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* Added identifying hash to Pokémon data structureKelly Rauchenberger2017-09-101-0/+15
| | | | | | | The purpose of this hash is described in detail in pokemon.h. The hash is computed using an implementation of SHA-224. To allow the GBA sufficient time to compute this hash, a delay of 5 milliseconds was introduced on the GC side before reading a Pokémon.
* Increased stability and added support for non-English namesKelly Rauchenberger2017-09-104-60/+413
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The GameCube side of the program now can convert from the propietary character set to UTF-8. This is useful for representing names of Pokémon and players in a neutral way. The propietary character set is mostly compatible between the six languages supported by the games (as in, the hiragana and katakana characters unique to Japanese occupy spaces not used by the other languages for names, as do the letters with umlauts unique to German). However, six codepoints differ between the Japanese and non-Japanese character sets, and an additional two differ even amongst the non-Japanese sets. Because of this, the function that converts to UTF-8 takes a language as a parameter, and uses the correct characters for that language. From there, the behavior of this function differs slightly to that of the games. In the non-Japanese games, the Japanese encoding is used if the Pokémon in question originated in a Japanese game, and the non-Japanese encoding (disregarding the regional differences in the two codepoints mentioned earlier) otherwise. In the Japanese games, the Japanese encoding is used regardless of the Pokémon's origin. The decoding function I wrote always uses the character set corresponding to the language of the Pokémon's origin, because that most accurately represents the name given to it, and will not change just because the Pokémon was traded to a different game. The character set used for the name of the player is the one corresponding to the language of the cartridge. Additionally, a number of changes were made to the communication protocol between the GameCube and the GBA that appear to have dramatically increased stability. The most significant of these is likely that the transfer delay was increased tenfold. This causes the multiboot image to take slightly longer to download to the GBA, but the difference is not large enough to outweigh the benefits of the increased stability.
* Started working on serializing pokemon dataKelly Rauchenberger2017-08-182-1/+55
| | | | | | | | | | | | | | | | | | | | | | | The GBA program now sends serialized data about the first pokemon in the player's party over to the Wii. This data doesn't yet include all of the information that we will eventually want. It does, however, not transfer any private data, specifically IVs, EVs, and the personality value. It does this by deriving the public information (stats, nature, gender, shiny) before sending the pokemon over. Because of this, lookup tables for things such as base stats were needed, and given that these are large tables, it was easier to use the tables already existent in the game's ROM. Thus, the addresses of the three lookup tables that are now used are necessary for each ROM that this tool supports. I derived the addresses for version 1 of English Pokemon LeafGreen by dumping my own copy and searching through it with a text editor. Thus, at the current time, that cartridge is the only one that is supported. I will supplement this soon with addresses for the other four gen 3 carts that I have, but that will still not provide a very large amount of coverage. I have not yet decided how to address this issue. There is one current bug with the serialized data: the Wii doesn't seem to see the original trainer ID. Will fix.
* Debug output lists pokedex numbers for seen/caughtKelly Rauchenberger2017-07-161-10/+13
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* Removed a lot of sleeps that turned out to be unnecessaryKelly Rauchenberger2017-07-131-6/+4
| | | | It's faster now, yay!
* Organized code moreKelly Rauchenberger2017-07-135-471/+550
| | | | | | | | | Now the link-specific stuff is abstracted into its own file, and the code for negotiating the "different" multiboot protocol is in its own file. Also, removed support for compiling for GC because eventually we will be using Wii-only features. Also put the main extractor code into a thread so that we can monitor for the user pressing the start button to exit.
* App now waits for confirmation to import, and reads pokedex seen&caughtKelly Rauchenberger2017-07-131-1/+54
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* Fixed indentationKelly Rauchenberger2017-07-112-249/+249
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* Major reformatting, cleaning up black magicKelly Rauchenberger2017-07-115-625/+227
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* Things are semi-reliably working now!Kelly Rauchenberger2017-07-113-24/+75
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | A good portion of the time, the Wii will display: Pokemon LeafGreen Trainer: Starla (34182) which is the correct data on the cartridge I am testing with. Most of the GBA changes are within comments and are unimportant. I did uncomment the portion where it sends over the trainer's name, and I fixed how it reads the trainer ID from memory. The Wii changes involve properly cooperating in the message sending protocol I'm having the GBA and Wii use. More description regarding protocol: I'm not super familiar with the JOY BUS protocol because it's undocumented, but there seems to be this issue where the Wii reads the same value multiple times from the cable, and since the cable is used to negotiate the multiboot image, I need to make sure that the Wii and GBA are on the same page. Since the last message that the GBA sends is nonzero, I have the GBA image start by sending a zero and waiting for a response, and I have the Wii wait for a zero. The Wii then sends a zero in response to the GBA. From then on, the message sending protocol works like so: Wii: waits for non-zero value GBA: sends non-zero value, waits for any response Wii: reads message, sends 0 response, waits for 0 response GBA: receives response, sends 0 response, waits for any response Wii: reads 0, continues on with program The reason for this is to prevent incorrect communication caused by the Wii reading the same value from the GBA multiple times by essentially delimiting the message. This is currently pretty slow because I have debugging messages and sleeps everywhere. I will clean this code up, but this project is slightly dark magic right now and I wanted to commit something that worked in the slightest. Also added a debug function that transcodes from the proprietary gen 3 encoding to ASCII in the domain of characters that can actually be used in names (except for the 6 special German ones). Thanks to Bulbapedia (https://bulbapedia.bulbagarden.net/wiki/Character_encoding_in_Generation_III) for this. It's used for now to display the Trainer name on the console. It assumes that the cartridge is non-Japanese; this will be addressed. I'm not currently planning on transcoding names before transmitting them, because of the fact that there are characters in the character set that are not present in any other character set, and thus transcoding them spuriously (like PK -> P,K) is a loss of data. However, it is true that no such characters exist in the set of characters that can be used for names (in either the Japanese or non-Japanese encoding), so I may later decide to transcode to Unicode on the Wii before transmitting.
* started tweaking with stuffKelly Rauchenberger2017-07-113-459/+852
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* -added the ability to clear the save on the gba cartridge directlyFIX942016-07-211-9/+18
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* -make sure to correct filenames with invalid filesystem characters (issue #3)FIX942016-04-221-77/+68
| | | | -corrected the si transfer delay code to only have one properly set delay
* added gba bios dumpingFIX942016-04-101-2/+39
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* general cleanupFIX942016-04-101-62/+52
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* fixed up eeprom supportFIX942016-04-091-1/+1
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* added experimental save support (only tested with EEPROM)FIX942016-04-081-51/+180
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* first commit, enjoyFIX942016-04-081-0/+400