mirror of
https://github.com/kwsch/PKHeX
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In addition to the Method 1 (and other sibling PIDIV types) correlation, an encounter can only be triggered if the calls prior land on the Method {1} seed. The RNG community has dubbed these patterns as "Method J" (D/P/Pt), "Method K" (HG/SS), and "Method H" (Gen3, coined by yours truly). The basic gist of these is that they are pre-requisites, like the Shadow locks of Colosseum/XD. Rename/re-type a bunch of properties to get the codebase more in line with correct property names & more obvious underlying types.
89 lines
3.1 KiB
C#
89 lines
3.1 KiB
C#
using System;
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using System.Diagnostics.CodeAnalysis;
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using static PKHeX.Core.StadiumSaveType;
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using static System.Buffers.Binary.BinaryPrimitives;
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namespace PKHeX.Core;
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/// <summary>
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/// Logic pertaining to Pokémon Stadium Save Files.
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/// </summary>
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public static class StadiumUtil
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{
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/// <summary>
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/// Checks if the <see cref="magic"/> value is present either with or without byte-swapping.
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/// </summary>
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public static StadiumSaveType IsMagicPresentEither(ReadOnlySpan<byte> data, [ConstantExpected] int size, [ConstantExpected] uint magic, [ConstantExpected] int count)
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{
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if (IsMagicPresent(data, size, magic, count))
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return Regular;
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if (IsMagicPresentSwap(data, size, magic, count))
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return Swapped;
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return None;
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}
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/// <summary>
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/// Checks if the <see cref="magic"/> value is present without byte-swapping.
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/// </summary>
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public static bool IsMagicPresent(ReadOnlySpan<byte> data, [ConstantExpected] int size, [ConstantExpected] uint magic, [ConstantExpected] int count)
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{
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// Check footers of first few chunks to see if the magic value is there.
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for (int i = 0; i < count; i++)
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{
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var footer = data[(size - 6 + (i * size))..];
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if (ReadUInt32LittleEndian(footer) != magic)
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return false;
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}
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return true;
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}
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/// <summary>
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/// Checks if the <see cref="magic"/> value is present either with byte-swapping.
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/// </summary>
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public static bool IsMagicPresentSwap(ReadOnlySpan<byte> data, [ConstantExpected] int size, [ConstantExpected] uint magic, [ConstantExpected] int count)
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{
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// Check footers of first few chunks to see if the magic value is there.
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var right = ReverseEndianness((ushort)(magic >> 16));
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var left = ReverseEndianness((ushort)magic);
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for (int i = 0; i < count; i++)
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{
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var offset = size - 6 + (i * size);
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if (ReadUInt16LittleEndian(data[(offset + 4)..]) != right) // EK
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return false;
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if (ReadUInt16LittleEndian(data[(offset - 2)..]) != left) // OP
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return false;
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}
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return true;
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}
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/// <summary>
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/// Checks if the <see cref="magic"/> value is present either with or without byte-swapping.
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/// </summary>
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/// <remarks>Only checks for a single instance of the magic value.</remarks>
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public static StadiumSaveType IsMagicPresentAbsolute(ReadOnlySpan<byte> data, [ConstantExpected] int offset, [ConstantExpected] uint magic)
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{
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var actual = ReadUInt32LittleEndian(data[offset..]);
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if (actual == magic) // POKE
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return Regular;
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var right = ReverseEndianness((ushort)(magic >> 16));
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if (ReadUInt16LittleEndian(data[(offset + 4)..]) != right) // EK
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return None;
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var left = ReverseEndianness((ushort)magic);
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if (ReadUInt16LittleEndian(data[(offset - 2)..]) != left) // OP
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return None;
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return Swapped;
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}
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}
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public enum StadiumSaveType
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{
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None,
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Regular,
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Swapped,
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}
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