#include "global.h" #include "vt.h" #include #include "soh/Enhancements/randomizer/randomizer_entrance.h" #include "soh/Enhancements/randomizer/savefile.h" #define NUM_DUNGEONS 8 #define NUM_COWS 10 /** * Initialize new save. * This save has an empty inventory with 3 hearts and single magic. */ void Sram_InitNewSave(void) { Save_InitFile(false); } /** * Initialize debug save. This is also used on the Title Screen * This save has a mostly full inventory with 10 hearts and single magic. * * Some noteable flags that are set: * Showed Mido sword/shield, met Deku Tree, Deku Tree mouth opened, * used blue warp in Gohmas room, Zelda fled castle, light arrow cutscene watched, * and set water level in Water Temple to lowest level. */ void Sram_InitDebugSave(void) { Save_InitFile(true); } /** * Copy save currently on the buffer to Save Context and complete various tasks to open the save. * This includes: * - Set proper entrance depending on where the game was saved * - If health is less than 3 hearts, give 3 hearts * - If either scarecrow song is set, copy them from save context to the proper location * - Handle a case where the player saved and quit after zelda cutscene but didnt get the song * - Give and equip master sword if player is adult and doesnt have kokiri sword (bug?) * - Revert any trade items that spoil */ void Sram_OpenSave() { static s16 dungeonEntrances[] = { 0x0000, 0x0004, 0x0028, 0x0169, 0x0165, 0x0010, 0x0082, 0x0037, 0x0098, 0x0088, 0x041B, 0x0008, 0x0486, 0x0467, 0x0179, 0x056C, }; u16 i; u16 j; u8* ptr; Save_LoadFile(); if (!CVarGetInteger("gRememberSaveLocation", 0) || gSaveContext.savedSceneNum == SCENE_YOUSEI_IZUMI_TATE || gSaveContext.savedSceneNum == SCENE_KAKUSIANA) { switch (gSaveContext.savedSceneNum) { case SCENE_YDAN: case SCENE_DDAN: case SCENE_BDAN: case SCENE_BMORI1: case SCENE_HIDAN: case SCENE_MIZUSIN: case SCENE_JYASINZOU: case SCENE_HAKADAN: case SCENE_HAKADANCH: case SCENE_ICE_DOUKUTO: case SCENE_GANON: case SCENE_MEN: case SCENE_GERUDOWAY: case SCENE_GANONTIKA: gSaveContext.entranceIndex = dungeonEntrances[gSaveContext.savedSceneNum]; break; case SCENE_YDAN_BOSS: gSaveContext.entranceIndex = 0; break; case SCENE_DDAN_BOSS: gSaveContext.entranceIndex = 4; break; case SCENE_BDAN_BOSS: gSaveContext.entranceIndex = 0x28; break; case SCENE_MORIBOSSROOM: gSaveContext.entranceIndex = 0x169; break; case SCENE_FIRE_BS: gSaveContext.entranceIndex = 0x165; break; case SCENE_MIZUSIN_BS: gSaveContext.entranceIndex = 0x10; break; case SCENE_JYASINBOSS: gSaveContext.entranceIndex = 0x82; break; case SCENE_HAKADAN_BS: gSaveContext.entranceIndex = 0x37; break; case SCENE_GANON_SONOGO: case SCENE_GANONTIKA_SONOGO: case SCENE_GANON_BOSS: case SCENE_GANON_FINAL: case SCENE_GANON_DEMO: gSaveContext.entranceIndex = 0x41B; break; default: if (gSaveContext.savedSceneNum != SCENE_LINK_HOME) { gSaveContext.entranceIndex = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? 0xBB : 0x5F4; } else { gSaveContext.entranceIndex = 0xBB; } break; } } osSyncPrintf("scene_no = %d\n", gSaveContext.entranceIndex); osSyncPrintf(VT_RST); if (gSaveContext.health < 0x30) { gSaveContext.health = CVarGetInteger("gFullHealthSpawn", 0) ? gSaveContext.healthCapacity : 0x30; } if (gSaveContext.scarecrowLongSongSet) { osSyncPrintf(VT_FGCOL(BLUE)); osSyncPrintf("\n====================================================================\n"); memcpy(gScarecrowCustomSongPtr, gSaveContext.scarecrowLongSong, sizeof(gSaveContext.scarecrowLongSong)); ptr = (u8*)gScarecrowCustomSongPtr; for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowLongSong); i++, ptr++) { osSyncPrintf("%d, ", *ptr); } osSyncPrintf("\n====================================================================\n"); osSyncPrintf(VT_RST); } if (gSaveContext.scarecrowSpawnSongSet) { osSyncPrintf(VT_FGCOL(GREEN)); osSyncPrintf("\n====================================================================\n"); memcpy(gScarecrowSpawnSongPtr, gSaveContext.scarecrowSpawnSong, sizeof(gSaveContext.scarecrowSpawnSong)); ptr = gScarecrowSpawnSongPtr; for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowSpawnSong); i++, ptr++) { osSyncPrintf("%d, ", *ptr); } osSyncPrintf("\n====================================================================\n"); osSyncPrintf(VT_RST); } // if zelda cutscene has been watched but lullaby was not obtained, restore cutscene and take away letter if ((gSaveContext.eventChkInf[4] & 1) && !CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) && !gSaveContext.n64ddFlag) { i = gSaveContext.eventChkInf[4] & ~1; gSaveContext.eventChkInf[4] = i; INV_CONTENT(ITEM_LETTER_ZELDA) = ITEM_CHICKEN; for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) { if (gSaveContext.equips.buttonItems[j] == ITEM_LETTER_ZELDA) { gSaveContext.equips.buttonItems[j] = ITEM_CHICKEN; } } } // check for owning kokiri sword.. to restore master sword? bug or debug feature? if (LINK_AGE_IN_YEARS == YEARS_ADULT && !CHECK_OWNED_EQUIP(EQUIP_SWORD, 1)) { gSaveContext.inventory.equipment |= gBitFlags[1] << gEquipShifts[EQUIP_SWORD]; gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER; gSaveContext.equips.equipment &= ~0xF; gSaveContext.equips.equipment |= 2; } if (!(gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SHUFFLE_ADULT_TRADE))) { for (i = 0; i < ARRAY_COUNT(gSpoilingItems); i++) { if (INV_CONTENT(ITEM_TRADE_ADULT) == gSpoilingItems[i]) { INV_CONTENT(gSpoilingItemReverts[i]) = gSpoilingItemReverts[i]; for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) { if (gSaveContext.equips.buttonItems[j] == gSpoilingItems[i]) { gSaveContext.equips.buttonItems[j] = gSpoilingItemReverts[i]; } } } } } gSaveContext.magicLevel = 0; } void Sram_InitSave(FileChooseContext* fileChooseCtx) { u16 offset; u16 j; u16* ptr; u16 checksum; if (fileChooseCtx->buttonIndex != 0 || !CVarGetInteger("gDebugEnabled", 0)) { Sram_InitNewSave(); } else { Sram_InitDebugSave(); } gSaveContext.entranceIndex = 0xBB; gSaveContext.linkAge = 1; gSaveContext.dayTime = 0x6AAB; gSaveContext.cutsceneIndex = 0xFFF1; if ((fileChooseCtx->buttonIndex == 0 && CVarGetInteger("gDebugEnabled", 0)) || CVarGetInteger("gNaviSkipCutscene", 0)) { gSaveContext.cutsceneIndex = 0; } for (offset = 0; offset < 8; offset++) { gSaveContext.playerName[offset] = Save_GetSaveMetaInfo(fileChooseCtx->buttonIndex)->playerName[offset]; } if (fileChooseCtx->questType[fileChooseCtx->buttonIndex] == 2 && strnlen(CVarGetString("gSpoilerLog", ""), 1) != 0) { // Set N64DD Flags for save file fileChooseCtx->n64ddFlags[fileChooseCtx->buttonIndex] = 1; fileChooseCtx->n64ddFlag = 1; gSaveContext.n64ddFlag = 1; Randomizer_InitSaveFile(); } Save_SaveFile(); SaveManager_ThreadPoolWait(); } void Sram_InitSram(GameState* gameState) { Save_Init(); func_800F6700(gSaveContext.audioSetting); // When going from a rando save to a vanilla save within the same game instance // we need to reset the entrance table back to its vanilla state Entrance_ResetEntranceTable(); }