use 'u' to denote uint values, so that less IL ops are required
~(21->17) in the case of IVs
no functional change, just a fun exercise looking at generated IL and
finding ways to use less ops
refer to stackexchange links, makes XDRNG PID/IV search so quick (2^3
instead of 2^8 or 2^16; as fast as a gen3 shiny pokemon (2^13=8192 times
as fast as last release)
throw in some auto-inlining to eliminate some overhead in repetitive
search calls
Only usable for searching Method 4 IV spreads -> seeds;
1,3's search uses the same approach as the 1,2 search
I took the 1,2 search derivation to iterate for the next step, which
allows us to not know anything about the middle rand bits.
optimize a little bit more, move the pre-loop add to the initialization
stage; moving to the precomputed section pays off after 256 calls to the
method
Meet in the middle attack trades some RAM (2^16 flag/byte array) to
reduce future searches by a factor of 1:2^8
profiling yielded >100x speed improvements, even a 2x would have been
impressive ;)
knocks the biggest cpu hog (when searching db) out of the race!
fixes 10ANIV pikachu having Thunderbolt twice
un-duplicates CHANNEL event data
adds seed->PIDIV generator template for M1/2/4, CXD, Channel, and BACD
improve pkm converter to update nickname of hatched eggs. isn't perfect
(farfetch'd) but works better than before