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- /*
- * NOTE:
- * The documentation below is slightly out of date but mostly still correct,
- * and only for gen i trades. Gen ii trades are very similar but have a few
- * different patterns. I'm currently lazy and working on features, so better
- * documentation on the trade protocol to follow, and potentially will push
- * it all to bulbapedia or similar for the world to benefit from.
- *
- *
- * This setup always forces the flipper to the follower/slave role in the link.
- * This just makes our logic consistent and since we're going to be gobs faster
- * than a real Game Boy, we can be guaranteed to always be ready to respond.
- *
- * As documented here: http://www.adanscotney.com/2014/01/spoofing-pokemon-trades-with-stellaris.html
- * The general gist of the communication is as follows:
- * 1) Each Game Boy tries to listen for an external clock coming in on the link cable.
- * After some unknown timeout, this Game Boy decides its going to take the leader/master role.
- * In this state, it generates a clock and repeatedly sends out PKMN_MASTER(0x01)
- * 2) The other side, sensing a clock from the leader/master, then responds with PKMN_SLAVE(0x02)
- * 3) Once both sides understand their roles, they both respond with PKMN_BLANK(0x00) for a bit.
- * 4) Next, the leader/master sends CONNECTED(0x60) bytes that the follower/slave repeats
- * back. Then a bunch of BLANK bytes.
- * 5) At this point, each Game Boy repeatedly sends the menu item it has highlighted,
- * prepended by a BLANK, in groups of 3 bytes. These are ITEM_*_HIGHLIGHTED.
- * 6) Then, once both sides send ITEM_*_SELECTED, the next step occurs.
- * This application, from steps 3 through 6, just repeats bytes back and lets the Game Boy
- * dictate the steps. We stay here until we start seeing PREAMBLE(0xFD) bytes,
- * as those dictate the start of the next sections.
- *
- * The Flipper is now in the "READY" state.
- *
- * 7) Once the player on the Game Boy side uses the trade table, a block of data is
- * transmitted. This starts with 10x PREAMBLE(0xFD) bytes, 10x random bytes (to
- *
- * I missed another 9x fd bytes after rand? State machine below confirms these bytes
- *
- * sync the RNG between two devices, unused at this time), and then the 415 trade_block,
- * struct gets transferred. At the end of this is 3 ending bytes, DF FE 15. And, weirdly,
- * 3 PREAMBLE(0xFD) bytes.
- * 8) The patch list starts with 3x more PREAMBLE(0xFD) bytes for a total of 6x PREAMBLE,
- * followed by 7x BLANK bytes. Then remaining 189 bytes of patch list data. The patch
- * list is used to compensate for byte values of NO_DATA_BYE(0xFE) being transmitted.
- * The patch list is specifically for the party data of the trade_block. To patch
- * outgoing data, if a byte is 0xFE, it is changed to 0xFF, and the index+1 is
- * added to the patch list. There are two parts to the patch list as the data it
- * covers is longer than 0xFC. After each part is complete, 0xFF is added to the
- * patch list. The first part of the patch list can patch 0x00:0xFB of the party,
- * the second part can patch 0xFC:0x107 of the party. If there are no bytes to
- * patch in a part, 0xFF is just appended. After both terminators, it is expected
- * all remaining bytes are 0x00.
- *
- * The Flipper is now in the "WAITING" state.
- *
- * 9) At this point, both sides have full copies of each other's current party. The sides
- * simply indicate which Pokemon they are sending. This is done with a BLANK byte to
- * start, and then each side indicates which Pokemon it wants to trade with SEL_NUM_MASK(0x60)
- * + party index. We always transmit the first Pokemon. Once in a agreement, both
- * sides transmit a handful of BLANK bytes.
- *
- * The Flipper is now in the "DEAL?" state.
- *
- * A) Starting with another BLANK byte, both sides need to agree to the trade by
- * sending TRADE_ACCEPT(0x62) repeatedly, and then a handful of BLANK bytes.
- * To disagree with a trade, either side would send TRADE_REJECT(0x61), the
- * Flipper will never send this on its own. If the Game Boy does, both it and
- * the flipper got back to step 9 again.
- *
- * The Flipper is now in the "TRADING" state.
- *
- * B) The Flipper actually goes back to step 7, but keeps the drawing mode as
- * TRADING. After the trade is complete on the Game Boy, it re-sends the
- * trade_block data. This re-syncs the states between the Flipper and
- * Game Boy and another trade can occur.
- *
- * *) A point of note is that the Flipper can go back to the main menu from
- * any state. Though, doing so in the TRADING state might actually cause
- * the Game Boy to have issues. When in READY or WAITING state, the Flipper
- * can go back and modify the Pokemon that the Game Boy sent to it. If the
- * Flipper then goes back to Trade from the main menu, it will be in the
- * READY state. If the Game Boy is still on the trade menu, and it tries
- * to trade, the trade will be rejected. The Game Boy needs to exit the
- * trade menu, and then re-enter it by selecting the table in the trade
- * center. This will then push the Flipper to the WAITING state, and the
- * trade_blocks will re-sync between them with the new data. If the Game Boy
- * leave the trade menu while the Flipper is in the WAITING state, the
- * Flipper will go back to the READY state.
- */
- #include <furi.h>
- #include <furi_hal.h>
- #include <dolphin/dolphin.h>
- #include <notification/notification_messages.h>
- #include <gui/elements.h>
- #include <gui/view.h>
- #include <pokemon_icons.h>
- #include <gblink.h>
- #include "../pokemon_app.h"
- #include "../pokemon_data.h"
- #include "trade_patch_list.h"
- /* Uncomment the following line to enable graphics testing for the different
- * phases of the trade view. Pressing the okay button will step through each
- * gameboy_status. Note that while trades will still function with this enabled,
- * forcing the advance of the status will certainly break trades.
- */
- //#define GRAPHICS_TESTING
- #define DELAY_MICROSECONDS 15
- #define PKMN_BLANK 0x00
- #define ITEM_1_HIGHLIGHTED 0xD0
- #define ITEM_2_HIGHLIGHTED 0xD1
- #define ITEM_3_HIGHLIGHTED 0xD2
- #define ITEM_1_SELECTED 0xD4
- #define ITEM_2_SELECTED 0xD5
- #define ITEM_3_SELECTED 0xD6
- #define SERIAL_PREAMBLE_BYTE 0xFD
- #define SERIAL_PREAMBLE_LENGTH 6
- #define SERIAL_RN_PREAMBLE_LENGTH 7
- #define SERIAL_TRADE_PREAMBLE_LENGTH 9
- #define SERIAL_RNS_LENGTH 10
- #define SERIAL_PATCH_LIST_PART_TERMINATOR 0xFF
- #define SERIAL_NO_DATA_BYTE 0xFE
- #define PKMN_MASTER 0x01
- #define PKMN_SLAVE 0x02
- #define PKMN_CONNECTED 0x60
- #define PKMN_CONNECTED_II 0x61
- #define PKMN_TRADE_ACCEPT_GEN_I 0x62
- #define PKMN_TRADE_ACCEPT_GEN_II 0x72
- #define PKMN_TRADE_REJECT_GEN_I 0x61
- #define PKMN_TRADE_REJECT_GEN_II 0x71
- #define PKMN_TABLE_LEAVE_GEN_I 0x6f
- #define PKMN_TABLE_LEAVE_GEN_II 0x7f
- #define PKMN_SEL_NUM_MASK_GEN_I 0x60
- #define PKMN_SEL_NUM_MASK_GEN_II 0x70
- #define PKMN_SEL_NUM_ONE_GEN_I 0x60
- #define PKMN_SEL_NUM_ONE_GEN_II 0x70
- #define PKMN_ACTION 0x60
- #define PKMN_TRADE_CENTRE ITEM_1_SELECTED
- #define PKMN_COLOSSEUM ITEM_2_SELECTED
- #define PKMN_BREAK_LINK ITEM_3_SELECTED
- struct important_bytes {
- const uint8_t connected;
- const uint8_t trade_accept;
- const uint8_t trade_reject;
- const uint8_t table_leave;
- const uint8_t sel_num_mask;
- const uint8_t sel_num_one;
- };
- static const struct important_bytes gen_i = {
- PKMN_CONNECTED,
- PKMN_TRADE_ACCEPT_GEN_I,
- PKMN_TRADE_REJECT_GEN_I,
- PKMN_TABLE_LEAVE_GEN_I,
- PKMN_SEL_NUM_MASK_GEN_I,
- PKMN_SEL_NUM_ONE_GEN_I,
- };
- static const struct important_bytes gen_ii = {
- PKMN_CONNECTED_II,
- PKMN_TRADE_ACCEPT_GEN_II,
- PKMN_TRADE_REJECT_GEN_II,
- PKMN_TABLE_LEAVE_GEN_II,
- PKMN_SEL_NUM_MASK_GEN_II,
- PKMN_SEL_NUM_ONE_GEN_II,
- };
- /* States specific to the trade process. */
- typedef enum {
- TRADE_RESET,
- TRADE_INIT,
- TRADE_RANDOM,
- TRADE_DATA,
- TRADE_PATCH_HEADER,
- TRADE_PATCH_DATA,
- TRADE_SELECT,
- TRADE_MAIL,
- TRADE_PENDING,
- TRADE_CONFIRMATION,
- TRADE_DONE,
- TRADE_CANCEL
- } trade_centre_state_t;
- /* Global states for the trade logic. These are used to dictate what gets drawn
- * to the screen but also handle a few sync states. The CONN states are to denote
- * if a link has been established or note. READY through TRADING are all specific
- * screens to draw in the trade center. COLOSSEUM causes a data loopback so the
- * player can fight themselves.
- */
- typedef enum {
- GAMEBOY_CONN_FALSE,
- GAMEBOY_CONN_TRUE,
- GAMEBOY_READY,
- GAMEBOY_WAITING,
- GAMEBOY_TRADE_PENDING,
- GAMEBOY_TRADING,
- GAMEBOY_TRADE_CANCEL,
- GAMEBOY_COLOSSEUM,
- GAMEBOY_STATE_COUNT
- } render_gameboy_state_t;
- /* Anonymous struct */
- struct trade_ctx {
- trade_centre_state_t trade_centre_state;
- FuriTimer* draw_timer;
- View* view;
- uint8_t in_data;
- uint8_t out_data;
- uint8_t shift;
- PokemonData* input_pdata;
- struct patch_list* patch_list;
- void* gblink_handle;
- struct gblink_pins* gblink_pins;
- PokemonData* pdata;
- NotificationApp* notifications;
- };
- /* These are the needed variables for the draw callback */
- struct trade_model {
- render_gameboy_state_t gameboy_status;
- bool ledon; // Controls the blue LED during trade
- uint8_t curr_pokemon;
- PokemonData* pdata;
- };
- /* Input callback, used to handle the user trying to back out of the trade
- * screen.
- * Normally, when trade_centre_state is <= READY, pressing back would just go
- * back without issue. However, when WAITING, we need to tell the gameboy that
- * the flipper wants to exit the trade menu. Anything beyond WAITING should not
- * go back nor try to tell the gameboy to cancel; instead, by holding back in
- * these states, we can forcefully go back one menu.
- *
- * Returning false here then ends up calling the view_dispatcher nav callback
- * if the button pressed/held is Back. Returning true tells the OS that we
- * dealt with the button press and no further action is needed.
- */
- static bool trade_input_callback(InputEvent* event, void* context) {
- furi_assert(context);
- struct trade_ctx* trade = context;
- render_gameboy_state_t gameboy_status;
- #ifdef GRAPHICS_TESTING
- if(event->type == InputTypePress) {
- with_view_model(
- trade->view,
- struct trade_model * model,
- {
- if(event->key == InputKeyRight) {
- model->gameboy_status++;
- if(model->gameboy_status == GAMEBOY_STATE_COUNT)
- model->gameboy_status = GAMEBOY_CONN_FALSE;
- } else if(event->key == InputKeyLeft) {
- if(model->gameboy_status == GAMEBOY_CONN_FALSE)
- model->gameboy_status = GAMEBOY_COLOSSEUM;
- else
- model->gameboy_status--;
- }
- },
- true);
- }
- #endif
- /* Only handling back button */
- if(event->key != InputKeyBack) return false;
- with_view_model(
- trade->view,
- struct trade_model * model,
- { gameboy_status = model->gameboy_status; },
- false);
- /* States READY or lower can be exited without issue, let the view_dispatcher
- * nav callback handle it.
- */
- if(gameboy_status <= GAMEBOY_READY) return false;
- /* Long presses we want the view_dispatcher nav callback to handle */
- if(event->type == InputTypeLong) return false;
- /* In the waiting state, we need to move to cancelled. This locks us up
- * until the gameboy side gets the hint and cancels as well.
- */
- if(gameboy_status == GAMEBOY_WAITING && event->type == InputTypeShort) {
- with_view_model(
- trade->view,
- struct trade_model * model,
- { model->gameboy_status = GAMEBOY_TRADE_CANCEL; },
- false);
- trade->trade_centre_state = TRADE_CANCEL;
- }
- /* Anything here, we should consider handled */
- return true;
- }
- /* A callback function that must be called outside of an interrupt context,
- * This will completely destroy the current patch list, and then rebuild it from
- * the current trade_block state. This is used mostly after a trade to rebuild
- * the list with the new data we just copied in.
- */
- static void pokemon_plist_recreate_callback(void* context, uint32_t arg) {
- furi_assert(context);
- UNUSED(arg);
- struct trade_ctx* trade = context;
- /* Award some XP to the dolphin after a completed trade. This needs to
- * happen outside of an ISR context, so we slap it here.
- */
- dolphin_deed(DolphinDeedPluginGameWin);
- plist_create(&(trade->patch_list), trade->pdata);
- }
- /* Call this at any point to reset the timer on the backlight turning off.
- * During trade, this should get called pretty frequently so long as data
- * is moving in and out.
- *
- * I hesitate to force the backlight on, as I don't want to be responsible
- * for draining someone's battery on accident.
- */
- static void trade_backlight_bump_callback(void* context, uint32_t arg) {
- furi_assert(context);
- UNUSED(arg);
- struct trade_ctx* trade = context;
- notification_message(trade->notifications, &sequence_display_backlight_on);
- }
- static void trade_draw_bottom_bar(Canvas* const canvas) {
- furi_assert(canvas);
- /* Paint the area behind the bottom background bar white to prevent overlap */
- canvas_set_color(canvas, ColorWhite);
- canvas_draw_box(canvas, 0, 53, 9, 7);
- canvas_draw_box(canvas, 6, 56, 59, 6);
- canvas_draw_box(canvas, 60, 53, 32, 7);
- canvas_draw_box(canvas, 87, 56, 38, 6);
- canvas_set_color(canvas, ColorBlack);
- /* Draw bar with transparencies */
- canvas_set_bitmap_mode(canvas, 1);
- canvas_draw_icon(canvas, 0, 53, &I_Background_128x11);
- canvas_set_bitmap_mode(canvas, 0);
- }
- /* Draws a whole screen image with Flipper mascot, Game Boy, etc. */
- static void trade_draw_connection(Canvas* const canvas, bool connected) {
- furi_assert(canvas);
- canvas_draw_icon(canvas, 9, 26, &I_dolphin);
- trade_draw_bottom_bar(canvas);
- canvas_draw_icon(canvas, 80, 0, &I_game_boy);
- elements_frame(canvas, 9, 2, 64, 17);
- if(connected) {
- canvas_draw_str(canvas, 18, 13, "Connected!");
- canvas_draw_icon(canvas, 61, 23, &I_hand_thumbsup);
- } else {
- canvas_draw_str(canvas, 18, 13, "Connect GB");
- canvas_draw_icon(canvas, 56, 23, &I_hand_cable);
- }
- }
- /* Draws a frame around the screen, with a box at the top for a text string,
- * and an icon of the player.
- */
- static void trade_draw_frame(Canvas* canvas, const char* str) {
- furi_assert(canvas);
- trade_draw_bottom_bar(canvas);
- /* Paint the area behind the text box white to prevent overlap, similar
- * to the bottom background bar */
- canvas_set_color(canvas, ColorWhite);
- canvas_draw_box(canvas, 59, 0, 67, 19);
- canvas_set_color(canvas, ColorBlack);
- /* Draw text box and populate it with string and Red icon */
- elements_frame(canvas, 59, 0, 67, 19);
- canvas_draw_str(canvas, 82, 12, str);
- canvas_draw_icon(canvas, 61, 2, &I_red_16x15);
- }
- /* Draws the Pokemon's image in the middle of the screen */
- static void trade_draw_pkmn_avatar(Canvas* canvas, PokemonData* pdata) {
- furi_assert(canvas);
- furi_assert(pdata);
- /* First, ensure the icon we want is already loaded in to pdata->bitmap */
- pokemon_icon_get(pdata, pokemon_stat_get(pdata, STAT_NUM, NONE) + 1);
- canvas_draw_xbm(
- canvas, 0, 0, pdata->bitmap->width, pdata->bitmap->height, pdata->bitmap->data);
- furi_hal_light_set(LightBlue, 0x00);
- furi_hal_light_set(LightGreen, 0x00);
- }
- /* Called every 250 ms on a timer. This controls the blue LED when in TRADING
- * state. This is necessary as Flipper OS does not make any guarantees on when
- * draw updates may or may not be called. There are situations where a draw
- * update is called much faster. Therefore, we need to control the update rate
- * via the ledon view_model variable.
- */
- static void trade_draw_timer_callback(void* context) {
- furi_assert(context);
- struct trade_ctx* trade = (struct trade_ctx*)context;
- with_view_model(trade->view, struct trade_model * model, { model->ledon ^= 1; }, true);
- }
- static void trade_draw_callback(Canvas* canvas, void* view_model) {
- furi_assert(view_model);
- struct trade_model* model = view_model;
- canvas_clear(canvas);
- switch(model->gameboy_status) {
- case GAMEBOY_CONN_FALSE:
- furi_hal_light_set(LightGreen, 0x00);
- furi_hal_light_set(LightRed, 0xff);
- trade_draw_connection(canvas, false);
- break;
- case GAMEBOY_CONN_TRUE:
- furi_hal_light_set(LightGreen, 0xff);
- furi_hal_light_set(LightRed, 0x00);
- trade_draw_connection(canvas, true);
- break;
- case GAMEBOY_READY:
- trade_draw_pkmn_avatar(canvas, model->pdata);
- trade_draw_frame(canvas, "READY");
- break;
- case GAMEBOY_WAITING:
- trade_draw_pkmn_avatar(canvas, model->pdata);
- trade_draw_frame(canvas, "WAITING");
- break;
- case GAMEBOY_TRADE_PENDING:
- trade_draw_pkmn_avatar(canvas, model->pdata);
- trade_draw_frame(canvas, "DEAL?");
- break;
- case GAMEBOY_TRADING:
- furi_hal_light_set(LightGreen, 0x00);
- if(model->ledon) {
- furi_hal_light_set(LightBlue, 0xff);
- canvas_draw_icon(canvas, 0, 5, &I_gb_step_1);
- } else {
- furi_hal_light_set(LightBlue, 0x00);
- canvas_draw_icon(canvas, 0, 5, &I_gb_step_2);
- }
- trade_draw_frame(canvas, "TRADING");
- break;
- case GAMEBOY_TRADE_CANCEL:
- trade_draw_frame(canvas, "CANCEL");
- break;
- case GAMEBOY_COLOSSEUM:
- trade_draw_frame(canvas, "FIGHT!");
- break;
- default:
- trade_draw_frame(canvas, "INITIAL");
- break;
- }
- }
- /* Get the response byte from the link partner, updating the connection
- * state if needed.
- */
- static uint8_t getConnectResponse(struct trade_ctx* trade) {
- furi_assert(trade);
- uint8_t ret = trade->in_data;
- switch(trade->in_data) {
- case PKMN_CONNECTED:
- case PKMN_CONNECTED_II:
- with_view_model(
- trade->view,
- struct trade_model * model,
- { model->gameboy_status = GAMEBOY_CONN_TRUE; },
- false);
- break;
- case PKMN_MASTER:
- ret = PKMN_SLAVE;
- break;
- case PKMN_BLANK:
- ret = PKMN_BLANK;
- break;
- default:
- with_view_model(
- trade->view,
- struct trade_model * model,
- { model->gameboy_status = GAMEBOY_CONN_FALSE; },
- false);
- ret = PKMN_BREAK_LINK;
- break;
- }
- return ret;
- }
- /* Receive what the Pokemon game is requesting and move to that mode.
- *
- * This reads bytes sent by the Game Boy and responds. The only things
- * we care about are when menu items are actually selected. The protocol
- * seems to send data both when one of the link menu items is highlighted
- * and when one of them is selected.
- *
- * If somehow we get a leader/master byte received, then go back to the
- * NOT_CONNECTED state. For the leader/master byte likely means that
- * the linked Game Boy is still trying to negotiate roles and we need to
- * respond with a follower/slave byte.
- *
- * Note that, we can probably eventually drop colosseum/battle connections,
- * though it may be an interesting exercise in better understanding how the
- * "random" seeding is done between the units. As noted here:
- * http://www.adanscotney.com/2014/01/spoofing-pokemon-trades-with-stellaris.html
- * it is presumed these bytes are to sync the RNG seed between the units to
- * not need arbitration on various die rolls.
- */
- static uint8_t getMenuResponse(struct trade_ctx* trade) {
- furi_assert(trade);
- uint8_t response = PKMN_BLANK;
- switch(trade->in_data) {
- case PKMN_CONNECTED:
- case PKMN_CONNECTED_II:
- response = trade->in_data;
- break;
- case ITEM_2_HIGHLIGHTED:
- if(trade->pdata->gen == GEN_I) {
- response = trade->in_data;
- break;
- }
- [[fallthrough]];
- case PKMN_TRADE_CENTRE:
- with_view_model(
- trade->view,
- struct trade_model * model,
- { model->gameboy_status = GAMEBOY_READY; },
- false);
- break;
- case PKMN_COLOSSEUM:
- with_view_model(
- trade->view,
- struct trade_model * model,
- { model->gameboy_status = GAMEBOY_COLOSSEUM; },
- false);
- break;
- case PKMN_BREAK_LINK:
- case PKMN_MASTER:
- with_view_model(
- trade->view,
- struct trade_model * model,
- { model->gameboy_status = GAMEBOY_CONN_FALSE; },
- false);
- response = PKMN_BREAK_LINK;
- break;
- default:
- response = trade->in_data;
- break;
- }
- return response;
- }
- static uint8_t getTradeCentreResponse(struct trade_ctx* trade) {
- furi_assert(trade);
- uint8_t* trade_block_flat = (uint8_t*)trade->pdata->trade_block;
- uint8_t* input_block_flat = (uint8_t*)trade->input_pdata->trade_block;
- uint8_t* input_party_flat = (uint8_t*)trade->input_pdata->party;
- struct trade_model* model = NULL;
- uint8_t in = trade->in_data;
- uint8_t send = in;
- static bool patch_pt_2;
- static size_t counter;
- static uint8_t in_pkmn_idx;
- const struct important_bytes* bytes = NULL;
- if(trade->pdata->gen == GEN_I) bytes = &gen_i;
- if(trade->pdata->gen == GEN_II) bytes = &gen_ii;
- /* TODO: Figure out how we should respond to a no_data_byte and/or how to
- * send one and what response to expect.
- *
- * This isn't a high priority since it should be unlikely that we would
- * actually ever receive a NO_DATA_BYE as the Game Boy is the leader/master
- * and therefore would only transmit when it has data ready.
- */
- /* Since this is a fairly long function, it doesn't call any other functions,
- * the view model isn't locked, and we're in an interrupt context, lets just
- * map the view model to a local var and commit it back when we're done.
- */
- model = view_get_model(trade->view);
- /* There is a handful of communications that happen once the Game Boy
- * clicks on the table. For all of them, the Flipper can just mirror back
- * the byte the Game Boy sends. We can spin in this forever until we see 10x
- * SERIAL_PREAMBLE_BYTEs. Once we receive those, the counters are synced,
- * and every byte after that can be easily counted for the actual transfer
- * of Pokemon data.
- */
- switch(trade->trade_centre_state) {
- case TRADE_RESET:
- /* Reset counters and other static variables */
- counter = 0;
- patch_pt_2 = false;
- trade->trade_centre_state = TRADE_INIT;
- break;
- /* This state runs through the end of the random preamble */
- case TRADE_INIT:
- if(in == SERIAL_PREAMBLE_BYTE) {
- counter++;
- model->gameboy_status = GAMEBOY_WAITING;
- }
- if(counter == SERIAL_RNS_LENGTH) {
- trade->trade_centre_state = TRADE_RANDOM;
- counter = 0;
- }
- break;
- /* Once we start getting PKMN_BLANKs, we mirror them until we get 10x
- * SERIAL_PREAMBLE_BYTE, and then 10 random numbers. The 10 random
- * numbers are for synchronizing the PRNG between the two systems,
- * we do not use these numbers at this time.
- *
- * This waits through the end of the trade block preamble, a total of 19
- * bytes.
- */
- case TRADE_RANDOM:
- counter++;
- if(counter == (SERIAL_RNS_LENGTH + SERIAL_TRADE_PREAMBLE_LENGTH)) {
- trade->trade_centre_state = TRADE_DATA;
- counter = 0;
- }
- break;
- /* This is where we exchange trade_block data with the Game Boy */
- case TRADE_DATA:
- input_block_flat[counter] = in;
- send = trade_block_flat[counter];
- counter++;
- if(counter == trade->input_pdata->trade_block_sz) {
- trade->trade_centre_state = TRADE_PATCH_HEADER;
- counter = 0;
- }
- break;
- /* This absorbs the 3 byte ending sequence (DF FE 15) after the trade data is
- * swapped, then the 3x SERIAL_PREAMBLE_BYTEs that end the trade data, and
- * another 3x of them that start the patch data. By the time we're done with
- * this state, the patch list BLANK bytes are ready to be transmitted.
- * We only care about the 6x total preamble bytes.
- */
- case TRADE_PATCH_HEADER:
- if(in == SERIAL_PREAMBLE_BYTE) {
- counter++;
- }
- if(counter == 6) {
- counter = 0;
- trade->trade_centre_state = TRADE_PATCH_DATA;
- } else {
- break;
- }
- [[fallthrough]];
- case TRADE_PATCH_DATA:
- counter++;
- /* This magic number is basically the header length, 10, minus
- * the 3x 0xFD that we should be transmitting as part of the patch
- * list header.
- */
- if(counter > 8) {
- send = plist_index_get(trade->patch_list, (counter - 9));
- }
- /* Patch received data */
- /* This relies on the data sent only ever sending 0x00 after
- * part 2 of the patch list has been terminated. This is the
- * case in official Gen I code at this time.
- */
- switch(in) {
- case PKMN_BLANK:
- break;
- case SERIAL_PATCH_LIST_PART_TERMINATOR:
- patch_pt_2 = true;
- break;
- default: // Any nonzero value will cause a patch
- if(!patch_pt_2) {
- /* Pt 1 is 0x00 - 0xFB */
- input_party_flat[in - 1] = SERIAL_NO_DATA_BYTE;
- } else {
- /* Pt 2 is 0xFC - 0x107
- * 0xFC + in - 1
- */
- input_party_flat[0xFB + in] = SERIAL_NO_DATA_BYTE;
- }
- break;
- }
- /* What is interesting about the following check, is the Pokemon code
- * seems to allocate 203 bytes, 3x for the preamble, and then 200 bytes
- * of patch list. But in practice, the Game Boy seems to transmit 3x
- * preamble bytes, 7x 0x00, then 189 bytes for the patch list. A
- * total of 199 bytes transmitted.
- */
- /* Gen I and II patch lists seem to be the same length */
- if(counter == 196) {
- if(trade->pdata->gen == GEN_I)
- trade->trade_centre_state = TRADE_SELECT;
- else if(trade->pdata->gen == GEN_II)
- trade->trade_centre_state = TRADE_MAIL;
- counter = 0;
- }
- break;
- /* Preambled with 6x 0x20 bytes; 33*6 == 198 bytes of Mail, for each pokemon,
- * even if they have no mail set; 14*6 == 84 bytes, for each pokemon's mail,
- * the OT Name and ID; a 0xff; 100 zero bytes (unsure if they are always 0).
- * This is 6 + 198 + 84 + 1 + 100 == 389.
- */
- case TRADE_MAIL:
- counter++;
- if(counter == 389) trade->trade_centre_state = TRADE_SELECT;
- break;
- /* Resets the incoming Pokemon index, and once a BLANK byte is received,
- * moves to the pending state.
- */
- case TRADE_SELECT:
- in_pkmn_idx = 0;
- if(in == PKMN_BLANK) {
- trade->trade_centre_state = TRADE_PENDING;
- } else {
- break;
- }
- [[fallthrough]];
- /* Handle the Game Boy selecting a Pokemon to trade, or leaving the table */
- /* XXX: TODO: Clean this up. Easiest is probably to use vars rather than
- * macros to check against and set output to.
- */
- case TRADE_PENDING:
- /* If the player leaves the trade menu and returns to the room */
- if(in == bytes->table_leave) {
- trade->trade_centre_state = TRADE_RESET;
- send = bytes->table_leave;
- model->gameboy_status = GAMEBOY_READY;
- /* If the player selected a Pokemon to send from the Game Boy */
- } else if((in & bytes->sel_num_mask) == bytes->sel_num_mask) {
- in_pkmn_idx = in;
- send = bytes->sel_num_one; // We always send the first pokemon
- model->gameboy_status = GAMEBOY_TRADE_PENDING;
- /* BLANKs are sent in a few places, we want to do nothing about them
- * unless the Game Boy already sent us an index they want to trade.
- */
- } else if(in == PKMN_BLANK) {
- if(in_pkmn_idx != 0) {
- send = 0;
- trade->trade_centre_state = TRADE_CONFIRMATION;
- in_pkmn_idx &= 0x0F;
- }
- }
- break;
- /* Handle the Game Boy accepting or rejecting a trade deal */
- case TRADE_CONFIRMATION:
- if(in == bytes->trade_reject) {
- trade->trade_centre_state = TRADE_SELECT;
- model->gameboy_status = GAMEBOY_WAITING;
- } else if(in == bytes->trade_accept) {
- trade->trade_centre_state = TRADE_DONE;
- }
- break;
- /* Start the actual trade. Waits in reset until the Game Boy is done with
- * its animation and re-exchanges updated party data.
- */
- case TRADE_DONE:
- if(in == PKMN_BLANK) {
- trade->trade_centre_state = TRADE_RESET;
- model->gameboy_status = GAMEBOY_TRADING;
- /* Copy the traded-in Pokemon's main data to our struct */
- pokemon_stat_memcpy(trade->pdata, trade->input_pdata, in_pkmn_idx);
- model->curr_pokemon = pokemon_stat_get(trade->pdata, STAT_NUM, NONE);
- /* Schedule a callback outside of ISR context to rebuild the patch
- * list with the new Pokemon that we just accepted.
- */
- furi_timer_pending_callback(pokemon_plist_recreate_callback, trade, 0);
- }
- break;
- case TRADE_CANCEL:
- if(in == bytes->table_leave) {
- trade->trade_centre_state = TRADE_RESET;
- model->gameboy_status = GAMEBOY_READY;
- }
- send = bytes->table_leave;
- break;
- default:
- // Do Nothing
- break;
- }
- view_commit_model(trade->view, false);
- return send;
- }
- static void transferBit(void* context, uint8_t in_byte) {
- furi_assert(context);
- struct trade_ctx* trade = (struct trade_ctx*)context;
- render_gameboy_state_t status;
- with_view_model(
- trade->view, struct trade_model * model, { status = model->gameboy_status; }, false);
- trade->in_data = in_byte;
- /* Once a byte of data has been shifted in, process it */
- switch(status) {
- case GAMEBOY_CONN_FALSE:
- gblink_transfer(trade->gblink_handle, getConnectResponse(trade));
- break;
- case GAMEBOY_CONN_TRUE:
- gblink_transfer(trade->gblink_handle, getMenuResponse(trade));
- break;
- case GAMEBOY_COLOSSEUM:
- gblink_transfer(trade->gblink_handle, in_byte);
- break;
- /* Every other state is trade related */
- default:
- gblink_transfer(trade->gblink_handle, getTradeCentreResponse(trade));
- break;
- }
- /* Each byte that comes in, bump the backlight timer so it stays on during a trade */
- furi_timer_pending_callback(trade_backlight_bump_callback, trade, 0);
- }
- void trade_enter_callback(void* context) {
- furi_assert(context);
- struct trade_ctx* trade = (struct trade_ctx*)context;
- struct trade_model* model;
- struct gblink_def gblink_def = {0};
- model = view_get_model(trade->view);
- if(model->gameboy_status == GAMEBOY_COLOSSEUM) {
- model->gameboy_status = GAMEBOY_CONN_FALSE;
- } else if(model->gameboy_status > GAMEBOY_READY) {
- model->gameboy_status = GAMEBOY_READY;
- }
- trade->trade_centre_state = TRADE_RESET;
- model->curr_pokemon = pokemon_stat_get(trade->pdata, STAT_NUM, NONE);
- model->ledon = false;
- view_commit_model(trade->view, true);
- gblink_def.pins = trade->gblink_pins;
- gblink_def.callback = transferBit;
- gblink_def.cb_context = trade;
- trade->gblink_handle = gblink_alloc(&gblink_def);
- gblink_nobyte_set(trade->gblink_handle, SERIAL_NO_DATA_BYTE);
- /* Every 250 ms, trigger a draw update. 250 ms was chosen so that during
- * the trade process, each update can flip the LED and screen to make the
- * trade animation.
- */
- trade->draw_timer = furi_timer_alloc(trade_draw_timer_callback, FuriTimerTypePeriodic, trade);
- furi_timer_start(trade->draw_timer, furi_ms_to_ticks(250));
- /* Create a trade patch list from the current trade block */
- plist_create(&(trade->patch_list), trade->pdata);
- }
- void disconnect_pin(const GpioPin* pin) {
- /* Existing projects seem to set the pin back to analog mode upon exit */
- furi_hal_gpio_init_simple(pin, GpioModeAnalog);
- }
- void trade_exit_callback(void* context) {
- furi_assert(context);
- struct trade_ctx* trade = (struct trade_ctx*)context;
- furi_hal_light_set(LightGreen, 0x00);
- furi_hal_light_set(LightBlue, 0x00);
- furi_hal_light_set(LightRed, 0x00);
- /* Stop the timer, and deallocate it as the enter callback allocates it on entry */
- furi_timer_free(trade->draw_timer);
- trade->draw_timer = NULL;
- /* Unset the pin settings */
- gblink_free(trade->gblink_handle);
- /* Destroy the patch list, it is allocated on the enter callback */
- plist_free(trade->patch_list);
- trade->patch_list = NULL;
- }
- void* trade_alloc(
- PokemonData* pdata,
- struct gblink_pins* gblink_pins,
- ViewDispatcher* view_dispatcher,
- uint32_t view_id) {
- furi_assert(pdata);
- struct trade_ctx* trade = malloc(sizeof(struct trade_ctx));
- memset(trade, '\0', sizeof(struct trade_ctx));
- trade->view = view_alloc();
- trade->pdata = pdata;
- trade->input_pdata = pokemon_data_alloc(pdata->gen);
- trade->patch_list = NULL;
- trade->gblink_pins = gblink_pins;
- trade->notifications = furi_record_open(RECORD_NOTIFICATION);
- view_set_context(trade->view, trade);
- view_allocate_model(trade->view, ViewModelTypeLockFree, sizeof(struct trade_model));
- with_view_model(trade->view, struct trade_model * model, { model->pdata = pdata; }, false);
- view_set_draw_callback(trade->view, trade_draw_callback);
- view_set_input_callback(trade->view, trade_input_callback);
- view_set_enter_callback(trade->view, trade_enter_callback);
- view_set_exit_callback(trade->view, trade_exit_callback);
- view_dispatcher_add_view(view_dispatcher, view_id, trade->view);
- return trade;
- }
- void trade_free(ViewDispatcher* view_dispatcher, uint32_t view_id, void* trade_ctx) {
- furi_assert(trade_ctx);
- struct trade_ctx* trade = (struct trade_ctx*)trade_ctx;
- view_dispatcher_remove_view(view_dispatcher, view_id);
- furi_record_close(RECORD_NOTIFICATION);
- view_free(trade->view);
- pokemon_data_free(trade->input_pdata);
- free(trade);
- }
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