | //load_pokemon = (void(*)()) 0x8076dd5; | ||
471 | |||
472 | break; | ||
473 | } | ||
474 | |||
475 | case 'JEPB': // Emerald Japanese | ||
476 | { | ||
477 | gSaveBlock1 = (pSaveBlock1) 0x20256A4; | ||
478 | gSaveBlock2 = (pSaveBlock2) 0x20246F8; | ||
479 | gSaveBlock3 = (pSaveBlock3) 0x20294AC; | ||
480 | *(pSaveBlock1*)(0x3005aec) = gSaveBlock1; | ||
481 | loadsave = (void(*)(char)) 0x815340d; | ||
482 | //mainloop = (void(*)()) 0x800042b; | ||
483 | //titlemid = 0x816ff45; | ||
484 | //load_pokemon = (void(*)()) 0x80767dd; | ||
485 | |||
486 | break; | ||
487 | } | ||
488 | |||
489 | default: | ||
490 | { | ||
491 | return false; // this game isn't supported | ||
492 | } | ||
493 | } | ||
494 | |||
495 | loadsave(0); | ||
496 | |||
497 | // now the save is loaded, we can do what we want with the loaded blocks. | ||
498 | // first, we're going to want to decrypt the parts that are crypted, if applicable. | ||
499 | decryptSaveStructures(gSaveBlock1,gSaveBlock2,gSaveBlock3); | ||
500 | |||
501 | *SaveBlock1 = gSaveBlock1; | ||
502 | *SaveBlock2 = gSaveBlock2; | ||
503 | *SaveBlock3 = gSaveBlock3; | ||
504 | |||
505 | /* | ||
506 | // time to call the payload. | ||
507 | payload(gSaveBlock1,gSaveBlock2,gSaveBlock3); | ||
508 | // Now, we better call the function that sets the pokemon-related stuff from the structure elements of the loaded save again. | ||
509 | // Just in case the payload did something with that. | ||
510 | load_pokemon(); | ||
511 | // In FR/LG/Emerald, just returning to the game is unwise. | ||
512 | // The game reloads the savefile. | ||
513 | // In FR/LG, this is done at the title screen after setting ASLR/saveblock-crypto up. (probably because at initial save-load, SaveBlock3 ptr isn't set up lol) | ||
514 | // So, better bypass the title screen and get the game to return directly to the Continue/New Game screen. | ||
515 | // In Emerald, the save reload happens after the Continue option was chosen, so we have no choice but to bypass everything and get the game to go straight to the overworld. | ||
516 | // Easiest way to do this is to call into the middle of the function we want, using an ASM wrapper to set up the stack. | ||
517 | // Here goes... | ||
518 | if (titlemid) { | ||
519 | // Function reserves an extra 4 bytes of stack space in FireRed/LeafGreen, and none in Emerald. | ||
520 | call_into_middle_of_titlescreen_func(titlemid,(GAME_EM ? 0 : 4)); | ||
521 | } | ||
522 | // Now we've done what we want, time to return to the game. | ||
523 | // Can't just return, the game will reload the save. | ||
524 | // So let's just call the main-loop directly ;) | ||
525 | // turn the sound back on before we head back to the game | ||
526 | *(vu16 *)(REG_BASE + 0x84) = 0x8f; | ||
527 | // re-enable interrupts | ||
528 | REG_IME = 1; | ||
529 | mainloop(); | ||
530 | // Anything past here will not be executed. | ||
531 | return 0; | ||
532 | */ | ||
533 | return true; | ||
534 | } | ||