add some basic Episode 3 structures
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+1
-35
@@ -10,6 +10,7 @@
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#include "LevelTable.hh"
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#include "Version.hh"
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#include "Text.hh"
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#include "Episode3.hh"
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@@ -254,41 +255,6 @@ struct KeyAndTeamConfigBB {
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struct Ep3Deck {
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// TODO: are the last 4 bytes actually part of this? They don't seem to be
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// used for anything else, but the game limits the name to 14 chars + a
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// language marker, which equals exactly 0x10 characters.
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ptext<char, 0x14> name;
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// List of card IDs. The card count is the number of nonzero entries here
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// before a zero entry (or 50 if no entries are nonzero). The first card ID is
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// the SC card, which the game implicitly subtracts from the limit - so a
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// valid deck should actually have 31 cards in it.
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le_uint16_t card_ids[50];
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uint32_t unknown_a1;
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// Last modification time
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le_uint16_t year;
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uint8_t month;
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uint8_t day;
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uint8_t hour;
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uint8_t minute;
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uint8_t second;
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uint8_t unknown_a2;
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} __attribute__((packed));
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struct Ep3Config {
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parray<uint8_t, 0x1434> unknown_a1; // at 728 in 61/98 command
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Ep3Deck decks[25]; // at 1B5C in 61/98 command
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uint64_t unknown_a2; // at 2840 in 61/98 command
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be_uint32_t offline_clv_exp; // CLvOff = this / 100
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be_uint32_t online_clv_exp; // CLvOn = this / 100
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parray<uint8_t, 0x14C> unknown_a3; // at 2850 in 61/98 command
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ptext<char, 0x10> name; // at 299C in 61/98 command
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// Other records are probably somewhere in here - e.g. win/loss, play time, etc.
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parray<uint8_t, 0xCC> unknown_a4; // at 29AC in 61/98 command
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} __attribute__((packed));
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struct PlayerLobbyDataPC {
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le_uint32_t player_tag;
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le_uint32_t guild_card;
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