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using System ;
using System.Security.Cryptography ;
namespace PKHeX.Core
{
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/// <summary>
/// MemeCrypto V1 - The Original Series
/// </summary>
/// <remarks>
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/// A variant of <see cref="SaveFile"/> encryption and obfuscation used in <see cref="GameVersion.Gen7"/>.
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/// <br> The save file stores a dedicated block to contain a hash of the savedata, computed when the block is zeroed. </br>
/// <br> This signing logic is reused for other authentication; refer to <see cref="MemeKeyIndex"/>. </br>
/// <br> The save file first computes a SHA256 Hash over the block checksum region.
/// The logic then applies a SHA1 hash over the SHA256 hash result, encrypts it with a <see cref="MemeKey"/>, and signs it with an RSA private key in a non-straightforward manner. </br>
/// </remarks>
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public static class MemeCrypto
{
private const uint POKE = 0x454B4F50 ;
public static bool VerifyMemePOKE ( byte [ ] input , out byte [ ] output )
{
if ( input . Length < 0x60 )
throw new ArgumentException ( "Invalid POKE buffer!" ) ;
var memeLen = input . Length - 8 ;
var memeIndex = MemeKeyIndex . PokedexAndSaveFile ;
for ( var i = input . Length - 8 ; i > = 0 ; i - - )
{
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if ( BitConverter . ToUInt32 ( input , i ) ! = POKE )
continue ;
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var keyIndex = BitConverter . ToInt32 ( input , i + 4 ) ;
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if ( ! MemeKey . IsValidPokeKeyIndex ( keyIndex ) )
continue ;
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memeLen = i ;
memeIndex = ( MemeKeyIndex ) keyIndex ;
break ;
}
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foreach ( var len in new [ ] { memeLen , memeLen - 2 } ) // Account for Pokédex QR Edge case
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{
if ( VerifyMemeData ( input , out output , 0 , len , memeIndex ) )
return true ;
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if ( VerifyMemeData ( input , out output , 0 , len , MemeKeyIndex . PokedexAndSaveFile ) )
return true ;
}
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
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output = input ;
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return false ;
}
public static bool VerifyMemeData ( byte [ ] input , out byte [ ] output )
{
foreach ( MemeKeyIndex keyIndex in Enum . GetValues ( typeof ( MemeKeyIndex ) ) )
{
if ( VerifyMemeData ( input , out output , keyIndex ) )
return true ;
}
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
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output = input ;
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return false ;
}
public static bool VerifyMemeData ( byte [ ] input , out byte [ ] output , MemeKeyIndex keyIndex )
{
if ( input . Length < 0x60 )
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
{
output = input ;
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return false ;
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
}
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var key = new MemeKey ( keyIndex ) ;
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output = ( byte [ ] ) input . Clone ( ) ;
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var sigBuffer = key . RsaPublic ( input . SliceEnd ( input . Length - 0x60 ) ) ;
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
using var sha1 = SHA1 . Create ( ) ;
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if ( DecryptCompare ( output , sigBuffer , key , sha1 ) )
return true ;
sigBuffer [ 0x0 ] | = 0x80 ;
if ( DecryptCompare ( output , sigBuffer , key , sha1 ) )
return true ;
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
output = input ;
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return false ;
}
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private static bool DecryptCompare ( byte [ ] output , byte [ ] sigBuffer , MemeKey key , SHA1 sha1 )
{
sigBuffer . CopyTo ( output , output . Length - 0x60 ) ;
key . AesDecrypt ( output ) . CopyTo ( output , 0 ) ;
// Check for 8-byte equality.
var hash = sha1 . ComputeHash ( output , 0 , output . Length - 0x8 ) ;
var computed = BitConverter . ToUInt64 ( hash , 0 ) ;
var existing = BitConverter . ToUInt64 ( output , output . Length - 0x8 ) ;
return computed = = existing ;
}
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public static bool VerifyMemeData ( byte [ ] input , out byte [ ] output , int offset , int length )
{
var data = new byte [ length ] ;
Array . Copy ( input , offset , data , 0 , length ) ;
if ( VerifyMemeData ( data , out output ) )
{
var newOutput = ( byte [ ] ) input . Clone ( ) ;
output . CopyTo ( newOutput , offset ) ;
output = newOutput ;
return true ;
}
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
output = input ;
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return false ;
}
public static bool VerifyMemeData ( byte [ ] input , out byte [ ] output , int offset , int length , MemeKeyIndex keyIndex )
{
var data = new byte [ length ] ;
Array . Copy ( input , offset , data , 0 , length ) ;
if ( VerifyMemeData ( data , out output , keyIndex ) )
{
var newOutput = ( byte [ ] ) input . Clone ( ) ;
output . CopyTo ( newOutput , offset ) ;
output = newOutput ;
return true ;
}
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
output = input ;
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return false ;
}
public static byte [ ] SignMemeData ( byte [ ] input , MemeKeyIndex keyIndex = MemeKeyIndex . PokedexAndSaveFile )
{
// Validate Input
if ( input . Length < 0x60 )
throw new ArgumentException ( "Cannot memesign a buffer less than 0x60 bytes in size!" ) ;
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var key = new MemeKey ( keyIndex ) ;
if ( ! key . CanResign )
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throw new ArgumentException ( "Cannot sign with the specified memekey!" ) ;
var output = ( byte [ ] ) input . Clone ( ) ;
// Copy in the SHA1 signature
using ( var sha1 = SHA1 . Create ( ) )
{
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var hash = sha1 . ComputeHash ( input , 0 , input . Length - 8 ) ;
Array . Copy ( hash , 0 , output , output . Length - 8 , 8 ) ;
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}
// Perform AES operations
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output = key . AesEncrypt ( output ) ;
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var sigBuffer = new byte [ 0x60 ] ;
Array . Copy ( output , output . Length - 0x60 , sigBuffer , 0 , 0x60 ) ;
sigBuffer [ 0 ] & = 0x7F ;
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sigBuffer = key . RsaPrivate ( sigBuffer ) ;
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sigBuffer . CopyTo ( output , output . Length - 0x60 ) ;
return output ;
}
/// <summary>
/// Resigns save data.
/// </summary>
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/// <param name="sav7">Save file data to resign</param>
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/// <returns>The resigned save data. Invalid input returns null.</returns>
public static byte [ ] Resign7 ( byte [ ] sav7 )
{
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if ( sav7 . Length is not ( SaveUtil . SIZE_G7SM or SaveUtil . SIZE_G7USUM ) )
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throw new ArgumentException ( "Should not be using this for unsupported saves." ) ;
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// Save Chunks are 0x200 bytes each; Memecrypto signature is 0x100 bytes into the 2nd to last chunk.
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var isUSUM = sav7 . Length = = SaveUtil . SIZE_G7USUM ;
var ChecksumTableOffset = sav7 . Length - 0x200 ;
var MemeCryptoOffset = isUSUM ? 0x6C100 : 0x6BB00 ;
var ChecksumSignatureLength = isUSUM ? 0x150 : 0x140 ;
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const int MemeCryptoSignatureLength = 0x80 ;
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var result = ( byte [ ] ) sav7 . Clone ( ) ;
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// Store current signature
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var oldSig = sav7 . Slice ( MemeCryptoOffset , MemeCryptoSignatureLength ) ;
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using var sha256 = SHA256 . Create ( ) ;
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var newSig = sha256 . ComputeHash ( sav7 , ChecksumTableOffset , ChecksumSignatureLength ) ;
Array . Resize ( ref newSig , MemeCryptoSignatureLength ) ;
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if ( VerifyMemeData ( oldSig , out var memeSig , MemeKeyIndex . PokedexAndSaveFile ) )
Buffer . BlockCopy ( memeSig , 0x20 , newSig , 0x20 , 0x60 ) ;
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SignMemeData ( newSig ) . CopyTo ( result , MemeCryptoOffset ) ;
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return result ;
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}
}
}