Co-Authored-By: sciresm <sciresm@users.noreply.github.com>
Co-Authored-By: Matt <sora10pls@users.noreply.github.com>
Co-Authored-By: Archit Date <architdate@gmail.com>
Closes#2826
It doesn't find it in the SM table, but didn't return -1
rework logic flow to return when found, rather than after loop finishes.
Also fix display off-by-1 since we're not using zero indexing for our entry numbers.
Thanks @Ammako !
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
Increase abstraction for arbitrary slot get/set operations, and fracture
SAV4 behavior for each game type.
Adds: Undo/Redo of party slot changes
Fixes: Fixed Gen5 daycare slot 2 reading, and EXP reading
Fixes: Some slot color glitchiness
Fixed: Box layout editor now hides the flag label if no flags are
present
Fixed: Gen7 box flags are now shown (unknown purpose lol)
Changed: savefile objects are generally smaller (removed a few shared
offset fields)
Choosing G/S will initialize as GS
Choosing C will initialize as C
calling via their own code (GSC/GS) will choose the most recent (crystal
if possible).
Closes#2359
Remove some unnecessary properties from SaveFile
Enumerate checksum flag results for GC memcard checking
Remove unnecessary checks on savefile type
Add some documentation
Decapitalize some method parameters
FileInfo inherits from FileSystemInfo, which initializes a bunch of
strings that we don't need
this isn't a great optimization, just a fun exercise finding a quicker
approach to get these values
no functional change, just rewrite some logic for better flow
fix subform popup count restriction (OwnedForms requires forms to be
added/removed manually; it doesn't automatically update)
sanitize box names when dumping boxes with separate folders (and bad box
names)
relocate program language enum
test that test case is proper
move getcompatible & gettemplate to core
remove catch rate changing for pk1 (catchrate editor now used instead)
sav1: assign personal table based on (detected/provided) version
catchrate editor: allow to use savefile personal
remove gb era prompt whenever gb/blank loaded; have it as a setting (can
be overridden for VC now). keep allowgbera as autodetect
personaltable: track format for debugging purposes/info
update translations
showdownset: contains char instead of string
gameinfo: static readonly array instead of redefining new on update
legality: order of operation / value reuse / simplification / comments
pkx: compare char instead of single character string
header/footer: move assignment into method as an out instead of ref
kinda have to restrict these to 'valid' choices; should be enough of a
selection->result to be adequate for changing version
restart the program after changing the setting; won't take effect until
rebooted.
remove alloc on gc key advancement; advance keys in place
make g6 sizes an explicit comparison instead of new[].Contains
replace Any/Count with Array.Find calls (removes linq dependency from
savetype detection!)
footer is different for Korean saves; checked JP/EN and they use the
2006 date. Probably the same for everyone-but-KO.
Simplify check further, only check the 0x4.... sav as it's the first
region saved to. No point wasting time checking the other!
a previous commit alluded to general/storage being initialized in
different slots
e8644280a1
, gonna ignore what was stated as I can't find any proof with the few
tests I did today (all init on second, and found no backups from that
time)
footer identifiers work just fine for any legitimately created save
file; I might have had the checksum check code for pokesav blank
savefiles
dropping support for bad-blanks in favor of a non-negligible speedup is
favorable :)
remove lockedslots, store & save all teamslots for sav7
differentiate locked slots from overwrite protected slots by emitting an
enum containing info about the slot
locked = can't be replaced, period.
starter/battleteam = can't be pasted over by bulk-pastes
can eventually show more specific sprite layers to denote party
indexes/team#/starter
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)
Remove unused sav properties
Add translatable strings for autodetect SAV error suggestion
add speculated gg dex formtable
- no eevee forms
- increments 1 for pikachu since it already exists in table
- stops at mewtwo (no other formed-species available)
im currently setting up skeleton stuff for lgpe since we're <70 days
from release; by doing some pre-work like prior games I can get a good
idea of what needs to be adjusted prior to crunchtime!
Closes#2109
Program boots -> load extra locations rather than constantly fetching.
These files won't change location or presence (not an external drive).
just store the locations instead of constantly fetching, we already call
detect once when loading the form anyway.
V### names weren't enjoyable to work with; use similar verbose style as
the program message strings.
updating the translation files with the remapped variable names shortly
remap list: https://pastebin.com/jybkVDAK