using System; using System.Collections.Generic; using System.IO; using System.Linq; using static PKHeX.Core.MessageStrings; using static PKHeX.Core.GameVersion; namespace PKHeX.Core { /// /// Logic for data loading and manipulation. /// public static class SaveUtil { public const int BEEF = 0x42454546; public const int SIZE_G8SWSH = 0x1716B3; // 1.0 public const int SIZE_G8SWSH_1 = 0x17195E; // 1.0 -> 1.1 public const int SIZE_G8SWSH_2 = 0x180B19; // 1.0 -> 1.1 -> 1.2 public const int SIZE_G8SWSH_2B = 0x180AD0; // 1.0 -> 1.2 public const int SIZE_G8SWSH_3 = 0x1876B1; // 1.0 -> 1.1 -> 1.2 -> 1.3 public const int SIZE_G8SWSH_3A = 0x187693; // 1.0 -> 1.1 -> 1.3 public const int SIZE_G8SWSH_3B = 0x187668; // 1.0 -> 1.2 -> 1.3 public const int SIZE_G8SWSH_3C = 0x18764A; // 1.0 -> 1.3 public const int SIZE_G7GG = 0x100000; public const int SIZE_G7USUM = 0x6CC00; public const int SIZE_G7SM = 0x6BE00; public const int SIZE_G6XY = 0x65600; public const int SIZE_G6ORAS = 0x76000; public const int SIZE_G6ORASDEMO = 0x5A00; public const int SIZE_G5RAW = 0x80000; public const int SIZE_G5BW = 0x24000; public const int SIZE_G5B2W2 = 0x26000; public const int SIZE_G4BR = 0x380000; public const int SIZE_G4RAW = 0x80000; public const int SIZE_G3BOX = 0x76000; public const int SIZE_G3COLO = 0x60000; public const int SIZE_G3XD = 0x56000; public const int SIZE_G3RAW = 0x20000; public const int SIZE_G3RAWHALF = 0x10000; public const int SIZE_G2STAD = 0x20000; // same as G3RAW_U public const int SIZE_G2RAW_U = 0x8000; public const int SIZE_G2VC_U = 0x8010; public const int SIZE_G2BAT_U = 0x802C; public const int SIZE_G2EMU_U = 0x8030; public const int SIZE_G2RAW_J = 0x10000; public const int SIZE_G2VC_J = 0x10010; public const int SIZE_G2BAT_J = 0x1002C; public const int SIZE_G2EMU_J = 0x10030; public const int SIZE_G1STAD = 0x20000; // same as G3RAW_U public const int SIZE_G1STADJ = 0x8000; // same as G1RAW public const int SIZE_G1RAW = 0x8000; public const int SIZE_G1BAT = 0x802C; // Bank Binaries public const int SIZE_G7BANK = 0xACA48; public const int SIZE_G4BANK = 0x405C4; public const int SIZE_G4RANCH = 0x54000; public const int SIZE_G4RANCH_PLAT = 0x7C000; private static readonly SaveHandlerGCI DolphinHandler = new(); /// /// Pre-formatters for loading save files from non-standard formats (e.g. emulators). /// public static readonly ICollection Handlers = new List { DolphinHandler, new SaveHandlerDeSmuME(), new SaveHandlerARDS(), }; internal static readonly HashSet SizesSWSH = new() { SIZE_G8SWSH, SIZE_G8SWSH_1, SIZE_G8SWSH_2, SIZE_G8SWSH_2B, SIZE_G8SWSH_3, SIZE_G8SWSH_3A, SIZE_G8SWSH_3B, SIZE_G8SWSH_3C, }; private static readonly HashSet SizesGen2 = new() { SIZE_G2RAW_U, SIZE_G2VC_U, SIZE_G2BAT_U, SIZE_G2EMU_U, SIZE_G2RAW_J, SIZE_G2BAT_J, SIZE_G2EMU_J, SIZE_G2VC_J, }; private static readonly HashSet Sizes = new(SizesGen2.Concat(SizesSWSH)) { // SizesSWSH covers gen8 sizes since there's so many SIZE_G7SM, SIZE_G7USUM, SIZE_G7GG, SIZE_G6XY, SIZE_G6ORAS, SIZE_G6ORASDEMO, SIZE_G5RAW, SIZE_G5BW, SIZE_G5B2W2, SIZE_G4BR, SIZE_G4RAW, SIZE_G3BOX, SIZE_G3COLO, SIZE_G3XD, SIZE_G3RAW, SIZE_G3RAWHALF, // SizesGen2 covers gen2 sizes since there's so many SIZE_G1RAW, SIZE_G1BAT, SIZE_G7BANK, SIZE_G4BANK, SIZE_G4RANCH, SIZE_G4RANCH_PLAT, }; /// Determines the type of the provided save data. /// Save data of which to determine the origins of /// Version Identifier or Invalid if type cannot be determined. private static GameVersion GetSAVType(byte[] data) { GameVersion ver; if ((ver = GetIsG1SAV(data)) != Invalid) return ver; if ((ver = GetIsG2SAV(data)) != Invalid) return ver; if ((ver = GetIsG3SAV(data)) != Invalid) return ver; if ((ver = GetIsG4SAV(data)) != Invalid) return ver; if ((ver = GetIsG5SAV(data)) != Invalid) return ver; if ((ver = GetIsG6SAV(data)) != Invalid) return ver; if ((ver = GetIsG7SAV(data)) != Invalid) return ver; if (GetIsBelugaSAV(data) != Invalid) return GG; if (GetIsG3COLOSAV(data) != Invalid) return COLO; if (GetIsG3XDSAV(data) != Invalid) return XD; if (GetIsG3BOXSAV(data) != Invalid) return RSBOX; if (GetIsG4BRSAV(data) != Invalid) return BATREV; if (GetIsBank7(data)) // pokebank return Gen7; if (GetIsBank4(data)) // pokestock return Gen4; if (GetIsBank3(data)) // pokestock return Gen3; if (GetIsRanch4(data)) // ranch return DPPt; if (SAV2Stadium.IsStadium(data)) return Stadium2; if (SAV1Stadium.IsStadium(data)) return Stadium; if (SAV1StadiumJ.IsStadium(data)) return StadiumJ; if ((ver = GetIsG8SAV(data)) != Invalid) return ver; return Invalid; } /// /// Determines if a Gen1/2 Pokémon List is Invalid /// /// Save data /// Offset the list starts at /// Max count of Pokémon in the list /// True if a valid list, False otherwise private static bool IsG12ListValid(byte[] data, int offset, int listCount) { byte num_entries = data[offset]; return num_entries <= listCount && data[offset + 1 + num_entries] == 0xFF; } /// Checks to see if the data belongs to a Gen1 save /// Save data of which to determine the type /// Version Identifier or Invalid if type cannot be determined. internal static GameVersion GetIsG1SAV(byte[] data) { if (data.Length is not (SIZE_G1RAW or SIZE_G1BAT)) return Invalid; // Check if it's not an american save or a japanese save if (!(GetIsG1SAVU(data) || GetIsG1SAVJ(data))) return Invalid; // I can't actually detect which game version, because it's not stored anywhere. // If you can think of anything to do here, please implement :) return RBY; } /// Checks to see if the data belongs to an International Gen1 save /// Save data of which to determine the region /// True if a valid International save, False otherwise. private static bool GetIsG1SAVU(byte[] data) { return IsG12ListValid(data, 0x2F2C, 20) && IsG12ListValid(data, 0x30C0, 20); } /// Checks to see if the data belongs to a Japanese Gen1 save /// Save data of which to determine the region /// True if a valid Japanese save, False otherwise. internal static bool GetIsG1SAVJ(byte[] data) { return IsG12ListValid(data, 0x2ED5, 30) && IsG12ListValid(data, 0x302D, 30); } /// Checks to see if the data belongs to a Gen2 save /// Save data of which to determine the type /// Version Identifier or Invalid if type cannot be determined. internal static GameVersion GetIsG2SAV(byte[] data) { if (!SizesGen2.Contains(data.Length)) return Invalid; // Check if it's not an International, Japanese, or Korean save file GameVersion result; if ((result = GetIsG2SAVU(data)) != Invalid) return result; if ((result = GetIsG2SAVJ(data)) != Invalid) return result; if ((result = GetIsG2SAVK(data)) != Invalid) return result; return Invalid; } /// Checks to see if the data belongs to an International (not Japanese or Korean) Gen2 save /// Save data of which to determine the region /// True if a valid International save, False otherwise. private static GameVersion GetIsG2SAVU(byte[] data) { if (IsG12ListValid(data, 0x288A, 20) && IsG12ListValid(data, 0x2D6C, 20)) return GS; if (IsG12ListValid(data, 0x2865, 20) && IsG12ListValid(data, 0x2D10, 20)) return C; return Invalid; } /// Checks to see if the data belongs to a Japanese Gen2 save /// Save data of which to determine the region /// True if a valid Japanese save, False otherwise. internal static GameVersion GetIsG2SAVJ(byte[] data) { if (!IsG12ListValid(data, 0x2D10, 30)) return Invalid; if (IsG12ListValid(data, 0x283E, 30)) return GS; if (IsG12ListValid(data, 0x281A, 30)) return C; return Invalid; } /// Checks to see if the data belongs to a Korean Gen2 save /// Save data of which to determine the region /// True if a valid Korean save, False otherwise. internal static GameVersion GetIsG2SAVK(byte[] data) { if (IsG12ListValid(data, 0x2DAE, 20) && IsG12ListValid(data, 0x28CC, 20)) return GS; return Invalid; } /// Checks to see if the data belongs to a Gen3 save /// Save data of which to determine the type /// Version Identifier or Invalid if type cannot be determined. private static GameVersion GetIsG3SAV(byte[] data) { if (data.Length is not (SIZE_G3RAW or SIZE_G3RAWHALF)) return Invalid; // check the save file(s) int count = data.Length/SIZE_G3RAWHALF; for (int s = 0; s < count; s++) { const int blockCount = 14; const int blockSize = 0x1000; int ofs = blockCount * blockSize * s; int[] order = new int[blockCount]; for (int i = 0; i < order.Length; i++) order[i] = BitConverter.ToUInt16(data, (i * blockSize) + 0xFF4 + ofs); if (Array.FindIndex(order, i => i > 0xD) >= 0) // invalid block ID continue; int block0 = Array.IndexOf(order, 0); // Sometimes not all blocks are present (start of game), yielding multiple block0's. // Real 0th block comes before block1. if (order[0] == 1 && block0 != order.Length - 1) continue; if (Array.FindIndex(order, v => v != 0) < 0) // all blocks are 0 continue; // Detect RS/E/FRLG return SAV3.GetVersion(data, (blockSize * block0) + ofs); } return Invalid; } /// Checks to see if the data belongs to a Gen3 Box RS save /// Save data of which to determine the type /// Version Identifier or Invalid if type cannot be determined. private static GameVersion GetIsG3BOXSAV(byte[] data) { if (data.Length is not SIZE_G3BOX) return Invalid; byte[] sav = data; // Verify first checksum ushort chk = 0; // initial value var ofs = data.Length - SIZE_G3BOX + 0x2000; for (int i = 0x4; i < 0x1FFC; i += 2) chk += BigEndian.ToUInt16(sav, ofs + i); ushort chkA = chk; ushort chkB = (ushort)(0xF004 - chkA); ushort CHK_A = BigEndian.ToUInt16(sav, ofs + 0); ushort CHK_B = BigEndian.ToUInt16(sav, ofs + 2); return CHK_A == chkA && CHK_B == chkB ? RSBOX : Invalid; } /// Checks to see if the data belongs to a Colosseum save /// Save data of which to determine the type /// Version Identifier or Invalid if type cannot be determined. private static GameVersion GetIsG3COLOSAV(byte[] data) { if (data.Length is not SIZE_G3COLO) return Invalid; // Check the intro bytes for each save slot int offset = data.Length - SIZE_G3COLO; for (int i = 0; i < 3; i++) { var ofs = 0x6000 + offset + (0x1E000 * i); if (BitConverter.ToUInt32(data, ofs) != 0x00000101) return Invalid; } return COLO; } /// Checks to see if the data belongs to a Gen3 XD save /// Save data of which to determine the type /// Version Identifier or Invalid if type cannot be determined. private static GameVersion GetIsG3XDSAV(byte[] data) { if (data.Length is not SIZE_G3XD) return Invalid; // Check the intro bytes for each save slot int offset = data.Length - SIZE_G3XD; for (int i = 0; i < 2; i++) { var ofs = 0x6000 + offset + (0x28000 * i); if ((BitConverter.ToUInt32(data, ofs) & 0xFFFE_FFFF) != 0x00000101) return Invalid; } return XD; } /// Checks to see if the data belongs to a Gen4 save /// Save data of which to determine the type /// Version Identifier or Invalid if type cannot be determined. private static GameVersion GetIsG4SAV(byte[] data) { if (data.Length != SIZE_G4RAW) return Invalid; // The block footers contain a u32 'size' followed by a u32 binary-coded-decimal timestamp(?) // Korean saves have a different timestamp from other localizations. bool validSequence(int offset) { var size = BitConverter.ToUInt32(data, offset - 0xC); if (size != (offset & 0xFFFF)) return false; var sdk = BitConverter.ToUInt32(data, offset - 0x8); const int DATE_INT = 0x20060623; const int DATE_KO = 0x20070903; return sdk is DATE_INT or DATE_KO; } // Check the other save -- first save is done to the latter half of the binary. // The second save should be all that is needed to check. if (validSequence(0x4C100)) return DP; if (validSequence(0x4CF2C)) return Pt; if (validSequence(0x4F628)) return HGSS; return Invalid; } /// Checks to see if the data belongs to a Gen4 Battle Revolution save /// Save data of which to determine the type /// Version Identifier or Invalid if type cannot be determined. private static GameVersion GetIsG4BRSAV(byte[] data) { if (data.Length != SIZE_G4BR) return Invalid; byte[] sav = SAV4BR.DecryptPBRSaveData(data); return SAV4BR.IsChecksumsValid(sav) ? BATREV : Invalid; } /// Checks to see if the data belongs to a Gen5 save /// Save data of which to determine the type /// Version Identifier or Invalid if type cannot be determined. private static GameVersion GetIsG5SAV(byte[] data) { if (data.Length != SIZE_G5RAW) return Invalid; // check the checksum block validity; nobody would normally modify this region ushort chk1 = BitConverter.ToUInt16(data, SIZE_G5BW - 0x100 + 0x8C + 0xE); ushort actual1 = Checksums.CRC16_CCITT(data, SIZE_G5BW - 0x100, 0x8C); if (chk1 == actual1) return BW; ushort chk2 = BitConverter.ToUInt16(data, SIZE_G5B2W2 - 0x100 + 0x94 + 0xE); ushort actual2 = Checksums.CRC16_CCITT(data, SIZE_G5B2W2 - 0x100, 0x94); if (chk2 == actual2) return B2W2; return Invalid; } /// Checks to see if the data belongs to a Gen6 save /// Save data of which to determine the type /// Version Identifier or Invalid if type cannot be determined. private static GameVersion GetIsG6SAV(byte[] data) { if (data.Length is not (SIZE_G6XY or SIZE_G6ORAS or SIZE_G6ORASDEMO)) return Invalid; if (BitConverter.ToUInt32(data, data.Length - 0x1F0) != BEEF) return Invalid; return data.Length switch { SIZE_G6XY => XY, SIZE_G6ORAS => ORAS, _ => ORASDEMO // least likely }; } /// Checks to see if the data belongs to a Gen7 save /// Save data of which to determine the type /// Version Identifier or Invalid if type cannot be determined. private static GameVersion GetIsG7SAV(byte[] data) { if (data.Length is not (SIZE_G7SM or SIZE_G7USUM)) return Invalid; if (BitConverter.ToUInt32(data, data.Length - 0x1F0) != BEEF) return Invalid; return data.Length == SIZE_G7SM ? SM : USUM; } /// Determines if the input data belongs to a save /// Save data of which to determine the type /// Version Identifier or Invalid if type cannot be determined. private static GameVersion GetIsBelugaSAV(byte[] data) { if (data.Length != SIZE_G7GG) return Invalid; const int actualLength = 0xB8800; if (BitConverter.ToUInt32(data, actualLength - 0x1F0) != BEEF) // beef table start return Invalid; if (BitConverter.ToUInt16(data, actualLength - 0x200 + 0xB0) != 0x13) // check a block number to double check return Invalid; return GG; } /// Checks to see if the data belongs to a Gen7 save /// Save data of which to determine the type /// Version Identifier or Invalid if type cannot be determined. private static GameVersion GetIsG8SAV(byte[] data) { if (!SizesSWSH.Contains(data.Length)) return Invalid; return SwishCrypto.GetIsHashValid(data) ? SWSH : Invalid; } private static bool GetIsBank7(byte[] data) => data.Length == SIZE_G7BANK && data[0] != 0; private static bool GetIsBank4(byte[] data) => data.Length == SIZE_G4BANK && BitConverter.ToUInt32(data, 0x3FC00) != 0; // box name present private static bool GetIsBank3(byte[] data) => data.Length == SIZE_G4BANK && BitConverter.ToUInt32(data, 0x3FC00) == 0; // size collision with ^ private static bool GetIsRanchDP(byte[] data) => data.Length == SIZE_G4RANCH && BigEndian.ToUInt32(data, 0x22AC) != 0; private static bool GetIsRanchPlat(byte[] data) => data.Length == SIZE_G4RANCH_PLAT && BigEndian.ToUInt32(data, 0x268C) != 0; private static bool GetIsRanch4(byte[] data) => GetIsRanchDP(data) || GetIsRanchPlat(data); /// Creates an instance of a SaveFile using the given save data. /// File location from which to create a SaveFile. /// An appropriate type of save file for the given data, or null if the save data is invalid. public static SaveFile? GetVariantSAV(string path) { var data = File.ReadAllBytes(path); var sav = GetVariantSAV(data); if (sav == null) return null; sav.Metadata.SetExtraInfo(path); return sav; } /// Creates an instance of a SaveFile using the given save data. /// Save data from which to create a SaveFile. /// An appropriate type of save file for the given data, or null if the save data is invalid. public static SaveFile? GetVariantSAV(byte[] data) { var sav = GetVariantSAVInternal(data); if (sav != null) return sav; foreach (var h in Handlers) { if (!h.IsRecognized(data.Length)) continue; var split = h.TrySplit(data); if (split == null) continue; sav = GetVariantSAVInternal(split.Data); if (sav == null) continue; sav.Metadata.SetExtraInfo(split.Header, split.Footer); return sav; } // unrecognized. return null; } private static SaveFile? GetVariantSAVInternal(byte[] data) { var type = GetSAVType(data); return type switch { // Main Games RBY => new SAV1(data, type), GS or C => new SAV2(data, type), RS or E or FRLG => new SAV3(data, type), DP => new SAV4DP(data), Pt => new SAV4Pt(data), HGSS => new SAV4HGSS(data), BW => new SAV5BW(data), B2W2 => new SAV5B2W2(data), XY => new SAV6XY(data), ORAS => new SAV6AO(data), ORASDEMO => new SAV6AODemo(data), SM => new SAV7SM(data), USUM => new SAV7USUM(data), GG => new SAV7b(data), SWSH => new SAV8SWSH(data), // Side Games COLO => new SAV3Colosseum(data), XD => new SAV3XD(data), RSBOX => new SAV3RSBox(data), BATREV => new SAV4BR(data), Stadium2 => new SAV2Stadium(data), Stadium => new SAV1Stadium(data), StadiumJ => new SAV1StadiumJ(data), // Bulk Storage Gen3 => new Bank3(data), DPPt => new SAV4Ranch(data), Gen4 => new Bank4(data), Gen7 => Bank7.GetBank7(data), // No pattern matched _ => null, }; } public static SaveFile? GetVariantSAV(SAV3GCMemoryCard memCard) { // Pre-check for header/footer signatures byte[] data = memCard.SelectedSaveData; if (data.Length == 0) return null; var split = DolphinHandler.TrySplit(data); if (split != null) data = split.Data; SaveFile sav; switch (memCard.SelectedGameVersion) { // Side Games case COLO: sav = new SAV3Colosseum(data, memCard); break; case XD: sav = new SAV3XD(data, memCard); break; case RSBOX: sav = new SAV3RSBox(data, memCard); break; // No pattern matched default: return null; } if (split != null) sav.Metadata.SetExtraInfo(split.Header, split.Footer); return sav; } /// /// Returns a that feels best for the save file's language. /// public static LanguageID GetSafeLanguage(SaveFile? sav) => sav switch { null => LanguageID.English, ILangDeviantSave s => s.Japanese ? LanguageID.Japanese : s.Korean ? LanguageID.Korean : LanguageID.English, _ => (uint)sav.Language <= Legal.GetMaxLanguageID(sav.Generation) ? (LanguageID)sav.Language : LanguageID.English, }; /// /// Returns a Trainer Name that feels best for the save file's language. /// public static string GetSafeTrainerName(SaveFile? sav, LanguageID lang) => lang switch { LanguageID.Japanese => sav?.Generation >= 3 ? "PKHeX" : "1337", _ => "PKHeX", }; /// /// Creates an instance of a SaveFile with a blank base. /// /// Version to create the save file for. /// Trainer Name /// Language to initialize with /// Blank save file from the requested game, null if no game exists for that . public static SaveFile GetBlankSAV(GameVersion game, string trainerName, LanguageID language = LanguageID.English) { var sav = GetBlankSAV(game, language); sav.Game = (int)game; sav.OT = trainerName; if (sav.Generation >= 4) sav.Language = (int)language; // Secondary Properties may not be used but can be filled in as template. if (sav.Generation >= 7) { sav.TrainerID7 = 123456; sav.TrainerSID7 = 1234; } else { sav.TID = 12345; sav.SID = 54321; } sav.Language = (int)language; // Only set geolocation data for 3DS titles if (sav is IRegionOrigin o) o.SetDefaultRegionOrigins(); return sav; } /// /// Creates an instance of a SaveFile with a blank base. /// /// Version to create the save file for. /// Save file language to initialize for /// Blank save file from the requested game, null if no game exists for that . private static SaveFile GetBlankSAV(GameVersion game, LanguageID language) => game switch { RD or BU or GN or YW or RBY => new SAV1(version: game, japanese: language == LanguageID.Japanese || game == BU), StadiumJ => new SAV1StadiumJ(), Stadium => new SAV1Stadium(language == LanguageID.Japanese), GD or SV or GS => new SAV2(version: GS, lang: language), C or GSC => new SAV2(version: C, lang: language), Stadium2 => new SAV2Stadium(language == LanguageID.Japanese), R or S or E or FR or LG => new SAV3(version: game, language == LanguageID.Japanese), RS => new SAV3(version: R, language == LanguageID.Japanese), RSE => new SAV3(version: E, language == LanguageID.Japanese), FRLG => new SAV3(version: FR, language == LanguageID.Japanese), CXD or COLO => new SAV3Colosseum(), XD => new SAV3XD(), RSBOX => new SAV3RSBox(), D or P or DP => new SAV4DP(), Pt or DPPt => new SAV4Pt(), HG or SS or HGSS => new SAV4HGSS(), B or W or BW => new SAV5BW(), B2 or W2 or B2W2 => new SAV5B2W2(), X or Y or XY => new SAV6XY(), ORASDEMO => new SAV6AODemo(), OR or AS or ORAS => new SAV6AO(), SN or MN or SM => new SAV7SM(), US or UM or USUM => new SAV7USUM(), GP or GE or GG or GO => new SAV7b(), SW or SH or SWSH => new SAV8SWSH(), _ => throw new ArgumentException(nameof(game)), }; /// /// Creates an instance of a SaveFile with a blank base. /// /// Generation of the Save File. /// Trainer Name /// Save file language to initialize for /// Save File for that generation. public static SaveFile GetBlankSAV(int generation, string trainerName, LanguageID language = LanguageID.English) { var ver = GameUtil.GetVersion(generation); return GetBlankSAV(ver, trainerName, language); } /// /// Retrieves possible save file paths from the provided . /// /// Folder to look within /// Search all subfolders /// If this function returns true, full path of all that match criteria. If this function returns false, the error message, or null if the directory could not be found /// Boolean indicating whether or not operation was successful. public static bool GetSavesFromFolder(string folderPath, bool deep, out IEnumerable result) { if (!Directory.Exists(folderPath)) { result = Array.Empty(); return false; } try { var searchOption = deep ? SearchOption.AllDirectories : SearchOption.TopDirectoryOnly; // force evaluation so that an invalid path will throw before we return true/false. // EnumerateFiles throws an exception while iterating, which won't be caught by the try-catch here. var files = Directory.GetFiles(folderPath, "*", searchOption); result = files.Where(f => IsSizeValid(FileUtil.GetFileSize(f))); return true; } #pragma warning disable CA1031 // Do not catch general exception types catch (Exception ex) #pragma warning restore CA1031 // Do not catch general exception types { result = new[] { MsgFileLoadFailAuto + Environment.NewLine + folderPath, MsgFileLoadFailAutoAdvise + Environment.NewLine + MsgFileLoadFailAutoCause, ex.Message, }; return false; } } /// /// Determines whether the save data size is valid for automatically detecting saves. /// /// Size in bytes of the save data /// A boolean indicating whether or not the save data size is valid. public static bool IsSizeValid(int size) => Sizes.Contains(size) || Handlers.Any(z => z.IsRecognized(size)); /// /// Force loads the provided to the requested . /// /// SaveFile data to force /// Version to retrieve for /// New object. public static SAV3 GetG3SaveOverride(SaveFile sav, GameVersion ver) => ver switch // Reset save file info { R => new SAV3(sav.State.BAK, RS), S => new SAV3(sav.State.BAK, RS), RS => new SAV3(sav.State.BAK, RS), E => new SAV3(sav.State.BAK, E), FRLG => new SAV3(sav.State.BAK, FRLG), FR => new SAV3(sav.State.BAK, FRLG), LG => new SAV3(sav.State.BAK, FRLG), _ => throw new ArgumentException(nameof(ver)) }; /// /// Gets the for a Gen3 save file. /// /// Version to retrieve for /// Reference to the . public static PersonalTable GetG3Personal(GameVersion ver) => ver switch { RS => PersonalTable.RS, E => PersonalTable.E, FRLG => PersonalTable.FR, FR => PersonalTable.FR, LG => PersonalTable.LG, R => PersonalTable.RS, S => PersonalTable.RS, _ => throw new ArgumentException(nameof(ver)) }; } }