mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-18 08:23:12 +00:00
02420d3e93
* 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
792 lines
33 KiB
C#
792 lines
33 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using static PKHeX.Core.MessageStrings;
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using static PKHeX.Core.GameVersion;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Logic for <see cref="SaveFile"/> data loading and manipulation.
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/// </summary>
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public static class SaveUtil
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{
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public const int BEEF = 0x42454546;
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public const int SIZE_G8SWSH = 0x845FED; // todo
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public const int SIZE_G7GG = 0x100000;
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public const int SIZE_G7USUM = 0x6CC00;
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public const int SIZE_G7SM = 0x6BE00;
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public const int SIZE_G6XY = 0x65600;
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public const int SIZE_G6ORAS = 0x76000;
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public const int SIZE_G6ORASDEMO = 0x5A00;
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public const int SIZE_G5RAW = 0x80000;
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public const int SIZE_G5BW = 0x24000;
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public const int SIZE_G5B2W2 = 0x26000;
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public const int SIZE_G4BR = 0x380000;
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public const int SIZE_G4RAW = 0x80000;
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public const int SIZE_G3BOX = 0x76000;
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public const int SIZE_G3COLO = 0x60000;
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public const int SIZE_G3XD = 0x56000;
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public const int SIZE_G3BOXGCI = SIZE_G3BOX + 0x40; // GCI data
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public const int SIZE_G3COLOGCI = SIZE_G3COLO + 0x40; // GCI data
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public const int SIZE_G3XDGCI = SIZE_G3XD + 0x40; // GCI data
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public const int SIZE_G3RAW = 0x20000;
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public const int SIZE_G3RAWHALF = 0x10000;
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public const int SIZE_G2RAW_U = 0x8000;
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public const int SIZE_G2VC_U = 0x8010;
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public const int SIZE_G2BAT_U = 0x802C;
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public const int SIZE_G2EMU_U = 0x8030;
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public const int SIZE_G2RAW_J = 0x10000;
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public const int SIZE_G2VC_J = 0x10010;
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public const int SIZE_G2BAT_J = 0x1002C;
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public const int SIZE_G2EMU_J = 0x10030;
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public const int SIZE_G1RAW = 0x8000;
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public const int SIZE_G1BAT = 0x802C;
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// Bank Binaries
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public const int SIZE_G7BANK = 0xACA48;
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public const int SIZE_G4BANK = 0x405C4;
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public const int SIZE_G4RANCH = 0x54000;
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public const int SIZE_G4RANCH_PLAT = 0x7C000;
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private static readonly HashSet<int> SIZES_2 = new HashSet<int>
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{
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SIZE_G2RAW_U, SIZE_G2VC_U, SIZE_G2BAT_U, SIZE_G2EMU_U, SIZE_G2RAW_J, SIZE_G2BAT_J, SIZE_G2EMU_J, SIZE_G2VC_J,
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};
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private static readonly HashSet<int> SIZES = new HashSet<int>(SIZES_2)
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{
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SIZE_G8SWSH,
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SIZE_G7SM, SIZE_G7USUM, SIZE_G7GG,
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SIZE_G6XY, SIZE_G6ORAS, SIZE_G6ORASDEMO,
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SIZE_G5RAW, SIZE_G5BW, SIZE_G5B2W2,
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SIZE_G4BR, SIZE_G4RAW,
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SIZE_G3BOX, SIZE_G3BOXGCI, SIZE_G3COLO, SIZE_G3COLOGCI, SIZE_G3XD, SIZE_G3XDGCI, SIZE_G3RAW, SIZE_G3RAWHALF,
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// SIZES_2 covers gen2 sizes since there's so many
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SIZE_G1RAW, SIZE_G1BAT,
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SIZE_G7BANK, SIZE_G4BANK, SIZE_G4RANCH, SIZE_G4RANCH_PLAT,
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};
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private static readonly byte[] FOOTER_DSV = Encoding.ASCII.GetBytes("|-DESMUME SAVE-|");
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internal static readonly string[] HEADER_COLO = { "GC6J","GC6E","GC6P" }; // NTSC-J, NTSC-U, PAL
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internal static readonly string[] HEADER_XD = { "GXXJ","GXXE","GXXP" }; // NTSC-J, NTSC-U, PAL
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internal static readonly string[] HEADER_RSBOX = { "GPXJ","GPXE","GPXP" }; // NTSC-J, NTSC-U, PAL
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/// <summary>Determines the type of the provided save data.</summary>
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/// <param name="data">Save data of which to determine the origins of</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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private static GameVersion GetSAVType(byte[] data)
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{
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GameVersion ver;
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if ((ver = GetIsG1SAV(data)) != Invalid)
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return ver;
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if ((ver = GetIsG2SAV(data)) != Invalid)
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return ver;
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if ((ver = GetIsG3SAV(data)) != Invalid)
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return ver;
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if ((ver = GetIsG4SAV(data)) != Invalid)
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return ver;
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if ((ver = GetIsG5SAV(data)) != Invalid)
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return ver;
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if ((ver = GetIsG6SAV(data)) != Invalid)
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return ver;
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if ((ver = GetIsG7SAV(data)) != Invalid)
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return ver;
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if ((ver = GetIsG8SAV(data)) != Invalid)
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return ver;
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if (GetIsBelugaSAV(data) != Invalid)
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return GG;
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if (GetIsG3COLOSAV(data) != Invalid)
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return COLO;
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if (GetIsG3XDSAV(data) != Invalid)
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return XD;
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if (GetIsG3BOXSAV(data) != Invalid)
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return RSBOX;
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if (GetIsG4BRSAV(data) != Invalid)
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return BATREV;
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if (GetIsBank7(data)) // pokebank
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return Gen7;
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if (GetIsBank4(data)) // pokestock
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return Gen4;
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if (GetIsBank3(data)) // pokestock
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return Gen3;
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if (GetIsRanch4(data)) // ranch
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return DPPt;
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return Invalid;
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}
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/// <summary>
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/// Determines if a Gen1/2 Pokémon List is Invalid
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/// </summary>
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/// <param name="data">Save data</param>
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/// <param name="offset">Offset the list starts at</param>
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/// <param name="listCount">Max count of Pokémon in the list</param>
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/// <returns>True if a valid list, False otherwise</returns>
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private static bool IsG12ListValid(byte[] data, int offset, int listCount)
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{
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byte num_entries = data[offset];
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return num_entries <= listCount && data[offset + 1 + num_entries] == 0xFF;
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}
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/// <summary>Checks to see if the data belongs to a Gen1 save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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internal static GameVersion GetIsG1SAV(byte[] data)
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{
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if (data.Length != SIZE_G1RAW && data.Length != SIZE_G1BAT)
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return Invalid;
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// Check if it's not an american save or a japanese save
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if (!(GetIsG1SAVU(data) || GetIsG1SAVJ(data)))
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return Invalid;
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// I can't actually detect which game version, because it's not stored anywhere.
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// If you can think of anything to do here, please implement :)
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return RBY;
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}
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/// <summary>Checks to see if the data belongs to an International Gen1 save</summary>
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/// <param name="data">Save data of which to determine the region</param>
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/// <returns>True if a valid International save, False otherwise.</returns>
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private static bool GetIsG1SAVU(byte[] data)
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{
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return IsG12ListValid(data, 0x2F2C, 20) && IsG12ListValid(data, 0x30C0, 20);
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}
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/// <summary>Checks to see if the data belongs to a Japanese Gen1 save</summary>
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/// <param name="data">Save data of which to determine the region</param>
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/// <returns>True if a valid Japanese save, False otherwise.</returns>
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internal static bool GetIsG1SAVJ(byte[] data)
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{
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return IsG12ListValid(data, 0x2ED5, 30) && IsG12ListValid(data, 0x302D, 30);
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}
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/// <summary>Checks to see if the data belongs to a Gen2 save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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internal static GameVersion GetIsG2SAV(byte[] data)
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{
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if (!SIZES_2.Contains(data.Length))
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return Invalid;
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// Check if it's not an International, Japanese, or Korean save file
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GameVersion result;
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if ((result = GetIsG2SAVU(data)) != Invalid)
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return result;
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if ((result = GetIsG2SAVJ(data)) != Invalid)
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return result;
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if ((result = GetIsG2SAVK(data)) != Invalid)
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return result;
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return Invalid;
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}
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/// <summary>Checks to see if the data belongs to an International (not Japanese or Korean) Gen2 save</summary>
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/// <param name="data">Save data of which to determine the region</param>
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/// <returns>True if a valid International save, False otherwise.</returns>
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private static GameVersion GetIsG2SAVU(byte[] data)
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{
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if (IsG12ListValid(data, 0x288A, 20) && IsG12ListValid(data, 0x2D6C, 20))
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return GS;
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if (IsG12ListValid(data, 0x2865, 20) && IsG12ListValid(data, 0x2D10, 20))
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return C;
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return Invalid;
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}
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/// <summary>Checks to see if the data belongs to a Japanese Gen2 save</summary>
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/// <param name="data">Save data of which to determine the region</param>
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/// <returns>True if a valid Japanese save, False otherwise.</returns>
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internal static GameVersion GetIsG2SAVJ(byte[] data)
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{
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if (!IsG12ListValid(data, 0x2D10, 30))
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return Invalid;
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if (IsG12ListValid(data, 0x283E, 30))
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return GS;
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if (IsG12ListValid(data, 0x281A, 30))
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return C;
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return Invalid;
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}
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/// <summary>Checks to see if the data belongs to a Korean Gen2 save</summary>
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/// <param name="data">Save data of which to determine the region</param>
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/// <returns>True if a valid Korean save, False otherwise.</returns>
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internal static GameVersion GetIsG2SAVK(byte[] data)
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{
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if (IsG12ListValid(data, 0x2DAE, 20) && IsG12ListValid(data, 0x28CC, 20))
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return GS;
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return Invalid;
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}
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/// <summary>Checks to see if the data belongs to a Gen3 save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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internal static GameVersion GetIsG3SAV(byte[] data)
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{
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if (data.Length != SIZE_G3RAW && data.Length != SIZE_G3RAWHALF)
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return Invalid;
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// check the save file(s)
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int count = data.Length/SIZE_G3RAWHALF;
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for (int s = 0; s < count; s++)
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{
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const int blockcount = 14;
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const int blocksize = 0x1000;
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int ofs = blockcount * blocksize * s;
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int[] BlockOrder = new int[blockcount];
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for (int i = 0; i < BlockOrder.Length; i++)
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BlockOrder[i] = BitConverter.ToUInt16(data, (i * blocksize) + 0xFF4 + ofs);
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if (Array.FindIndex(BlockOrder, i => i > 0xD) >= 0) // invalid block ID
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continue;
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int Block0 = Array.IndexOf(BlockOrder, 0);
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// Sometimes not all blocks are present (start of game), yielding multiple block0's.
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// Real 0th block comes before block1.
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if (BlockOrder[0] == 1 && Block0 != BlockOrder.Length - 1)
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continue;
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if (Array.FindIndex(BlockOrder, v => v != 0) < 0) // all blocks are 0
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continue;
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// Detect RS/E/FRLG
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return SAV3.GetVersion(data, (blocksize * Block0) + ofs);
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}
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return Invalid;
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}
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/// <summary>Checks to see if the data belongs to a Gen3 Box RS save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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internal static GameVersion GetIsG3BOXSAV(byte[] data)
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{
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if (data.Length != SIZE_G3BOX && data.Length != SIZE_G3BOXGCI)
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return Invalid;
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byte[] sav = data;
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// Verify first checksum
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ushort chk = 0; // initial value
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var ofs = data.Length - SIZE_G3BOX + 0x2000;
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for (int i = 0x4; i < 0x1FFC; i += 2)
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chk += BigEndian.ToUInt16(sav, ofs + i);
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ushort chkA = chk;
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ushort chkB = (ushort)(0xF004 - chkA);
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ushort CHK_A = BigEndian.ToUInt16(sav, ofs + 0);
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ushort CHK_B = BigEndian.ToUInt16(sav, ofs + 2);
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return CHK_A == chkA && CHK_B == chkB ? RSBOX : Invalid;
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}
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/// <summary>Checks to see if the data belongs to a Colosseum save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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internal static GameVersion GetIsG3COLOSAV(byte[] data)
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{
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if (data.Length != SIZE_G3COLO && data.Length != SIZE_G3COLOGCI)
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return Invalid;
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// Check the intro bytes for each save slot
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int offset = data.Length - SIZE_G3COLO;
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for (int i = 0; i < 3; i++)
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{
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var ofs = 0x6000 + offset + (0x1E000 * i);
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if (BitConverter.ToUInt32(data, ofs) != 0x00000101)
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return Invalid;
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}
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return COLO;
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}
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/// <summary>Checks to see if the data belongs to a Gen3 XD save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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internal static GameVersion GetIsG3XDSAV(byte[] data)
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{
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if (data.Length != SIZE_G3XD && data.Length != SIZE_G3XDGCI)
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return Invalid;
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// Check the intro bytes for each save slot
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int offset = data.Length - SIZE_G3XD;
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for (int i = 0; i < 2; i++)
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{
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var ofs = 0x6000 + offset + (0x28000 * i);
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if ((BitConverter.ToUInt32(data, ofs) & 0xFFFE_FFFF) != 0x00000101)
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return Invalid;
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}
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return XD;
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}
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/// <summary>Checks to see if the data belongs to a Gen4 save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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internal static GameVersion GetIsG4SAV(byte[] data)
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{
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if (data.Length != SIZE_G4RAW)
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return Invalid;
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// The block footers contain a u32 'size' followed by a u32 binary-coded-decimal timestamp(?)
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// Korean savegames have a different timestamp from other localizations.
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bool validSequence(int offset)
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{
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var size = BitConverter.ToUInt32(data, offset - 0xC);
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if (size != (offset & 0xFFFF))
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return false;
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var sdk = BitConverter.ToUInt32(data, offset - 0x8);
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const int DATE_INT = 0x20060623;
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const int DATE_KO = 0x20070903;
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return sdk == DATE_INT || sdk == DATE_KO;
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}
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// Check the other save -- first save is done to the latter half of the binary.
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// The second save should be all that is needed to check.
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if (validSequence(0x4C100))
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return DP;
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if (validSequence(0x4CF2C))
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return Pt;
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if (validSequence(0x4F628))
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return HGSS;
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return Invalid;
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}
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/// <summary>Checks to see if the data belongs to a Gen4 Battle Revolution save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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internal static GameVersion GetIsG4BRSAV(byte[] data)
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{
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if (data.Length != SIZE_G4BR)
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return Invalid;
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byte[] sav = SAV4BR.DecryptPBRSaveData(data);
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return SAV4BR.IsChecksumsValid(sav) ? BATREV : Invalid;
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}
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/// <summary>Checks to see if the data belongs to a Gen5 save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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internal static GameVersion GetIsG5SAV(byte[] data)
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{
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if (data.Length != SIZE_G5RAW)
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return Invalid;
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// check the checksum block validity; nobody would normally modify this region
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ushort chk1 = BitConverter.ToUInt16(data, SIZE_G5BW - 0x100 + 0x8C + 0xE);
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ushort actual1 = Checksums.CRC16_CCITT(data, SIZE_G5BW - 0x100, 0x8C);
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if (chk1 == actual1)
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return BW;
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ushort chk2 = BitConverter.ToUInt16(data, SIZE_G5B2W2 - 0x100 + 0x94 + 0xE);
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ushort actual2 = Checksums.CRC16_CCITT(data, SIZE_G5B2W2 - 0x100, 0x94);
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if (chk2 == actual2)
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return B2W2;
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return Invalid;
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}
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/// <summary>Checks to see if the data belongs to a Gen6 save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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private static GameVersion GetIsG6SAV(byte[] data)
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{
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if (data.Length != SIZE_G6XY && data.Length != SIZE_G6ORAS && data.Length != SIZE_G6ORASDEMO)
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return Invalid;
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if (BitConverter.ToUInt32(data, data.Length - 0x1F0) != BEEF)
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return Invalid;
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if (data.Length == SIZE_G6XY)
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return XY;
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if (data.Length == SIZE_G6ORAS)
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return ORAS;
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return 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 Invalid;
|
|
|
|
if (BitConverter.ToUInt32(data, data.Length - 0x1F0) != BEEF)
|
|
return Invalid;
|
|
|
|
return data.Length == SIZE_G7SM ? SM : 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 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;
|
|
}
|
|
|
|
/// <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 GetIsG8SAV(byte[] data)
|
|
{
|
|
if (data.Length != SIZE_G8SWSH)
|
|
return Invalid;
|
|
|
|
if (BitConverter.ToUInt32(data, data.Length - 0x1F0) != BEEF)
|
|
return Invalid;
|
|
|
|
return SWSH;
|
|
}
|
|
|
|
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 RBY: return new SAV1(data);
|
|
case GS: case C: return new SAV2(data);
|
|
case RS: case E: case FRLG: return new SAV3(data);
|
|
|
|
case DP: return new SAV4DP(data);
|
|
case Pt: return new SAV4Pt(data);
|
|
case HGSS: return new SAV4HGSS(data);
|
|
|
|
case BW: return new SAV5BW(data);
|
|
case B2W2: return new SAV5B2W2(data);
|
|
|
|
case XY: return new SAV6XY(data);
|
|
case ORAS: return new SAV6AO(data);
|
|
case ORASDEMO: return new SAV6AODemo(data);
|
|
|
|
case SM: return new SAV7SM(data);
|
|
case USUM: return new SAV7USUM(data);
|
|
case GG: return new SAV7b(data);
|
|
|
|
case SWSH: return new SAV8SWSH(data);
|
|
|
|
// Side Games
|
|
case COLO: return new SAV3Colosseum(data);
|
|
case XD: return new SAV3XD(data);
|
|
case RSBOX: return new SAV3RSBox(data);
|
|
case BATREV: return new SAV4BR(data);
|
|
|
|
// Bulk Storage
|
|
case Gen3: return new Bank3(data);
|
|
case DPPt: return new SAV4Ranch(data);
|
|
case Gen4: return new Bank4(data);
|
|
case 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 COLO: sav = new SAV3Colosseum(data, MC); break;
|
|
case XD: sav = new SAV3XD(data, MC); break;
|
|
case 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);
|
|
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 RD: case BU: case GN: case YW:
|
|
case RBY:
|
|
return new SAV1(version: Game);
|
|
|
|
case GS: case GD: case SV:
|
|
return new SAV2(version: GS);
|
|
case GSC: case C:
|
|
return new SAV2(version: C);
|
|
|
|
case R: case S: case E: case FR: case LG:
|
|
return new SAV3(version: Game);
|
|
case FRLG:
|
|
return new SAV3(version: FR);
|
|
case RS:
|
|
return new SAV3(version: R);
|
|
case RSE:
|
|
return new SAV3(version: E);
|
|
|
|
case CXD:
|
|
case COLO:
|
|
return new SAV3Colosseum();
|
|
case XD:
|
|
return new SAV3XD();
|
|
case RSBOX:
|
|
return new SAV3RSBox();
|
|
|
|
case D: case P: case DP:
|
|
case DPPt:
|
|
return new SAV4DP();
|
|
case Pt:
|
|
return new SAV4Pt();
|
|
case HG: case SS: case HGSS:
|
|
return new SAV4HGSS();
|
|
|
|
case B: case W: case BW:
|
|
return new SAV5BW();
|
|
case B2: case W2: case B2W2:
|
|
return new SAV5B2W2();
|
|
|
|
case X: case Y: case XY:
|
|
return new SAV6XY();
|
|
case ORASDEMO:
|
|
return new SAV6AODemo();
|
|
case OR: case AS: case ORAS:
|
|
return new SAV6AO();
|
|
|
|
case SN: case MN: case SM:
|
|
return new SAV7SM();
|
|
case US: case UM: case USUM:
|
|
return new SAV7USUM();
|
|
case GO:
|
|
case GP: case GE: case GG:
|
|
return new SAV7b();
|
|
|
|
case SW: case SH: case SWSH:
|
|
return new SAV8SWSH();
|
|
|
|
default:
|
|
throw new ArgumentException(nameof(Game));
|
|
}
|
|
}
|
|
|
|
/// <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 = Enumerable.Empty<string>();
|
|
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 trycatch here.
|
|
var files = Directory.GetFiles(folderPath, "*", searchOption);
|
|
static 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 = input.Slice(0, 0xA4);
|
|
input = input.SliceEnd(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 = input.SliceEnd(SIZE_G4RAW);
|
|
input = input.Slice(0, SIZE_G4RAW);
|
|
}
|
|
else if (input.Length == SIZE_G3BOXGCI)
|
|
{
|
|
if (!IsGameMatchHeader(HEADER_RSBOX, input))
|
|
return; // not gci
|
|
header = input.Slice(0, SIZE_G3BOXGCI - SIZE_G3BOX);
|
|
input = input.SliceEnd(header.Length);
|
|
}
|
|
else if (input.Length == SIZE_G3COLOGCI)
|
|
{
|
|
if (!IsGameMatchHeader(HEADER_COLO, input))
|
|
return; // not gci
|
|
header = input.Slice(0, SIZE_G3COLOGCI - SIZE_G3COLO);
|
|
input = input.SliceEnd(header.Length);
|
|
}
|
|
else if (input.Length == SIZE_G3XDGCI)
|
|
{
|
|
if (!IsGameMatchHeader(HEADER_XD, input))
|
|
return; // not gci
|
|
header = input.Slice(0, SIZE_G3XDGCI - SIZE_G3XD);
|
|
input = input.SliceEnd(header.Length);
|
|
}
|
|
static 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)
|
|
{
|
|
return ver switch // Reset save file info
|
|
{
|
|
R => new SAV3(sav.BAK, RS),
|
|
S => new SAV3(sav.BAK, RS),
|
|
RS => new SAV3(sav.BAK, RS),
|
|
E => new SAV3(sav.BAK, E),
|
|
FRLG => new SAV3(sav.BAK, FRLG),
|
|
FR => new SAV3(sav.BAK, FRLG),
|
|
LG => new SAV3(sav.BAK, FRLG),
|
|
_ => throw new ArgumentException(nameof(ver))
|
|
};
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
return 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))
|
|
};
|
|
}
|
|
}
|
|
}
|