public SAV3(byte[] data = null, GameVersion versionOverride = GameVersion.Any) { Data = data ?? new byte[SaveUtil.SIZE_G3RAW]; BAK = (byte[])Data.Clone(); Exportable = !IsRangeEmpty(0, Data.Length); if (data == null) { Version = GameVersion.FRLG; } else if (versionOverride != GameVersion.Any) { Version = versionOverride; } else { Version = SaveUtil.GetIsG3SAV(Data); } if (Version == GameVersion.Invalid) { return; } int[] BlockOrder1 = new int[BLOCK_COUNT]; for (int i = 0; i < BLOCK_COUNT; i++) { BlockOrder1[i] = BitConverter.ToInt16(Data, i * SIZE_BLOCK + 0xFF4); } int zeroBlock1 = Array.IndexOf(BlockOrder1, 0); if (Data.Length > SaveUtil.SIZE_G3RAWHALF) { int[] BlockOrder2 = new int[BLOCK_COUNT]; for (int i = 0; i < BLOCK_COUNT; i++) { BlockOrder2[i] = BitConverter.ToInt16(Data, 0xE000 + i * SIZE_BLOCK + 0xFF4); } int zeroBlock2 = Array.IndexOf(BlockOrder2, 0); if (zeroBlock2 < 0) { ActiveSAV = 0; } else if (zeroBlock1 < 0) { ActiveSAV = 1; } else { ActiveSAV = BitConverter.ToUInt32(Data, zeroBlock1 * SIZE_BLOCK + 0xFFC) > BitConverter.ToUInt32(Data, zeroBlock2 * SIZE_BLOCK + 0xEFFC) ? 0 : 1; } BlockOrder = ActiveSAV == 0 ? BlockOrder1 : BlockOrder2; } else { ActiveSAV = 0; BlockOrder = BlockOrder1; } BlockOfs = new int[BLOCK_COUNT]; for (int i = 0; i < BLOCK_COUNT; i++) { int index = Array.IndexOf(BlockOrder, i); BlockOfs[i] = index < 0 ? int.MinValue : index * SIZE_BLOCK + ABO; } // Set up PC data buffer beyond end of save file. Box = Data.Length; Array.Resize(ref Data, Data.Length + SIZE_RESERVED); // More than enough empty space. // Copy chunk to the allocated location for (int i = 5; i < BLOCK_COUNT; i++) { int blockIndex = Array.IndexOf(BlockOrder, i); if (blockIndex == -1) // block empty { continue; } Array.Copy(Data, blockIndex * SIZE_BLOCK + ABO, Data, Box + (i - 5) * 0xF80, chunkLength[i]); } // Japanese games are limited to 5 character OT names; any unused characters are 0xFF. // 5 for JP, 7 for INT. There's always 1 terminator, thus we can check 0x6-0x7 being 0xFFFF = INT // OT name is stored at the top of the first block. Japanese = BitConverter.ToInt16(Data, BlockOfs[0] + 0x6) == 0; PokeDex = BlockOfs[0] + 0x18; switch (Version) { case GameVersion.RS: LegalKeyItems = Legal.Pouch_Key_RS; OFS_PCItem = BlockOfs[1] + 0x0498; OFS_PouchHeldItem = BlockOfs[1] + 0x0560; OFS_PouchKeyItem = BlockOfs[1] + 0x05B0; OFS_PouchBalls = BlockOfs[1] + 0x0600; OFS_PouchTMHM = BlockOfs[1] + 0x0640; OFS_PouchBerry = BlockOfs[1] + 0x0740; Personal = PersonalTable.RS; SeenFlagOffsets = new[] { PokeDex + 0x44, BlockOfs[1] + 0x938, BlockOfs[4] + 0xC0C }; EventFlag = BlockOfs[2] + 0x2A0; EventConst = EventFlag + EventFlagMax / 8; Daycare = BlockOfs[4] + 0x11C; break; case GameVersion.E: LegalKeyItems = Legal.Pouch_Key_E; OFS_PCItem = BlockOfs[1] + 0x0498; OFS_PouchHeldItem = BlockOfs[1] + 0x0560; OFS_PouchKeyItem = BlockOfs[1] + 0x05D8; OFS_PouchBalls = BlockOfs[1] + 0x0650; OFS_PouchTMHM = BlockOfs[1] + 0x0690; OFS_PouchBerry = BlockOfs[1] + 0x0790; Personal = PersonalTable.E; SeenFlagOffsets = new[] { PokeDex + 0x44, BlockOfs[1] + 0x988, BlockOfs[4] + 0xCA4 }; EventFlag = BlockOfs[2] + 0x2F0; EventConst = EventFlag + EventFlagMax / 8; Daycare = BlockOfs[4] + 0x1B0; break; case GameVersion.FRLG: LegalKeyItems = Legal.Pouch_Key_FRLG; OFS_PCItem = BlockOfs[1] + 0x0298; OFS_PouchHeldItem = BlockOfs[1] + 0x0310; OFS_PouchKeyItem = BlockOfs[1] + 0x03B8; OFS_PouchBalls = BlockOfs[1] + 0x0430; OFS_PouchTMHM = BlockOfs[1] + 0x0464; OFS_PouchBerry = BlockOfs[1] + 0x054C; Personal = PersonalTable.FR; SeenFlagOffsets = new[] { PokeDex + 0x44, BlockOfs[1] + 0x5F8, BlockOfs[4] + 0xB98 }; EventFlag = BlockOfs[2] + 0x000; EventConst = EventFlag + EventFlagMax / 8; Daycare = BlockOfs[4] + 0x100; break; } LoadEReaderBerryData(); LegalItems = Legal.Pouch_Items_RS; LegalBalls = Legal.Pouch_Ball_RS; LegalTMHMs = Legal.Pouch_TMHM_RS; LegalBerries = Legal.Pouch_Berries_RS; HeldItems = Legal.HeldItems_RS; // Sanity Check SeenFlagOffsets -- early saves may not have block 4 initialized yet SeenFlagOffsets = SeenFlagOffsets?.Where(z => z >= 0).ToArray(); if (!Exportable) { ClearBoxes(); } }