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 :)
settled on the class name; looks like it'll be roughly readable as a
mystery gift so inherit some properties. maybe can get r/w in the
mystery gift editor :)
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.
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
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.
now iterates for all boxes, and restores to the correct offset at the
end
update direct offset pointers to box specific (so that it can work on
gen3 rsefrlg saves if ever used on them).