PKHeX/PKHeX.Core/Saves/SAV3Colosseum.cs

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using System;
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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using System.Collections.Generic;
using System.Security.Cryptography;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
/// <summary>
/// Generation 3 <see cref="SaveFile"/> object for Pokémon Colosseum saves.
/// </summary>
public sealed class SAV3Colosseum : SaveFile, IGCSaveFile
{
protected internal override string ShortSummary => $"{OT} ({Version}) - {PlayTimeString}";
public override string Extension => this.GCExtension();
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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public override PersonalTable Personal => PersonalTable.RS;
public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_COLO;
public SAV3GCMemoryCard? MemoryCard { get; init; }
// 3 Save files are stored
// 0x0000-0x6000 contains memory card data
// 0x6000-0x60000 contains the 3 save slots
// 0x5A000 / 3 = 0x1E000 per save slot
// Checksum is SHA1 over 0-0x1DFD7, stored in the last 20 bytes of the save slot.
// Another SHA1 hash is 0x1DFD8, for 20 bytes. Unknown purpose.
// Checksum is used as the crypto key.
private const int SLOT_SIZE = 0x1E000;
private const int SLOT_START = 0x6000;
private const int SLOT_COUNT = 3;
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private int SaveCount = -1;
private int SaveIndex = -1;
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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private readonly StrategyMemo StrategyMemo;
public const int MaxShadowID = 0x80; // 128
private int Memo;
private readonly byte[] BAK;
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public SAV3Colosseum() : base(SaveUtil.SIZE_G3COLO)
{
BAK = Array.Empty<byte>();
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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StrategyMemo = Initialize();
ClearBoxes();
}
public SAV3Colosseum(byte[] data) : base(data)
{
BAK = data;
InitializeData();
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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StrategyMemo = Initialize();
}
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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private StrategyMemo Initialize()
{
// Trainer1 = 0x00078;
Party = 0x000A8;
Box = 0x00B90;
DaycareOffset = 0x08170;
Memo = 0x082B0;
// Since PartyCount is not stored in the save file,
// Count up how many party slots are active.
for (int i = 0; i < 6; i++)
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{
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if (GetPartySlot(Data, GetPartyOffset(i)).Species != 0)
PartyCount++;
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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
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var memo = new StrategyMemo(Data, Memo, xd: false);
return memo;
}
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private void InitializeData()
{
// Scan all 3 save slots for the highest counter
for (int i = 0; i < SLOT_COUNT; i++)
{
int slotOffset = SLOT_START + (i * SLOT_SIZE);
int SaveCounter = ReadInt32BigEndian(Data.AsSpan(slotOffset + 4));
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if (SaveCounter <= SaveCount)
continue;
SaveCount = SaveCounter;
SaveIndex = i;
}
// Decrypt most recent save slot
{
int slotOffset = SLOT_START + (SaveIndex * SLOT_SIZE);
ReadOnlySpan<byte> slot = Data.AsSpan(slotOffset, SLOT_SIZE);
Span<byte> digest = stackalloc byte[20];
slot[^20..].CopyTo(digest);
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// Decrypt Slot
Data = DecryptColosseum(slot, digest);
}
}
protected override byte[] GetFinalData()
{
var newFile = GetInnerData();
// Return the gci if Memory Card is not being exported
if (MemoryCard is null)
return newFile;
MemoryCard.WriteSaveGameData(newFile);
return MemoryCard.Data;
}
private byte[] GetInnerData()
{
StrategyMemo.Write().CopyTo(Data, Memo);
SetChecksums();
// Get updated save slot data
ReadOnlySpan<byte> slot = Data;
Span<byte> digest = stackalloc byte[20];
slot[^20..].CopyTo(digest);
byte[] newSAV = EncryptColosseum(slot, digest);
// Put save slot back in original save data
byte[] newFile = MemoryCard != null ? MemoryCard.ReadSaveGameData() : (byte[])BAK.Clone();
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Array.Copy(newSAV, 0, newFile, SLOT_START + (SaveIndex * SLOT_SIZE), newSAV.Length);
return newFile;
}
// Configuration
protected override SaveFile CloneInternal()
{
var data = GetInnerData();
return new SAV3Colosseum(data) { MemoryCard = MemoryCard };
}
protected override int SIZE_STORED => PokeCrypto.SIZE_3CSTORED;
protected override int SIZE_PARTY => PokeCrypto.SIZE_3CSTORED; // unused
public override PKM BlankPKM => new CK3();
public override Type PKMType => typeof(CK3);
public override int MaxMoveID => Legal.MaxMoveID_3;
public override int MaxSpeciesID => Legal.MaxSpeciesID_3;
public override int MaxAbilityID => Legal.MaxAbilityID_3;
public override int MaxBallID => Legal.MaxBallID_3;
public override int MaxItemID => Legal.MaxItemID_3_COLO;
public override int MaxGameID => Legal.MaxGameID_3;
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public override int MaxEV => 255;
public override int Generation => 3;
public override EntityContext Context => EntityContext.Gen3;
protected override int GiftCountMax => 1;
public override int OTLength => 10; // as evident by Mattle Ho-Oh
public override int NickLength => 10;
public override int MaxMoney => 9999999;
public override int BoxCount => 3;
public override bool IsPKMPresent(ReadOnlySpan<byte> data) => EntityDetection.IsPresentGC(data);
private static byte[] EncryptColosseum(ReadOnlySpan<byte> input, Span<byte> digest)
{
if (input.Length != SLOT_SIZE)
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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throw new ArgumentException(nameof(input));
byte[] output = input.ToArray();
// NOT key
for (int i = 0; i < 20; i++)
digest[i] = (byte)~digest[i];
using var sha1 = SHA1.Create();
for (int i = 0x18; i < 0x1DFD8; i += 20)
{
for (int j = 0; j < 20; j++)
output[i + j] ^= digest[j];
byte[] key = sha1.ComputeHash(output, i, 20); // update digest
key.AsSpan(0, 20).CopyTo(digest); // for use in next loop
}
return output;
}
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private static byte[] DecryptColosseum(ReadOnlySpan<byte> input, Span<byte> digest)
{
if (input.Length != SLOT_SIZE)
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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throw new ArgumentException(nameof(input));
byte[] output = input.ToArray();
// NOT key
for (int i = 0; i < 20; i++)
digest[i] = (byte)~digest[i];
using var sha1 = SHA1.Create();
for (int i = 0x18; i < 0x1DFD8; i += 20)
{
byte[] key = sha1.ComputeHash(output, i, 20); // update digest
for (int j = 0; j < 20; j++)
output[i + j] ^= digest[j];
key.AsSpan(0, 20).CopyTo(digest); // for use in next loop
}
return output;
}
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protected override void SetChecksums()
{
// Clear Header Checksum
var headerCHK = Data.AsSpan(12);
WriteInt32BigEndian(headerCHK, 0);
// Compute checksum of data
using var sha1 = SHA1.Create();
byte[] checksum = sha1.ComputeHash(Data, 0, 0x1DFD8);
// Set Checksum to end
var checkSpan = checksum.AsSpan();
checkSpan.CopyTo(Data.AsSpan(Data.Length - checkSpan.Length));
// Compute new header checksum
var header = Data.AsSpan(0, 0x20);
int newHC = 0;
for (int i = 0; i < 0x18; i += 4)
newHC -= ReadInt32BigEndian(header[i..]);
newHC -= ReadInt32BigEndian(header[0x18..]) ^ ~ReadInt32BigEndian(checkSpan);
newHC -= ReadInt32BigEndian(header[0x1C..]) ^ ~ReadInt32BigEndian(checkSpan[4..]);
// Set Header Checksum
WriteInt32BigEndian(headerCHK, newHC);
}
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public override bool ChecksumsValid => !ChecksumInfo.Contains("Invalid");
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public override string ChecksumInfo
{
get
{
byte[] data = (byte[])Data.Clone();
var hc = data.AsSpan(12);
int oldHC = ReadInt32BigEndian(hc);
// Clear Header Checksum
WriteUInt32BigEndian(hc, 0);
using var sha1 = SHA1.Create();
byte[] checksum = sha1.ComputeHash(data, 0, 0x1DFD8);
var checkSpan = checksum.AsSpan();
// Compute new header checksum
var header = data.AsSpan(0, 0x20);
int newHC = 0;
for (int i = 0; i < 0x18; i += 4)
newHC -= ReadInt32BigEndian(header[i..]);
newHC -= ReadInt32BigEndian(header[0x18..]) ^ ~ReadInt32BigEndian(checkSpan);
newHC -= ReadInt32BigEndian(header[0x1C..]) ^ ~ReadInt32BigEndian(checkSpan[4..]);
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var chk = data.AsSpan(data.Length - 20, 20);
bool isHeaderValid = newHC == oldHC;
bool isBodyValid = chk.SequenceEqual(checkSpan);
static string valid(bool s) => s ? "Valid" : "Invalid";
return $"Header Checksum {valid(isHeaderValid)}, Body Checksum {valid(isBodyValid)}.";
}
}
// Trainer Info
public override GameVersion Version { get => GameVersion.COLO; protected set { } }
// Storage
public override int GetPartyOffset(int slot)
{
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return Party + (SIZE_STORED * slot);
}
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public override int GetBoxOffset(int box)
{
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return Box + (((30 * SIZE_STORED) + 0x14)*box) + 0x14;
}
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public override string GetBoxName(int box)
{
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return GetString(Box + (0x24A4 * box), 16);
}
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public override void SetBoxName(int box, string value)
{
SetString(Data.AsSpan(Box + (0x24A4 * box), 16), value.AsSpan(), 8, StringConverterOption.ClearZero);
}
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protected override PKM GetPKM(byte[] data)
{
if (data.Length != SIZE_STORED)
Array.Resize(ref data, SIZE_STORED);
return new CK3(data);
}
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protected override byte[] DecryptPKM(byte[] data)
{
return data;
}
protected override void SetPKM(PKM pkm, bool isParty = false)
{
if (pkm is not CK3 pk)
return;
if (pk.CurrentRegion == 0)
pk.CurrentRegion = 2; // NTSC-U
if (pk.OriginalRegion == 0)
pk.OriginalRegion = 2; // NTSC-U
}
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protected override void SetDex(PKM pkm)
{
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if (pkm.Species is 0 or > Legal.MaxSpeciesID_3)
return;
if (pkm.IsEgg)
return;
// Dex Related
var entry = StrategyMemo.GetEntry(pkm.Species);
if (entry.IsEmpty) // Populate
{
entry.Species = pkm.Species;
entry.PID = pkm.PID;
entry.TID = pkm.TID;
entry.SID = pkm.SID;
}
if (entry.Matches(pkm.Species, pkm.PID, pkm.TID, pkm.SID))
{
entry.Seen = true;
entry.Owned = true;
}
StrategyMemo.SetEntry(entry);
}
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private TimeSpan PlayedSpan
{
get => TimeSpan.FromSeconds((double)(ReadUInt32BigEndian(Data.AsSpan(40)) - 0x47000000) / 128);
set => WriteUInt32BigEndian(Data.AsSpan(40), (uint)(value.TotalSeconds * 128) + 0x47000000);
}
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public override int PlayedHours
{
get => (ushort)PlayedSpan.Hours;
set { var time = PlayedSpan; PlayedSpan = time - TimeSpan.FromHours(time.Hours) + TimeSpan.FromHours(value); }
}
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public override int PlayedMinutes
{
get => (byte)PlayedSpan.Minutes;
set { var time = PlayedSpan; PlayedSpan = time - TimeSpan.FromMinutes(time.Minutes) + TimeSpan.FromMinutes(value); }
}
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public override int PlayedSeconds
{
get => (byte)PlayedSpan.Seconds;
set { var time = PlayedSpan; PlayedSpan = time - TimeSpan.FromSeconds(time.Seconds) + TimeSpan.FromSeconds(value); }
}
// Trainer Info (offset 0x78, length 0xB18, end @ 0xB90)
public override string OT { get => GetString(0x78, 20); set { SetString(Data.AsSpan(0x78, 20), value.AsSpan(), 10, StringConverterOption.ClearZero); OT2 = value; } }
public string OT2 { get => GetString(0x8C, 20); set => SetString(Data.AsSpan(0x8C, 20), value.AsSpan(), 10, StringConverterOption.ClearZero); }
public override int SID { get => ReadUInt16BigEndian(Data.AsSpan(0xA4)); set => WriteUInt16BigEndian(Data.AsSpan(0xA4), (ushort)value); }
public override int TID { get => ReadUInt16BigEndian(Data.AsSpan(0xA6)); set => WriteUInt16BigEndian(Data.AsSpan(0xA6), (ushort)value); }
public override int Gender { get => Data[0xAF8]; set => Data[0xAF8] = (byte)value; }
public override uint Money { get => ReadUInt32BigEndian(Data.AsSpan(0xAFC)); set => WriteUInt32BigEndian(Data.AsSpan(0xAFC), value); }
public uint Coupons { get => ReadUInt32BigEndian(Data.AsSpan(0xB00)); set => WriteUInt32BigEndian(Data.AsSpan(0xB00), value); }
public string RUI_Name { get => GetString(0xB3A, 20); set => SetString(Data.AsSpan(0xB3A, 20), value.AsSpan(), 10, StringConverterOption.ClearZero); }
public override IReadOnlyList<InventoryPouch> Inventory
{
get
{
InventoryPouch[] pouch =
{
new InventoryPouch3GC(InventoryType.Items, Legal.Pouch_Items_COLO, 99, 0x007F8, 20), // 20 COLO, 30 XD
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
new InventoryPouch3GC(InventoryType.KeyItems, Legal.Pouch_Key_COLO, 1, 0x00848, 43),
new InventoryPouch3GC(InventoryType.Balls, Legal.Pouch_Ball_RS, 99, 0x008F4, 16),
new InventoryPouch3GC(InventoryType.TMHMs, Legal.Pouch_TM_RS, 99, 0x00934, 64), // no HMs
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
new InventoryPouch3GC(InventoryType.Berries, Legal.Pouch_Berries_RS, 999, 0x00A34, 46),
new InventoryPouch3GC(InventoryType.Medicine, Legal.Pouch_Cologne_COLO, 99, 0x00AEC, 3), // Cologne
};
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return pouch.LoadAll(Data);
}
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set => value.SaveAll(Data);
}
// Daycare Structure:
// 0x00 -- Occupied
// 0x01 -- Deposited Level
// 0x02-0x03 -- unused?
// 0x04-0x07 -- Initial EXP
public override int GetDaycareSlotOffset(int loc, int slot) { return DaycareOffset + 8; }
public override uint? GetDaycareEXP(int loc, int slot) { return null; }
public override bool? IsDaycareOccupied(int loc, int slot) { return null; }
public override void SetDaycareEXP(int loc, int slot, uint EXP) { }
public override void SetDaycareOccupied(int loc, int slot, bool occupied) { }
public override string GetString(ReadOnlySpan<byte> data) => StringConverter3GC.GetString(data);
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public override int SetString(Span<byte> destBuffer, ReadOnlySpan<char> value, int maxLength, StringConverterOption option)
{
return StringConverter3GC.SetString(destBuffer, value, maxLength, option);
}
}
}