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82 lines
3.5 KiB
C
82 lines
3.5 KiB
C
/*
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* savegame_manager: a tool to backup and restore savegames from Nintendo
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* DS cartridges. Nintendo DS and all derivative names are trademarks
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* by Nintendo. EZFlash 3-in-1 is a trademark by EZFlash.
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*
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* auxspi.h: Header for auxspi.cpp
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*
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* Copyright (C) Pokedoc (2010)
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*/
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/*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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* for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/*
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This is a thin reimplementation of the AUXSPI protocol at low levels.
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It is used to implement various experimental procedures to test accessing the HG/SS save chip. */
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#ifndef SPI_BUS_H
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#define SPI_BUS_H
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#include <nds.h>
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// This is a handy typedef for nonstandard SPI buses, i.e. games with some
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// extra hardware on the cartridge. The following values mean:
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// AUXSPI_DEFAULT: A regular game with no exotic hardware.
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// AUXSPI_INFRARED: A game with an infrared transceiver.
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// Games known to use this hardware:
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// - Personal Trainer: Walking (aka Laufrhytmus DS, Walk With Me, ...)
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// - Pokemon HeartGold/SoulSilver/Black/White
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// AUXSPI_BBDX: A game with what seems to be an extra protection against reading
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// out the chip. Exclusively found on Band Brothers DX.
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// AUXSPI_BLUETOOTH: A game with a Bluetooth transceiver. The only game using this
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// hardware is Pokemon Typing DS.
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//
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// NOTE: This library does *not* support BBDX (I do have the game, but did not find the
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// time to reverse engineer this; besides, a separate homebrew for this game already exists),
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// and also *not* BLUETOOTH (the game is Japan-only, and I am from Europe. Plus I can't
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// read Japanese. And it is unlikely that this game will ever make it here.)
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//
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typedef enum {
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AUXSPI_DEFAULT,
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AUXSPI_INFRARED,
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AUXSPI_BBDX,
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AUXSPI_BLUETOOTH,
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AUXSPI_FLASH_CARD = 999
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} auxspi_extra;
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// These functions reimplement relevant parts of "card.cpp", in a way that is easier to modify.
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uint8 auxspi_save_type(auxspi_extra extra = AUXSPI_DEFAULT);
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uint32 auxspi_save_size(auxspi_extra extra = AUXSPI_DEFAULT);
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uint8 auxspi_save_size_log_2(auxspi_extra extra = AUXSPI_DEFAULT);
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uint32 auxspi_save_jedec_id(auxspi_extra extra = AUXSPI_DEFAULT);
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uint8 auxspi_save_status_register(auxspi_extra extra = AUXSPI_DEFAULT);
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void auxspi_read_data(uint32 addr, uint8* buf, uint32 cnt, uint8 type = 0,auxspi_extra extra = AUXSPI_DEFAULT);
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void auxspi_write_data(uint32 addr, uint8 *buf, uint32 cnt, uint8 type = 0,auxspi_extra extra = AUXSPI_DEFAULT);
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void auxspi_erase(auxspi_extra extra = AUXSPI_DEFAULT);
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void auxspi_erase_sector(u32 sector, auxspi_extra extra = AUXSPI_DEFAULT);
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// These functions are used to identify exotic hardware.
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auxspi_extra auxspi_has_extra();
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//bool auxspi_has_infrared();
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void auxspi_disable_extra(auxspi_extra extra = AUXSPI_DEFAULT);
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void auxspi_disable_infrared();
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void auxspi_disable_big_protection();
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// The following function returns true if this is a type 3 save (big saves, Flash memory), but
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// the JEDEC ID is not known.
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bool auxspi_is_unknown_type3(auxspi_extra extra = AUXSPI_DEFAULT);
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#endif |