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|
/*
* Copyright (C) 2017 hatkirby
* Copyright (C) 2017 slipstream/RoL
*
* This software may be modified and distributed under the terms
* of the MIT license. See the LICENSE file for details.
*/
#include "gamedata.h"
static void decryptSaveStructures(
pSaveBlock1 SaveBlock1,
pSaveBlock2 SaveBlock2,
pSaveBlock3 SaveBlock3)
{
if (GAME_RS)
{
// R/S doesn't have save crypto.
return;
}
u8* sb1raw = (u8*)SaveBlock1;
u8* sb2raw = (u8*)SaveBlock2;
//u8* sb3raw = (u8*)SaveBlock3; // unused
u32* xor_key_ptr = (u32*)(&sb2raw[( GAME_EM ? 0xA8 : 0xF20 )]);
u32 xor_key = *xor_key_ptr;
u16 xor_key16 = (u16)xor_key;
if (!xor_key)
{
// xor key is zero, nothing needs to be done.
return;
}
u32* ptr_to_xor;
u32 save_offset;
int i;
u32* bag_pocket_offsets;
u32* bag_pocket_counts;
if (GAME_FRLG)
{
// loop over and decrypt various things
save_offset = 0x3D38 + 4;
for (i = 3; i >= 0; i--)
{
ptr_to_xor = (u32*)(&sb1raw[save_offset]);
*ptr_to_xor ^= xor_key;
save_offset += 12;
}
for (i = 0; i <= 0x3f; i++)
{
save_offset = 0x1200 + (i*sizeof(u32));
ptr_to_xor = (u32*)(&sb1raw[save_offset]);
*ptr_to_xor ^= xor_key;
}
// loop over each of the bag pockets and decrypt decrypt decrypt
bag_pocket_offsets = (u32[5]) { 0x310, 0x388, 0x430, 0x464, 0x54C };
bag_pocket_counts = (u32[5]) { 42, 30, 13, 58, 43 };
for (i = 0; i < 5; i++)
{
for (int bag_i = 0; bag_i < bag_pocket_counts[i]; bag_i++)
{
save_offset = bag_pocket_offsets[i] + (sizeof(u32) * bag_i) + 2;
*(u16*)(&sb1raw[save_offset]) ^= xor_key16;
}
}
// decrypt some more stuff
save_offset = 0xaf8;
ptr_to_xor = (u32*)(&sb1raw[save_offset]);
*ptr_to_xor ^= xor_key;
save_offset = 0x290;
ptr_to_xor = (u32*)(&sb1raw[save_offset]);
*ptr_to_xor ^= xor_key;
save_offset = 0x294;
*(u16*)(&sb1raw[save_offset]) ^= xor_key16;
} else {
// Emerald
// loop over and decrypt various things
for (i = 0; i <= 0x3f; i++)
{
save_offset = 0x159c + (i*sizeof(u32));
ptr_to_xor = (u32*)(&sb1raw[save_offset]);
*ptr_to_xor ^= xor_key;
}
// loop over each of the bag pockets and decrypt decrypt decrypt
bag_pocket_offsets = (u32[5]) { 0x560, 0x5D8, 0x650, 0x690, 0x790 };
bag_pocket_counts = (u32[5]) { 30, 30, 16, 64, 46 };
for (i = 0; i < 5; i++)
{
for (int bag_i = 0; bag_i < bag_pocket_counts[i]; bag_i++)
{
save_offset = bag_pocket_offsets[i] + (sizeof(u32) * bag_i) + 2;
*(u16*)(&sb1raw[save_offset]) ^= xor_key16;
}
}
// decrypt some more stuff
save_offset = 0x1F4;
ptr_to_xor = (u32*)(&sb1raw[save_offset]);
*ptr_to_xor ^= xor_key;
save_offset = 0x490;
ptr_to_xor = (u32*)(&sb1raw[save_offset]);
*ptr_to_xor ^= xor_key;
save_offset = 0x494;
*(u16*)(&sb1raw[save_offset]) ^= xor_key16;
}
*xor_key_ptr = 0;
}
static void CryptBoxPokemon(struct BoxPokemon* pkm)
{
for (u32 i = 0; i < 12; i++)
{
pkm->secure.raw[i] ^= (pkm->otId ^ pkm->personality);
}
}
bool initSaveData(struct GameData* gameData)
{
// check the ROM code, make sure this game is supported.
u8* ROM = (u8*) 0x8000000;
u32 gamecode = (*(u32*)(&ROM[0xAC]));
void(*loadsave)(char a1);
//void(*mainloop)();
//void(*load_pokemon)();
pSaveBlock1 gSaveBlock1;
pSaveBlock2 gSaveBlock2;
pSaveBlock3 gSaveBlock3;
//u32 titlemid = 0;
// get the address of the save loading function.
switch (gamecode)
{
// --- R/S ---
case 'DVXA': // Ruby German
case 'DPXA': // Sapphire German
{
// TODO: detect debug ROM?
gSaveBlock1 = (pSaveBlock1) 0x2025734;
gSaveBlock2 = (pSaveBlock2) 0x2024EA4;
gSaveBlock3 = (pSaveBlock3) 0x20300A0;
loadsave = (void(*)(char)) 0x8126249; // same for v1.0 + v1.1
//mainloop = (void(*)()) 0x80003D9;
//load_pokemon = (void(*)()) 0x8047da9;
break;
}
case 'FVXA': // Ruby French
case 'FPXA': // Sapphire French
{
gSaveBlock1 = (pSaveBlock1) 0x2025734;
gSaveBlock2 = (pSaveBlock2) 0x2024EA4;
gSaveBlock3 = (pSaveBlock3) 0x20300A0;
loadsave = (void(*)(char)) 0x8126351; // same for v1.0 + v1.1
//mainloop = (void(*)()) 0x80003D9;
//load_pokemon = (void(*)()) 0x8047e95;
break;
}
case 'IVXA': // Ruby Italian
case 'IPXA': // Sapphire Italian
{
gSaveBlock1 = (pSaveBlock1) 0x2025734;
gSaveBlock2 = (pSaveBlock2) 0x2024EA4;
gSaveBlock3 = (pSaveBlock3) 0x20300A0;
loadsave = (void(*)(char)) 0x8126249; // same for v1.0 + v1.1
//mainloop = (void(*)()) 0x80003D9;
//load_pokemon = (void(*)()) 0x8047dbd;
break;
}
case 'SVXA': // Ruby Spanish
case 'SPXA': // Sapphire Spanish
{
gSaveBlock1 = (pSaveBlock1) 0x2025734;
gSaveBlock2 = (pSaveBlock2) 0x2024EA4;
gSaveBlock3 = (pSaveBlock3) 0x20300A0;
loadsave = (void(*)(char)) 0x8126349; // same for v1.0 + v1.1
//mainloop = (void(*)()) 0x80003D9;
//load_pokemon = (void(*)()) 0x8047ea5;
break;
}
case 'EVXA': // Ruby English
case 'EPXA': // Sapphire English
{
gSaveBlock1 = (pSaveBlock1) 0x2025734;
gSaveBlock2 = (pSaveBlock2) 0x2024EA4;
gSaveBlock3 = (pSaveBlock3) 0x20300A0;
//mainloop = (void(*)()) 0x80002A5;
// version number
switch (ROM[0xBC])
{
case 0:
{
loadsave = (void(*)(char)) 0x8125EC9;
//load_pokemon = (void(*)()) 0x8047a85;
break;
}
case 1:
case 2:
{
loadsave = (void(*)(char)) 0x8125EE9;
//load_pokemon = (void(*)()) 0x8047aa5;
break;
}
default:
{
return false; // unsupported version
}
}
break;
}
case 'JVXA': // Ruby Japanese
case 'JPXA': // Sapphire Japanese
{
gSaveBlock1 = (pSaveBlock1) 0x2025494;
gSaveBlock2 = (pSaveBlock2) 0x2024C04;
gSaveBlock3 = (pSaveBlock3) 0x202FDBC;
loadsave = (void(*)(char)) 0x8120d05; // same for v1.0 + v1.1
//mainloop = (void(*)()) 0x80002A9;
//load_pokemon = (void(*)()) 0x8044d55;
break;
}
/// --- FR/LG ---
// In FR/LG, the function that initialises the save-block pointers to
// default does not set up saveblock3. Which will need to be set up before
// loading the save if we want boxed Pokémon to not disappear. Oh, and
// loadsave() offset is different between FR and LG...
case 'DRPB': // FireRed German
case 'DGPB': // LeafGreen German
{
gSaveBlock1 = (pSaveBlock1) 0x202552C;
gSaveBlock2 = (pSaveBlock2) 0x2024588;
gSaveBlock3 = (pSaveBlock3) 0x2029314;
*(pSaveBlock3*)(0x3004f60) = gSaveBlock3;
loadsave = (void(*)(char)) ( GAME_FR ? 0x80da721 : 0x80da6f5 );
//mainloop = (void(*)()) 0x8000425;
//titlemid = 0x80791df;
//load_pokemon = (void(*)()) 0x804c251;
break;
}
case 'FRPB': // FireRed French
case 'FGPB': // LeafGreen French
{
gSaveBlock1 = (pSaveBlock1) 0x202552C;
gSaveBlock2 = (pSaveBlock2) 0x2024588;
gSaveBlock3 = (pSaveBlock3) 0x2029314;
*(pSaveBlock3*)(0x3004f60) = gSaveBlock3;
loadsave = (void(*)(char)) ( GAME_FR ? 0x80da7e1 : 0x80da7b5 );
//mainloop = (void(*)()) 0x8000417;
//titlemid = 0x807929f;
//load_pokemon = (void(*)()) 0x804c311;
break;
}
case 'IRPB': // FireRed Italian
case 'IGPB': // LeafGreen Italian
{
gSaveBlock1 = (pSaveBlock1) 0x202552C;
gSaveBlock2 = (pSaveBlock2) 0x2024588;
gSaveBlock3 = (pSaveBlock3) 0x2029314;
*(pSaveBlock3*)(0x3004f60) = gSaveBlock3;
loadsave = (void(*)(char)) ( GAME_FR ? 0x80da721 : 0x80da6f5 );
//mainloop = (void(*)()) 0x8000425;
//titlemid = 0x80791cb;
//load_pokemon = (void(*)()) 0x804c23d;
break;
}
case 'SRPB': // FireRed Spanish
case 'SGPB': // LeafGreen Spanish
{
gSaveBlock1 = (pSaveBlock1) 0x202552C;
gSaveBlock2 = (pSaveBlock2) 0x2024588;
gSaveBlock3 = (pSaveBlock3) 0x2029314;
*(pSaveBlock3*)(0x3004f60) = gSaveBlock3;
loadsave = (void(*)(char)) ( GAME_FR ? 0x80da809 : 0x80da7dd );
//mainloop = (void(*)()) 0x8000417;
//titlemid = 0x80792b3;
//load_pokemon = (void(*)()) 0x804c325;
break;
}
case 'ERPB': // FireRed English
case 'EGPB': // LeafGreen English
{
gSaveBlock1 = (pSaveBlock1) 0x202552C;
gSaveBlock2 = (pSaveBlock2) 0x2024588;
gSaveBlock3 = (pSaveBlock3) 0x2029314;
*(pSaveBlock3*)(0x3005010) = gSaveBlock3;
// version number
switch (ROM[0xBC])
{
case 0:
{
loadsave = (void(*)(char)) ( GAME_FR ? 0x80da4fd : 0x80da4d1 );
//mainloop = (void(*)()) 0x800041b;
//titlemid = 0x807927b;
//load_pokemon = (void(*)()) 0x804c231;
break;
}
case 1:
{
loadsave = (void(*)(char)) ( GAME_FR ? 0x80da511 : 0x80da4e5 );
//mainloop = (void(*)()) 0x8000429;
//titlemid = 0x807928f;
//load_pokemon = (void(*)()) 0x804c245;
break;
}
default:
{
return false; // unsupported version
}
}
break;
}
case 'JRPB': // FireRed Japanese
case 'JGPB': // LeafGreen Japanese
{
gSaveBlock1 = (pSaveBlock1) 0x202548C;
gSaveBlock2 = (pSaveBlock2) 0x20244E8;
gSaveBlock3 = (pSaveBlock3) 0x202924C;
*(pSaveBlock3*)(0x3005050) = gSaveBlock3;
// version number
switch (ROM[0xBC])
{
case 0:
{
loadsave = (void(*)(char)) ( GAME_FR ? 0x80db4e5 : 0x80db4b9 );
//mainloop = (void(*)()) 0x800041b;
//titlemid = 0x8078a0f;
//load_pokemon = (void(*)()) 0x804b9e9;
break;
}
case 1:
{
if ((gamecode << 8) == 'GPB\x00')
{
// LeafGreen v1.1 Japanese is undumped.
// Therefore, it is unsupported.
// I will make guesses at the offsets in the comments, but I will
// not actually implement them until LeafGreen v1.1 is dumped.
return false;
}
loadsave = (void(*)(char)) 0x80db529;
// potential LG1.1 address: 0x80db4fd
//mainloop = (void(*)()) 0x8000417;
//titlemid = 0x8078987;
//load_pokemon = (void(*)()) 0x804b9c5;
break;
}
default:
{
return false; // unsupported version
}
}
break;
}
/// --- Emerald ---
// In Emerald, the saveblock pointer that isn't set up is saveblock1 (in
// FR/LG it was saveblock3). The initial save loading code after the
// copyright screen is also updated, now it sets up ASLR/crypto here before
// loading the save.
case 'DEPB': // Emerald German
{
gSaveBlock1 = (pSaveBlock1) 0x2025A00;
gSaveBlock2 = (pSaveBlock2) 0x2024A54;
gSaveBlock3 = (pSaveBlock3) 0x2029808;
*(pSaveBlock1*)(0x3005d8c) = gSaveBlock1;
loadsave = (void(*)(char)) 0x8153075;
//mainloop = (void(*)()) 0x800042b;
//titlemid = 0x816fdb5;
//load_pokemon = (void(*)()) 0x8076dd5;
break;
}
case 'FEPB': // Emerald French
{
gSaveBlock1 = (pSaveBlock1) 0x2025A00;
gSaveBlock2 = (pSaveBlock2) 0x2024A54;
gSaveBlock3 = (pSaveBlock3) 0x2029808;
*(pSaveBlock1*)(0x3005d8c) = gSaveBlock1;
loadsave = (void(*)(char)) 0x815319d;
//mainloop = (void(*)()) 0x800042b;
//titlemid = 0x816fedd;
//load_pokemon = (void(*)()) 0x8076dd1;
break;
}
case 'IEPB': // Emerald Italian
{
gSaveBlock1 = (pSaveBlock1) 0x2025A00;
gSaveBlock2 = (pSaveBlock2) 0x2024A54;
gSaveBlock3 = (pSaveBlock3) 0x2029808;
*(pSaveBlock1*)(0x3005d8c) = gSaveBlock1;
loadsave = (void(*)(char)) 0x8153065;
//mainloop = (void(*)()) 0x800042b;
//titlemid = 0x816fda5;
//load_pokemon = (void(*)()) 0x8076dd5;
break;
}
case 'SEPB': // Emerald Spanish
{
gSaveBlock1 = (pSaveBlock1) 0x2025A00;
gSaveBlock2 = (pSaveBlock2) 0x2024A54;
gSaveBlock3 = (pSaveBlock3) 0x2029808;
*(pSaveBlock1*)(0x3005d8c) = gSaveBlock1;
loadsave = (void(*)(char)) 0x8153175;
//mainloop = (void(*)()) 0x800042b;
//titlemid = 0x816feb5;
//load_pokemon = (void(*)()) 0x8076dd1;
break;
}
case 'EEPB': // Emerald English
{
gSaveBlock1 = (pSaveBlock1) 0x2025A00;
gSaveBlock2 = (pSaveBlock2) 0x2024A54;
gSaveBlock3 = (pSaveBlock3) 0x2029808;
*(pSaveBlock1*)(0x3005d8c) = gSaveBlock1;
loadsave = (void(*)(char)) 0x81534d1;
//mainloop = (void(*)()) 0x800042b;
//titlemid = 0x817014d;
//load_pokemon = (void(*)()) 0x8076dd5;
break;
}
case 'JEPB': // Emerald Japanese
{
gSaveBlock1 = (pSaveBlock1) 0x20256A4;
gSaveBlock2 = (pSaveBlock2) 0x20246F8;
gSaveBlock3 = (pSaveBlock3) 0x20294AC;
*(pSaveBlock1*)(0x3005aec) = gSaveBlock1;
loadsave = (void(*)(char)) 0x815340d;
//mainloop = (void(*)()) 0x800042b;
//titlemid = 0x816ff45;
//load_pokemon = (void(*)()) 0x80767dd;
break;
}
default:
{
return false; // this game isn't supported
}
}
loadsave(0);
// now the save is loaded, we can do what we want with the loaded blocks.
// first, we're going to want to decrypt the parts that are crypted, if
// applicable.
decryptSaveStructures(gSaveBlock1,gSaveBlock2,gSaveBlock3);
gameData->SaveBlock1 = gSaveBlock1;
gameData->SaveBlock2 = gSaveBlock2;
gameData->SaveBlock3 = gSaveBlock3;
return true;
}
void DecryptPokemon(struct Pokemon* pkm)
{
struct BoxPokemon* boxMon = &(pkm->box);
CryptBoxPokemon(boxMon);
}
void DecryptBoxPokemon(struct BoxPokemon* pkm)
{
CryptBoxPokemon(pkm);
}
void EncryptPokemon(struct Pokemon* pkm)
{
struct BoxPokemon* boxMon = &(pkm->box);
EncryptBoxPokemon(boxMon);
}
void EncryptBoxPokemon(struct BoxPokemon* pkm)
{
FixBoxPokemonChecksum(pkm);
CryptBoxPokemon(pkm);
}
union PokemonSubstruct* GetPokemonSubstruct(struct Pokemon* pkm,u8 substructId)
{
struct BoxPokemon* boxMon = &(pkm->box);
return GetBoxPokemonSubstruct(boxMon,substructId);
}
union PokemonSubstruct* GetBoxPokemonSubstruct(
struct BoxPokemon* pkm,
u8 substructId)
{
if (substructId > 3)
{
return NULL;
}
u32 personality = pkm->personality;
u32 modulo = (personality % 24);
// Staring at the substruct indexes, I noticed the last two columns are the
// reverse of the first two! that is, substructId==2 column is the reverse of
// substructId==1, substructId==3 is the reverse of substructId==0.
// At least that means there's no need to hardcode all four.
u8 substruct_idxes[2][24] = {
{ 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 2, 3, 1, 1, 2, 3, 2, 3, 1, 1, 2, 3, 2, 3 },
{ 1, 1, 2, 3, 2, 3, 0, 0, 0, 0, 0, 0, 2, 3, 1, 1, 3, 2, 2, 3, 1, 1, 3, 2 }
};
if (substructId < 2)
{
return &(pkm->secure.substructs[substruct_idxes[substructId][modulo]]);
}
return &(pkm->secure.substructs[
substruct_idxes[3 - substructId][23 - modulo]]);
}
u16 CalculateBoxPokemonChecksum(struct BoxPokemon* pkm)
{
u16 checksum = 0;
union PokemonSubstruct* substructs[4] = {
GetBoxPokemonSubstruct(pkm,0),
GetBoxPokemonSubstruct(pkm,1),
GetBoxPokemonSubstruct(pkm,2),
GetBoxPokemonSubstruct(pkm,3)
};
for (int substruct = 0; substruct < 4; substruct++)
{
for (int i = 0; i < 6; i++)
{
checksum += substructs[substruct]->raw[i];
}
}
return checksum;
}
void FixBoxPokemonChecksum(struct BoxPokemon* pkm)
{
pkm->checksum = CalculateBoxPokemonChecksum(pkm);
}
struct PokemonSubstruct0* GetPokemonSubstruct0(struct Pokemon* pkm)
{
struct BoxPokemon* boxMon = &(pkm->box);
return GetBoxPokemonSubstruct0(boxMon);
}
struct PokemonSubstruct0* GetBoxPokemonSubstruct0(struct BoxPokemon* pkm)
{
return &(GetBoxPokemonSubstruct(pkm,0)->type0);
}
struct PokemonSubstruct1* GetPokemonSubstruct1(struct Pokemon* pkm)
{
struct BoxPokemon* boxMon = &(pkm->box);
return GetBoxPokemonSubstruct1(boxMon);
}
struct PokemonSubstruct1* GetBoxPokemonSubstruct1(struct BoxPokemon* pkm)
{
return &(GetBoxPokemonSubstruct(pkm,1)->type1);
}
struct PokemonSubstruct2* GetPokemonSubstruct2(struct Pokemon* pkm)
{
struct BoxPokemon* boxMon = &(pkm->box);
return GetBoxPokemonSubstruct2(boxMon);
}
struct PokemonSubstruct2* GetBoxPokemonSubstruct2(struct BoxPokemon* pkm)
{
return &(GetBoxPokemonSubstruct(pkm,2)->type2);
}
struct PokemonSubstruct3* GetPokemonSubstruct3(struct Pokemon* pkm)
{
struct BoxPokemon* boxMon = &(pkm->box);
return GetBoxPokemonSubstruct3(boxMon);
}
struct PokemonSubstruct3* GetBoxPokemonSubstruct3(struct BoxPokemon* pkm)
{
return &(GetBoxPokemonSubstruct(pkm,3)->type3);
}
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