Didn't really feel like pulling out the shared structure get/set
operations, only the derived properties & overall fixer methods. Should
be easier to maintain if any handling updates.
Clean up pb7 unused stuff; removes ribbon logic since none are used.
c# 8.0 interface defaults can maybe pull out more logic (ex making
FixRelearn and relearn moves into an interface); multiple inheritance
can be useful as features are added/dropped between generations.
Make extrabytes a pkm property (don't mutate array pls)
reconfigure startup loading to only initialize after initial load of sav
& pkm (using blanks if not provided)
there's a value in trainer pokes that gets set to an unused pkm byte
this byte is fetched in the stat/cp calc, but is never used (param
unused)
plans for future? it's right next to friendship in trpoke7b, maybe there
might be another stat amp?
https://www.serebii.net/magikarpjump/trainerrank.shtml
stronger trainer => stronger monz /speculation
2d array -> 1d
skip copy by cloning instead
eliminate %24 (number is 0-31) by duplicating 0-7 as 24-31
dropping a modulo, >1 bounds check, and a half loop unroll should be
less cpu cycles :)
Closes#2160 , use Batch Editor to modify slots; it's not worth GUI
presence as it's only saved for party format mons and is undocumented
for anything besides affliction flags
Closes#2167
Based off sub_71001D16A0 with shortcut modifications:
* code marks new entries for evolution processing later using the low
bit (hence the << 1); in save files I can't see any bits set, but I
can't see anywhere in the code that DOESNT set this bit. Thus the
assumption of post-processing.
As noted in gameplay, a new capture doesn't set Min and Max; it only
sets it if it is above the usual sizing values.
Megas apparently don't set until seen in battle, so don't worry about
setting the other forme based indexes.
Starter Pikachu & Eevee have different growth rates than their base
forms (seriously WHY?)
remove old api surface in PKX as a breaking change as adding the
parameter is necessary.
Derived from WC7 with minor alterations (dynamic OT/Nickname which is
stored in the Full data). Since the 0x108 is not stored in the save
file, just keep the full data around.
LGPE uses a list of pkm for boxes, and has pointers indicating where
each party member is at
need some logic for handling the sorting. Had suspected this a while
back so this pre-work came in handy (untested tho)
make eventflags offset ptr virtual, I might end up doing things
differently for event flags
Update comments / xmldoc
Add a savefile storage compressor (ie array[] with empty interstitials
-> list); return true if the compression moved anything (repopulate
views), and the count of occupied slots in the list.
Add saveblock base class; I haven't really liked how SAV6/7 do all the
logic; I'll still expose properties that will then point to a saveblock.
Cuts down clutter.
Add template Dex manipulator, with gen6/7 implementations
Speculate sequential gp/ge gameversion IDs
Check max case for level first, then iterate upwards (eliminates inner
if)
change wc* nature to sbyte (update comparisons, 0xFF too magic-y)
use Rand.Next(x) instead of (0, x)
More languages than Italian have a rule-breaking name. Rework checks a
bit
Flag eggs more accurately
Update force hatch to move Link Trade met location to Egg Location
fix Ho-oh -> Ho-Oh text strings (correctness is key!)