private void saveFields()
{
// Save Region & Country Data
cb1v(CB_Region0, 0x94); cb1v(CB_Country0, 0x95);
cb1v(CB_Region1, 0x96); cb1v(CB_Country1, 0x97);
cb1v(CB_Region2, 0x98); cb1v(CB_Country2, 0x99);
cb1v(CB_Region3, 0x9A); cb1v(CB_Country3, 0x9B);
cb1v(CB_Region4, 0x9C); cb1v(CB_Country4, 0x9D);
// Save 0-255 stats
s1v(M_CT_Friendship, 0xA2); s1v(M_CT_Affection, 0xA3);
s1v(M_OT_Friendship, 0xCA); s1v(M_OT_Affection, 0xCB);
s1v(M_Fullness, 0xAE); s1v(M_Enjoyment, 0xAF);
// Save Memories
#region // CT MEMORIES
cb1v(CB_CTMemory, 0xA5);
if (!CB_CTVar.Enabled)
{
m_parent.buff[0xA8] = 0;
m_parent.buff[0xA9] = 0;
}
else
cb2v(CB_CTVar, 0xA8);
// If memory doesn't contain a feeling/quality
if (!CB_CTFeel.Enabled)
{
m_parent.buff[0xA4] = 0;
m_parent.buff[0xA6] = 0;
}
else
{
cb1i(CB_CTFeel, 0xA6);
m_parent.buff[0xA4] = (byte)(CB_CTQual.SelectedIndex + 1);
}
#endregion
#region // OT MEMORIES
cb1v(CB_OTMemory, 0xCD);
if (!CB_OTVar.Enabled)
{
m_parent.buff[0xCE] = 0;
m_parent.buff[0xCF] = 0;
}
else
cb2v(CB_OTVar, 0xCE);
// If memory doesn't contain a feeling/quality
if (!CB_OTFeel.Enabled)
{
m_parent.buff[0xCC] = 0;
m_parent.buff[0xD0] = 0;
}
else
{
cb1i(CB_OTFeel, 0xD0);
m_parent.buff[0xCC] = (byte)(CB_OTQual.SelectedIndex + 1);
}
#endregion
}