The Project Snorlax card comment used "Gift" because using "Snorlax"
twice sounds strange, and then that kept getting propagated to cards
after it. Brings comments back in line to before.
PK9: Fix writing box bin of self-owned SV eggs clearing nickname trash, also clear any hint of trading completely
SAV1: ensure current box is index:0 if uninitialized
1.Unified with in-game text.(text_cxd_00000_ja.txt)
2.Add Poké Seer's text for clarity.(text_gsc_00000_ja.txt)
3.Fixed some text.(text_rsefrlg_00000_ja.txt)
Improve perf of GUI scrape by only making forms once, don't fully set up Main
Add method to get a list of translated Enum names
Adds translatability for size markings
Closes#4266
BizHawk Gambatte stores a 0x16 byte footer, but the correlation previously used isn't always true.
Just implement a generic detector that allows for a reasonably sized footer for the Gen1-3 formats.
Fix pk6/7 pkmeditor export, now retaining status condition instead of wiping it
Abstract b2w2 key system to a save block; better documentation on its odd mechanics
Allow gen1-3 filename language/ver detect to work if the filename is ` `->`_` (discord attachments changing spaces to underscores); also revise canadian French emerald filename pattern
others: negligible perf/using standard library functions
- Adds editors for the Seal, Accessory, and Backdrop inventories in Gen4
- Adds a line in the Gen4 Mystery Gift editor to display which Goods, Seal, Accessory, Backdrop, Pokétch app, or Route Map is contained in a gift
- Changes the HG/SS Apricorn editor to display localized item names instead of hard-coded English strings
Rewrites super training editor to not need reflection and special handling for translation
Fixes trash check for traded egg
Fixes Scientist trash applying to Ultra Beasts -- much better comparison
`main (17)` now backs up as `main [...].bak` instead of `main (17) [...]`
Adds a debug-callable method to clean the main backup folder via:
`CleanBackups(Main.BackupPath, true);`
* Display Medal type in SAV_Misc5
* Add CHT localization for Medal names
* Add localization for Medal type names
* Update Chinese localization for DPPt Underground
* Add additional G1/G2/G3 item name localizations
* Fix some typos in the Japanese names
* Add Korean names for G3 items
* Correct e-Reader Berry name format localizations
* Italian games use the format `BACCAENIGMA` (capitalized normally as `Baccaenigma`), so the entire item name needs to be titlecased, not just the Berry name.
* Add missing Gen2/3 location name localizations
* Minor corrections to existing languages to match in-game
* Minor tweaks
* Swap GC nickname fields
The first nickname field is used for the displayed nickname, such as for EFIGS PKM whose names get truncated in Japanese games.
The second nickname field stores the actual nickname, which is restored when a PKM is traded back to the GBA games.
* Add StringFont3GC
* Add GC/GBA string conversion tables/logic
* Refactor GC region conversion
* Minor tweaks
Skip copying nickname/OT on generic conversion method; derived impl will remap the trash for us.
Extract the DisplayNickname truncation function and deduplicate. Use buffers directly when updating
Make CurrentRegion/OriginalRegion properties GCRegion instead of int/byte
Extract local func for font check skip for clarity
Colosseum/XD/PBR/Ranch/Gen5 all treat the apostrophe/right single quote as a straight apostrophe (U+0027).
This primarily affects unnicknamed Colo/XD Farfetch'd, which need to use `'` instead of `’` to be traded to GBA correctly.
GBPKM allow spa/ita lang as fallback (so that nicknamed species just use fallback)
SK2 GetNonNickname reuse the passed language ID instead of recomputing
This maps the remaining (legal) symbols in the private use area that are modified on transfer from Bank -> HOME. If any of these replacements are made, any leading or trailing halfwidth spaces are trimmed. This can result in nicknames/OT names that are the empty string or consist entirely of fullwidth spaces, even though these can't normally entered.
Adding an entity to an uninitialized save's box data will force all data to be flushed unless the final destination was (initially zeroed and has no slots to set).
Read count from list, instead of using the full capacity.
Malformed lists (truncated via count) with ghost slots should have those ghost slots ignored.
If the boxes are not initialized, skip reading of box data
If the boxes are empty when saving, don't write if {dest 0} or {boxes uninitialized} to retain old data.
If the boxes have any slots when saving, set the flag that boxdata is good.
Remove flag from SAV2, game is different from SAV1. Only use the boxdata, just mirror to CurrentBox data as Stadium only looks at boxdata.