Closes#2954 ; can set directly from propertygrid already, but might as well clean things up a little bit to match the disassembly logic.
Open the simple editor center parent rather than next-form-position
Strip out unused lines [~ XX]; behaviorially equivalent to empty strings.
Mutate original met list rather than making a copy and moving any changes into it (saves extra allocations)
Change initial loop start to pre-skip iterations not meeting criteria
Manually mark duplicate lines (only 2 exist); no more linq/searching.
Wipe merged location sub-names prior to merging (bounds check optimization, maybe? already accessed, setting should be fine).
Tests still pass :)
Check for negative met location IDs to return empty (fuzzing?)
Change "FRLG" -> "Kanto" as strings are reused
Used lines:
39c3968e5e/Gen1/DumpUtil.cs (L5)
table.Where(z => z != 0).Select(z => lines[z]).Distinct()
The only two that had FRLG are now showing "Kanto"
don't use FIPS compliant hashing methods explicitly, no real reason to. hash.Create() will select managed vs csp depending on the framework/core and reg flags.
add >net46 incremental hash logic for swsh
remove static sha256 instance (single threaded overkill)
Further improvements can be made if there's a way to have a union struct (4 u16s, lumped u64) that has a simple 4bit diagonal mirror operation on it. Can be at least twice as fast.
Benchmarking with optimizations shows about 80-90% of the prior time taken, so at least a 10% speed optimization
Rarely used, was fun to try and optimize a little more.
Eliminate bounds checks by accessing/setting the highest element, and only index twice instead of 6x.
Eliminate u16 casts by leaving as int type (same result)
Eliminate temp value caching and instead directly write to storage. (no more _0123).
End result looks neat too, since the >> 0's removed looks like a diagonal, like the nibble rotation :D
Add xmldoc
Remove linq from memecrypto code (speed lmao)
Hide some methods that shouldn't be called directly
Name variables better for accessor const's
GCI, DSV, DUC are already supported, so I've written the abstraction for those and seed the Handler list on startup.
Can add a new class with recognition via SaveUtil.Handlers.Add(myHandler);
Nickname AND Trainer Name are verified in that method; we still want to execute it. If it has a fixed nickname, we can skip the wordfilter since it's already been checked.
clean:
if (!logical) return;
Existing logic had methods named to return true if fail, now method checks for passing, thus the logic now follows the above pattern.
The static constructor setup methods don't need to be maxSpecies aware, they always succeed. So just remove the self-imposed-safe bounds checks by accessing & mutating the table directly.
Simplify some method signatures, reduce checks for MoveEgg.GetEggMoves
ran legality checks for 100,000 pkm, no more exceptions (Internal Error) -- added a "CanGameGenerateEggs" which filters out unused gameIDs
Shows a dropdown for alcremie only, and a number entry for everything else.
See 771086a222 for initial implementation; I don't want the lag anymore lol
GameStrings: 10% of strings are unique; just mark everything. Stop a little early so we don't process the empty & (trade) string.
LearnsetReader: All empty entries are length==0; malformed should throw an exception (never).
EggMoves: Compute ptr inside the array fetch loop; don't use linq.
EggMoves & string shaves off 80ms of startup time according to profiling; some could be attributed to warm-up but yay more efficient.
Some special encounters don't set the Relearn Moves, so we can't really check the memory-moves unless we somehow late-reject a matching encounter. Not really worth the effort to try and verify cosmetic mismatches; just tag them as Fishy.
AltForm & Form & Forme => Form
GenNumber & Generation => Generation
Extract out SpeciesForm interface, and re-add IGeneration
For those using PKHeX as a dependency, this should be a pretty straightforward manual replacement... GenNumber and AltForm should be quick find-replace`s.
Metagross collision with wild beldum
deferral API is kinda crude, hence these janky workarounds. Was originally intended to hold onto close matches when there's no more possible matches to check.
I think a priority-deferral while only retaining a single encounter bad (instead of a list of retries) may work better than the current setup, but that would require more abstraction
Transporter remaps certain locale specific chars depending on the source ROM's version.
Since VC can trade between languages, there are 2 Spanish in-game trades that have glyphs subject to remapping, if it's transferred from a French game.
If the spanish trade is transferred from a french game, it must match the mutated string.
ty @Lusamine & helpers :D
Slap in friend safari at the end during object construction; saves about 1KB of allocation on startup (lol)
Change internal array types to match object types, similar to other encounter-generation definitions.
Gen5: set HA bit if hidden ability
Gen3: prevent setting AbilityBit if it doesn't have 2 distinct abilities
Failed test now passes; all tests are passing!
Trees:
- Only retain the objects needed after calculation
- Reduce size of TreeCoordinates and remove allocation penalty (now a struct)
No more warnings for Release compilation :D
I think this was a PKHeX issue that went unnoticed; originally, we didn't include the Á and Í chars in the dictionary.
I checked the transporter code:
The app maintains the international & japanese character tables, and depending on the ROM language, it may change a char to the language-specific entry. Refer to Bulbapedia's notes on the char tables for different languages:
https://bulbapedia.bulbagarden.net/wiki/Character_encoding_in_Generation_II
However, none of these char-changes are able to be reached with a legal char.
Á and Í (only accessible from the Spanish in-game trades) and the german 0xC0 && z <= 0xC6 chars are already in the international table. Every single difference in the VC1/VC2 table is an un-enterable char.
tl;dr -- all possible char codes are transferred fine with the VC2 table without extra language logic. We just keep out any inaccessible char (replaced with space).
Move form-info logic from FormConverter to AltFormInfo; now FormConverter is entirely form=>string[]
Add a bunch of xmldoc
Make pogo no-end-date cmp agaisnt UTCnow rather than local now.
from 319 (max HP-1) to 9999 (max saved value).
Causes a little bit of GUI lag when loading 10k items to the combobox; could be a number entry but meh. Lazily allocate the 10k strings; wait until it's requested.
Event Move special encounters are yielded after static encounters by the generator, so this iterator-picker will never behave as originally intended.
Since the encounter generator works fine for these events in its current form, we can just remove it. If we need to prefer GB era events before static, then we'd reinstate the priority and move the GenerateGBEvents before the static yielder.
bla bla bla this is just a cleanup from old preference code where we wanted to recognize the encounter as an event/trade as they're more recognizable. We just want to track the progress of the iterator so that g1/g2 follow a merged yielding order
Adds Nickname checks, thanks @ShadowMario3 for grabbing these into separate text files from Bulbapedia.
I reordered all the encounters to match Bulbapedia; each level is denoted if different if it can be sourced from RBY.