blob: 14d2f1dd0d0f0b7acc6ab1e0879c3217afd1d49b (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
|
/*
* Copyright (C) 2017 hatkirby
*
* This software may be modified and distributed under the terms
* of the MIT license. See the LICENSE file for details.
*/
#include <gba.h>
#include "gamedata.h"
#include "link.h"
int main(void)
{
// This possibly increases stability, I don't rightly know, this is all black
// magic, will test more later.
REG_IME = 0;
initializeLink();
// Identify the host game.
if (GAME_RUBY)
{
sendS32(1);
} else if (GAME_SAPP)
{
sendS32(2);
} else if (GAME_FR)
{
sendS32(3);
} else if (GAME_LG)
{
sendS32(4);
} else if (GAME_EM)
{
sendS32(5);
} else {
sendS32(-1);
waitForAck();
return 0;
}
waitForAck();
// Get access to save data.
pSaveBlock1 SaveBlock1;
pSaveBlock2 SaveBlock2;
pSaveBlock3 SaveBlock3;
if (!initSaveData(&SaveBlock1, &SaveBlock2, &SaveBlock3))
{
// Unsupported game version.
sendS32(-1);
waitForAck();
return 0;
}
sendS32(1);
waitForAck();
// Send trainer name.
u8* trainerName = 0;
if (GAME_RS)
{
trainerName = SaveBlock2->rs.playerName;
} else if (GAME_FRLG)
{
trainerName = SaveBlock2->frlg.playerName;
} else if (GAME_EM)
{
trainerName = SaveBlock2->e.playerName;
}
u32 tn1 =
(trainerName[0] << 24)
| (trainerName[1] << 16)
| (trainerName[2] << 8)
| (trainerName[3]);
u32 tn2 =
(trainerName[4] << 24)
| (trainerName[5] << 16)
| (trainerName[6] << 8)
| (trainerName[7]);
sendU32(tn1);
waitForAck();
sendU32(tn2);
waitForAck();
// Send trainer ID.
u8* trainerId = 0;
if (GAME_RS)
{
trainerId = SaveBlock2->rs.playerTrainerId;
} else if (GAME_FRLG)
{
trainerId = SaveBlock2->frlg.playerTrainerId;
} else if (GAME_EM)
{
trainerId = SaveBlock2->e.playerTrainerId;
}
u32 tti =
(trainerId[1] << 8)
| (trainerId[0]);
sendU32(tti);
waitForAck();
// Does the player want to import this game?
if (waitForResponse() == 0)
{
return 0;
}
// Send Pokédex data
u8* pokedexSeen = 0;
if (GAME_RS)
{
pokedexSeen = SaveBlock2->rs.pokedex.seen;
} else if (GAME_FRLG)
{
pokedexSeen = SaveBlock2->frlg.pokedex.seen;
} else if (GAME_EM)
{
pokedexSeen = SaveBlock2->e.pokedex.seen;
}
for (int i=0; i<13; i++)
{
u32 psi =
(pokedexSeen[i*4])
| (pokedexSeen[i*4+1] << 8)
| (pokedexSeen[i*4+2] << 16)
| (pokedexSeen[i*4+3] << 24);
directSendU32(psi);
}
u8* pokedexCaught = 0;
if (GAME_RS)
{
pokedexCaught = SaveBlock2->rs.pokedex.owned;
} else if (GAME_FRLG)
{
pokedexCaught = SaveBlock2->frlg.pokedex.owned;
} else if (GAME_EM)
{
pokedexCaught = SaveBlock2->e.pokedex.owned;
}
for (int i=0; i<13; i++)
{
u32 psi =
(pokedexCaught[i*4])
| (pokedexCaught[i*4+1] << 8)
| (pokedexCaught[i*4+2] << 16)
| (pokedexCaught[i*4+3] << 24);
directSendU32(psi);
}
}
|