PKHeX/PKHeX.Core/Saves/Util/SaveUtil.cs
Kurt f2ac29ff4e Relocate some logic
slightly reduces savefile.cs footprint
2019-07-05 22:02:29 -07:00

793 lines
35 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using static PKHeX.Core.MessageStrings;
namespace PKHeX.Core
{
/// <summary>
/// Logic for <see cref="SaveFile"/> data loading and manipulation.
/// </summary>
public static class SaveUtil
{
public const int BEEF = 0x42454546;
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_G3BOXGCI = SIZE_G3BOX + 0x40; // GCI data
public const int SIZE_G3COLOGCI = SIZE_G3COLO + 0x40; // GCI data
public const int SIZE_G3XDGCI = SIZE_G3XD + 0x40; // GCI data
public const int SIZE_G3RAW = 0x20000;
public const int SIZE_G3RAWHALF = 0x10000;
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_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 HashSet<int> SIZES_2 = new HashSet<int>
{
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<int> SIZES = new HashSet<int>(SIZES_2)
{
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_G3BOXGCI, SIZE_G3COLO, SIZE_G3COLOGCI, SIZE_G3XD, SIZE_G3XDGCI, SIZE_G3RAW, SIZE_G3RAWHALF,
// SIZES_2 covers gen2 sizes since there's so many
SIZE_G1RAW, SIZE_G1BAT,
SIZE_G7BANK, SIZE_G4BANK, SIZE_G4RANCH, SIZE_G4RANCH_PLAT,
};
private static readonly byte[] FOOTER_DSV = Encoding.ASCII.GetBytes("|-DESMUME SAVE-|");
internal static readonly string[] HEADER_COLO = { "GC6J","GC6E","GC6P" }; // NTSC-J, NTSC-U, PAL
internal static readonly string[] HEADER_XD = { "GXXJ","GXXE","GXXP" }; // NTSC-J, NTSC-U, PAL
internal static readonly string[] HEADER_RSBOX = { "GPXJ","GPXE","GPXP" }; // NTSC-J, NTSC-U, PAL
/// <summary>Determines the type of the provided save data.</summary>
/// <param name="data">Save data of which to determine the origins of</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetSAVType(byte[] data)
{
GameVersion ver;
if ((ver = GetIsG1SAV(data)) != GameVersion.Invalid)
return ver;
if ((ver = GetIsG2SAV(data)) != GameVersion.Invalid)
return ver;
if ((ver = GetIsG3SAV(data)) != GameVersion.Invalid)
return ver;
if ((ver = GetIsG4SAV(data)) != GameVersion.Invalid)
return ver;
if ((ver = GetIsG5SAV(data)) != GameVersion.Invalid)
return ver;
if ((ver = GetIsG6SAV(data)) != GameVersion.Invalid)
return ver;
if ((ver = GetIsG7SAV(data)) != GameVersion.Invalid)
return ver;
if (GetIsBelugaSAV(data) != GameVersion.Invalid)
return GameVersion.GG;
if (GetIsG3COLOSAV(data) != GameVersion.Invalid)
return GameVersion.COLO;
if (GetIsG3XDSAV(data) != GameVersion.Invalid)
return GameVersion.XD;
if (GetIsG3BOXSAV(data) != GameVersion.Invalid)
return GameVersion.RSBOX;
if (GetIsG4BRSAV(data) != GameVersion.Invalid)
return GameVersion.BATREV;
if (GetIsBank7(data)) // pokebank
return GameVersion.Gen7;
if (GetIsBank4(data)) // pokestock
return GameVersion.Gen4;
if (GetIsBank3(data)) // pokestock
return GameVersion.Gen3;
if (GetIsRanch4(data)) // ranch
return GameVersion.DPPt;
return GameVersion.Invalid;
}
/// <summary>
/// Determines if a Gen1/2 Pokémon List is Invalid
/// </summary>
/// <param name="data">Save data</param>
/// <param name="offset">Offset the list starts at</param>
/// <param name="listCount">Max count of Pokémon in the list</param>
/// <returns>True if a valid list, False otherwise</returns>
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;
}
/// <summary>Checks to see if the data belongs to a Gen1 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
internal static GameVersion GetIsG1SAV(byte[] data)
{
if (data.Length != SIZE_G1RAW && data.Length != SIZE_G1BAT)
return GameVersion.Invalid;
// Check if it's not an american save or a japanese save
if (!(GetIsG1SAVU(data) || GetIsG1SAVJ(data)))
return GameVersion.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 GameVersion.RBY;
}
/// <summary>Checks to see if the data belongs to an International Gen1 save</summary>
/// <param name="data">Save data of which to determine the region</param>
/// <returns>True if a valid International save, False otherwise.</returns>
private static bool GetIsG1SAVU(byte[] data)
{
return IsG12ListValid(data, 0x2F2C, 20) && IsG12ListValid(data, 0x30C0, 20);
}
/// <summary>Checks to see if the data belongs to a Japanese Gen1 save</summary>
/// <param name="data">Save data of which to determine the region</param>
/// <returns>True if a valid Japanese save, False otherwise.</returns>
internal static bool GetIsG1SAVJ(byte[] data)
{
return IsG12ListValid(data, 0x2ED5, 30) && IsG12ListValid(data, 0x302D, 30);
}
/// <summary>Checks to see if the data belongs to a Gen2 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
internal static GameVersion GetIsG2SAV(byte[] data)
{
if (!SIZES_2.Contains(data.Length))
return GameVersion.Invalid;
// Check if it's not an International, Japanese, or Korean save file
GameVersion result;
if ((result = GetIsG2SAVU(data)) != GameVersion.Invalid)
return result;
if ((result = GetIsG2SAVJ(data)) != GameVersion.Invalid)
return result;
if ((result = GetIsG2SAVK(data)) != GameVersion.Invalid)
return result;
return GameVersion.Invalid;
}
/// <summary>Checks to see if the data belongs to an International (not Japanese or Korean) Gen2 save</summary>
/// <param name="data">Save data of which to determine the region</param>
/// <returns>True if a valid International save, False otherwise.</returns>
private static GameVersion GetIsG2SAVU(byte[] data)
{
if (IsG12ListValid(data, 0x288A, 20) && IsG12ListValid(data, 0x2D6C, 20))
return GameVersion.GS;
if (IsG12ListValid(data, 0x2865, 20) && IsG12ListValid(data, 0x2D10, 20))
return GameVersion.C;
return GameVersion.Invalid;
}
/// <summary>Checks to see if the data belongs to a Japanese Gen2 save</summary>
/// <param name="data">Save data of which to determine the region</param>
/// <returns>True if a valid Japanese save, False otherwise.</returns>
internal static GameVersion GetIsG2SAVJ(byte[] data)
{
if (!IsG12ListValid(data, 0x2D10, 30))
return GameVersion.Invalid;
if (IsG12ListValid(data, 0x283E, 30))
return GameVersion.GS;
if (IsG12ListValid(data, 0x281A, 30))
return GameVersion.C;
return GameVersion.Invalid;
}
/// <summary>Checks to see if the data belongs to a Korean Gen2 save</summary>
/// <param name="data">Save data of which to determine the region</param>
/// <returns>True if a valid Korean save, False otherwise.</returns>
internal static GameVersion GetIsG2SAVK(byte[] data)
{
if (IsG12ListValid(data, 0x2DAE, 20) && IsG12ListValid(data, 0x28CC, 20))
return GameVersion.GS;
return GameVersion.Invalid;
}
/// <summary>Checks to see if the data belongs to a Gen3 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
internal static GameVersion GetIsG3SAV(byte[] data)
{
if (data.Length != SIZE_G3RAW && data.Length != SIZE_G3RAWHALF)
return GameVersion.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[] BlockOrder = new int[blockcount];
for (int i = 0; i < BlockOrder.Length; i++)
BlockOrder[i] = BitConverter.ToUInt16(data, (i * blocksize) + 0xFF4 + ofs);
if (Array.FindIndex(BlockOrder, i => i > 0xD) >= 0) // invalid block ID
continue;
int Block0 = Array.IndexOf(BlockOrder, 0);
// Sometimes not all blocks are present (start of game), yielding multiple block0's.
// Real 0th block comes before block1.
if (BlockOrder[0] == 1 && Block0 != BlockOrder.Length - 1)
continue;
if (Array.FindIndex(BlockOrder, v => v != 0) < 0) // all blocks are 0
continue;
// Detect RS/E/FRLG
return SAV3.GetVersion(data, (blocksize * Block0) + ofs);
}
return GameVersion.Invalid;
}
/// <summary>Checks to see if the data belongs to a Gen3 Box RS save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
internal static GameVersion GetIsG3BOXSAV(byte[] data)
{
if (data.Length != SIZE_G3BOX && data.Length != SIZE_G3BOXGCI)
return GameVersion.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 ? GameVersion.RSBOX : GameVersion.Invalid;
}
/// <summary>Checks to see if the data belongs to a Colosseum save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
internal static GameVersion GetIsG3COLOSAV(byte[] data)
{
if (data.Length != SIZE_G3COLO && data.Length != SIZE_G3COLOGCI)
return GameVersion.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 GameVersion.Invalid;
}
return GameVersion.COLO;
}
/// <summary>Checks to see if the data belongs to a Gen3 XD save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
internal static GameVersion GetIsG3XDSAV(byte[] data)
{
if (data.Length != SIZE_G3XD && data.Length != SIZE_G3XDGCI)
return GameVersion.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 GameVersion.Invalid;
}
return GameVersion.XD;
}
/// <summary>Checks to see if the data belongs to a Gen4 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
internal static GameVersion GetIsG4SAV(byte[] data)
{
if (data.Length != SIZE_G4RAW)
return GameVersion.Invalid;
// The block footers contain a u32 'size' followed by a u32 binary-coded-decimal timestamp(?)
// Korean savegames 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 == DATE_INT || sdk == 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 GameVersion.DP;
if (validSequence(0x4CF2C))
return GameVersion.Pt;
if (validSequence(0x4F628))
return GameVersion.HGSS;
return GameVersion.Invalid;
}
/// <summary>Checks to see if the data belongs to a Gen4 Battle Revolution save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
internal static GameVersion GetIsG4BRSAV(byte[] data)
{
if (data.Length != SIZE_G4BR)
return GameVersion.Invalid;
byte[] sav = SAV4BR.DecryptPBRSaveData(data);
return SAV4BR.IsChecksumsValid(sav) ? GameVersion.BATREV : GameVersion.Invalid;
}
/// <summary>Checks to see if the data belongs to a Gen5 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
internal static GameVersion GetIsG5SAV(byte[] data)
{
if (data.Length != SIZE_G5RAW)
return GameVersion.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 GameVersion.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 GameVersion.B2W2;
return GameVersion.Invalid;
}
/// <summary>Checks to see if the data belongs to a Gen6 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetIsG6SAV(byte[] data)
{
if (data.Length != SIZE_G6XY && data.Length != SIZE_G6ORAS && data.Length != SIZE_G6ORASDEMO)
return GameVersion.Invalid;
if (BitConverter.ToUInt32(data, data.Length - 0x1F0) != BEEF)
return GameVersion.Invalid;
if (data.Length == SIZE_G6XY)
return GameVersion.XY;
if (data.Length == SIZE_G6ORAS)
return GameVersion.ORAS;
return GameVersion.ORASDEMO; // least likely
}
/// <summary>Checks to see if the data belongs to a Gen7 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetIsG7SAV(byte[] data)
{
if (data.Length != SIZE_G7SM && data.Length != SIZE_G7USUM)
return GameVersion.Invalid;
if (BitConverter.ToUInt32(data, data.Length - 0x1F0) != BEEF)
return GameVersion.Invalid;
return data.Length == SIZE_G7SM ? GameVersion.SM : GameVersion.USUM;
}
/// <summary>Determines if the input data belongs to a <see cref="SAV7b"/> save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetIsBelugaSAV(byte[] data)
{
if (data.Length != SIZE_G7GG)
return GameVersion.Invalid;
const int actualLength = 0xB8800;
if (BitConverter.ToUInt32(data, actualLength - 0x1F0) != BEEF) // beef table start
return GameVersion.Invalid;
if (BitConverter.ToUInt16(data, actualLength - 0x200 + 0xB0) != 0x13) // check a block number to double check
return GameVersion.Invalid;
return GameVersion.GG;
}
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 GetIsRanch4(byte[] data) => (data.Length == SIZE_G4RANCH && BigEndian.ToUInt32(data, 0x22AC) != 0) || (data.Length == SIZE_G4RANCH_PLAT && BigEndian.ToUInt32(data, 0x268C) != 0);
/// <summary>Creates an instance of a SaveFile using the given save data.</summary>
/// <param name="path">File location from which to create a SaveFile.</param>
/// <returns>An appropriate type of save file for the given data, or null if the save data is invalid.</returns>
public static SaveFile GetVariantSAV(string path)
{
var data = File.ReadAllBytes(path);
var sav = GetVariantSAV(data);
sav?.SetFileInfo(path);
return sav;
}
/// <summary>Creates an instance of a SaveFile using the given save data.</summary>
/// <param name="data">Save data from which to create a SaveFile.</param>
/// <returns>An appropriate type of save file for the given data, or null if the save data is invalid.</returns>
public static SaveFile GetVariantSAV(byte[] data)
{
// Pre-check for header/footer signatures
CheckHeaderFooter(ref data, out var header, out var footer);
var sav = GetVariantSAVInternal(data);
if (sav == null)
return null;
sav.Header = header;
sav.Footer = footer;
return sav;
}
private static SaveFile GetVariantSAVInternal(byte[] data)
{
switch (GetSAVType(data))
{
// Main Games
case GameVersion.RBY: return new SAV1(data);
case GameVersion.GS:
case GameVersion.C: return new SAV2(data);
case GameVersion.RS:
case GameVersion.E:
case GameVersion.FRLG: return new SAV3(data);
case GameVersion.DP:
case GameVersion.Pt:
case GameVersion.HGSS: return new SAV4(data);
case GameVersion.BW: return new SAV5BW(data);
case GameVersion.B2W2: return new SAV5B2W2(data);
case GameVersion.XY: return new SAV6XY(data);
case GameVersion.ORAS: return new SAV6AO(data);
case GameVersion.ORASDEMO: return new SAV6AODemo(data);
case GameVersion.SM:
return new SAV7SM(data);
case GameVersion.USUM:
return new SAV7USUM(data);
// Side Games
case GameVersion.COLO: return new SAV3Colosseum(data);
case GameVersion.XD: return new SAV3XD(data);
case GameVersion.RSBOX: return new SAV3RSBox(data);
case GameVersion.BATREV: return new SAV4BR(data);
case GameVersion.GG: return new SAV7b(data);
// Bulk Storage
case GameVersion.Gen3: return new Bank3(data);
case GameVersion.DPPt: return new SAV4Ranch(data);
case GameVersion.Gen4: return new Bank4(data);
case GameVersion.Gen7: return Bank7.GetBank7(data);
// No pattern matched
default: return null;
}
}
public static SaveFile GetVariantSAV(SAV3GCMemoryCard MC)
{
// Pre-check for header/footer signatures
SaveFile sav;
byte[] data = MC.SelectedSaveData;
CheckHeaderFooter(ref data, out var header, out var footer);
switch (MC.SelectedGameVersion)
{
// Side Games
case GameVersion.COLO: sav = new SAV3Colosseum(data, MC); break;
case GameVersion.XD: sav = new SAV3XD(data, MC); break;
case GameVersion.RSBOX: sav = new SAV3RSBox(data, MC); break;
// No pattern matched
default: return null;
}
sav.Header = header;
sav.Footer = footer;
return sav;
}
/// <summary>
/// Creates an instance of a SaveFile with a blank base.
/// </summary>
/// <param name="Game">Version to create the save file for.</param>
/// <param name="OT">Trainer Name</param>
/// <returns>Blank save file from the requested game, null if no game exists for that <see cref="GameVersion"/>.</returns>
public static SaveFile GetBlankSAV(GameVersion Game, string OT)
{
var SAV = GetBlankSAV(Game);
if (SAV == null)
return null;
SAV.Game = (int)Game;
SAV.OT = OT;
// Secondary Properties may not be used but can be filled in as template.
SAV.TID = 12345;
SAV.SID = 54321;
SAV.Language = (int)LanguageID.English; // English
SAV.Country = 49; // USA
SAV.SubRegion = 7; // CA
SAV.ConsoleRegion = 1; // Americas
return SAV;
}
/// <summary>
/// Creates an instance of a SaveFile with a blank base.
/// </summary>
/// <param name="Game">Version to create the save file for.</param>
/// <returns>Blank save file from the requested game, null if no game exists for that <see cref="GameVersion"/>.</returns>
private static SaveFile GetBlankSAV(GameVersion Game)
{
switch (Game)
{
case GameVersion.RD: case GameVersion.BU: case GameVersion.GN: case GameVersion.YW:
case GameVersion.RBY:
return new SAV1(versionOverride: Game);
case GameVersion.GD: case GameVersion.SV: case GameVersion.C:
case GameVersion.GS: case GameVersion.GSC:
return new SAV2();
case GameVersion.R: case GameVersion.S: case GameVersion.E: case GameVersion.FR: case GameVersion.LG:
return new SAV3(version: Game);
case GameVersion.FRLG:
return new SAV3(version: GameVersion.FR);
case GameVersion.RS:
return new SAV3(version: GameVersion.R);
case GameVersion.RSE:
return new SAV3(version: GameVersion.E);
case GameVersion.CXD:
case GameVersion.COLO:
return new SAV3Colosseum();
case GameVersion.XD:
return new SAV3XD();
case GameVersion.RSBOX:
return new SAV3RSBox();
case GameVersion.D: case GameVersion.P: case GameVersion.DP:
case GameVersion.DPPt:
return new SAV4(GameVersion.DP);
case GameVersion.Pt:
return new SAV4(GameVersion.Pt);
case GameVersion.HG: case GameVersion.SS: case GameVersion.HGSS:
return new SAV4(GameVersion.HGSS);
case GameVersion.B: case GameVersion.W: case GameVersion.BW:
return new SAV5BW();
case GameVersion.B2: case GameVersion.W2: case GameVersion.B2W2:
return new SAV5B2W2();
case GameVersion.X: case GameVersion.Y: case GameVersion.XY:
return new SAV6XY();
case GameVersion.ORASDEMO:
return new SAV6AODemo();
case GameVersion.OR: case GameVersion.AS: case GameVersion.ORAS:
return new SAV6AO();
case GameVersion.SN: case GameVersion.MN: case GameVersion.SM:
return new SAV7SM();
case GameVersion.US: case GameVersion.UM: case GameVersion.USUM:
return new SAV7USUM();
case GameVersion.GO:
case GameVersion.GP: case GameVersion.GE: case GameVersion.GG:
return new SAV7b();
default:
return null;
}
}
/// <summary>
/// Creates an instance of a SaveFile with a blank base.
/// </summary>
/// <param name="generation">Generation of the Save File.</param>
/// <param name="OT">Trainer Name</param>
/// <returns>Save File for that generation.</returns>
public static SaveFile GetBlankSAV(int generation, string OT)
{
var ver = GameUtil.GetVersion(generation);
return GetBlankSAV(ver, OT);
}
/// <summary>
/// Retrieves possible save file paths from the provided <see cref="folderPath"/>.
/// </summary>
/// <param name="folderPath">Folder to look within</param>
/// <param name="deep">Search all subfolders</param>
/// <param name="result">If this function returns true, full path of all <see cref="SaveFile"/> that match criteria. If this function returns false, the error message, or null if the directory could not be found</param>
/// <returns>Boolean indicating whether or not operation was successful.</returns>
public static bool GetSavesFromFolder(string folderPath, bool deep, out IEnumerable<string> result)
{
if (!Directory.Exists(folderPath))
{
result = null;
return false;
}
try
{
var searchOption = deep ? SearchOption.AllDirectories : SearchOption.TopDirectoryOnly;
var files = Directory.EnumerateFiles(folderPath, "*", searchOption);
int safelen(string file)
{
try { return (int) new FileInfo(file).Length; }
catch { return -1; } // Bad File / Locked
}
result = files.Where(f => IsSizeValid(safelen(f)));
return true;
}
catch (ArgumentException)
{
result = new[] { MsgFileLoadFailAuto + Environment.NewLine + folderPath, MsgFileLoadFailAutoAdvise + Environment.NewLine + MsgFileLoadFailAutoCause };
return false;
}
}
/// <summary>
/// Determines whether the save data size is valid for autodetecting saves.
/// </summary>
/// <param name="size">Size in bytes of the save data</param>
/// <returns>A boolean indicating whether or not the save data size is valid.</returns>
public static bool IsSizeValid(int size) => SIZES.Contains(size);
/// <summary>
/// Checks the provided <see cref="input"/> and pulls out any <see cref="header"/> and/or <see cref="footer"/> arrays.
/// </summary>
/// <param name="input">Input byte array to strip</param>
/// <param name="header">Header data</param>
/// <param name="footer">Footer data</param>
private static void CheckHeaderFooter(ref byte[] input, out byte[] header, out byte[] footer)
{
header = Array.Empty<byte>(); footer = Array.Empty<byte>();
if ((input.Length & 0xFF) == 0) // catch most non-header/footers
return;
if (input.Length > SIZE_G4RAW) // DeSmuME Gen4/5 DSV
{
if (input.Length == 0x800A4) // Action Replay
{
header = GetSubsection(input, 0, 0xA4);
input = GetSubsection(input, 0xA4);
return;
}
int start = input.Length - FOOTER_DSV.Length;
for (int i = 0; i < FOOTER_DSV.Length; i++)
{
if (FOOTER_DSV[i] != input[start + i])
return;
}
footer = GetSubsection(input, SIZE_G4RAW);
input = GetSubsection(input, 0, SIZE_G4RAW);
}
else if (input.Length == SIZE_G3BOXGCI)
{
if (!IsGameMatchHeader(HEADER_RSBOX, input))
return; // not gci
header = GetSubsection(input, 0, SIZE_G3BOXGCI - SIZE_G3BOX);
input = GetSubsection(input, header.Length);
}
else if (input.Length == SIZE_G3COLOGCI)
{
if (!IsGameMatchHeader(HEADER_COLO, input))
return; // not gci
header = GetSubsection(input, 0, SIZE_G3COLOGCI - SIZE_G3COLO);
input = GetSubsection(input, header.Length);
}
else if (input.Length == SIZE_G3XDGCI)
{
if (!IsGameMatchHeader(HEADER_XD, input))
return; // not gci
header = GetSubsection(input, 0, SIZE_G3XDGCI - SIZE_G3XD);
input = GetSubsection(input, header.Length);
}
byte[] GetSubsection(byte[] data, int start, int length = -1)
{
if (length < 0)
length = data.Length - start;
byte[] result = new byte[length];
Buffer.BlockCopy(data, start, result, 0, length);
return result;
}
bool IsGameMatchHeader(IEnumerable<string> headers, byte[] data) => headers.Contains(Encoding.ASCII.GetString(data, 0, 4));
}
/// <summary>
/// Force loads the provided <see cref="sav"/> to the requested <see cref="ver"/>.
/// </summary>
/// <param name="sav">SaveFile data to force</param>
/// <param name="ver">Version to retrieve for</param>
/// <returns>New <see cref="SaveFile"/> object.</returns>
public static SAV3 GetG3SaveOverride(SaveFile sav, GameVersion ver)
{
switch (ver) // Reset save file info
{
case GameVersion.R:
case GameVersion.S:
case GameVersion.RS:
return new SAV3(sav.BAK, GameVersion.RS);
case GameVersion.E:
return new SAV3(sav.BAK, GameVersion.E);
case GameVersion.FRLG:
case GameVersion.FR:
case GameVersion.LG:
return new SAV3(sav.BAK, GameVersion.FRLG);
default:
return null;
}
}
/// <summary>
/// Gets the <see cref="PersonalTable"/> for a Gen3 save file.
/// </summary>
/// <param name="ver">Version to retrieve for</param>
/// <returns>Reference to the <see cref="PersonalTable"/>.</returns>
public static PersonalTable GetG3Personal(GameVersion ver)
{
switch (ver)
{
case GameVersion.FRLG:
case GameVersion.FR:
return PersonalTable.FR;
case GameVersion.LG:
return PersonalTable.LG;
case GameVersion.E:
return PersonalTable.E;
case GameVersion.R:
case GameVersion.S:
case GameVersion.RS:
return PersonalTable.RS;
default:
return null;
}
}
}
}