Handle all warnings
obviously the usage of null! could potentially be avoided if the object init wasn't such garbage, but here we are with years of old junk and lack of abstraction in the GUI project
Closes#3028
Thanks @CarlosofKalos !
Setting 9999 for both on Rattata; capturing the 10,000th didn't increment, but transferring the 10,000th did.
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
This format won't be supported cleanly, so let's just try to allow language detection to work as best as it can without storing metadata in the SK2 bytes.
Extract common abstract class for shared logic
Clean up property/field/method ordering to be consistent and logical (roughly: attributes, constructors, state management, retrievable values, static methods)
Apply default language OT name
Closes#3009
Make QRPK7 implement IEncounterable and remove hardcoded PKHeX strings
Let force hatching for WC3 eggs try to hatch from the savefile's language, then revert to english if failed to set an OT.
Use underscores for enum for ToString replacing with spaces
Don't flag empty-OT as SK2; Stadium0/1 use the "TRAINER" as rental, but leave it blank for SK2.
Don't set any terminators for an OT string if the string is empty; just wipe the buffer.
Readonly slots
Things could be expanded on to use interfaces and wrappers for a "SlotReference" and properties for readonly.
But that's kinda unnecessary
Detects the language of the currently loaded save file, and passes that info to the blank sav creator
Use a trainer name of "1337" instead of PKHeX for any Japanese save file, because Gen1/2(/3?) character tables don't have regular ascii chars.
Introducing a new PKM format: SK2
Split ICaughtData2 off of PK2 so it can be shared with SK2 when type-checks occur
Add conversion for PK2<->SK2
Split the split-buffer handling for GBPKM to GBPKML (what a name), so that I can reuse shared accessor logic for SK2.
Move Home8 location to Locations.cs for documentation
Move FestaFacility to correct folder
Remove unnecessary public modifier on interface method
Pass the program's Version to any loaded plugins, if they wanted to check compatibility...?
SWSH is the first common savefile type that has different revisions after official patches. We want to indicate in the Program Title which revision we're currently editing, because people still are not editing latest-format saves and complaining y no urshifu.
Use short descriptions to indicate revision (Base, IoA, CT), rather than magic numbers (v0/v1) or 1.X or 1.X.Y+, because GameFreak can't follow semver rules.
go away ranch platinum update, i might handle you another time
Was previously showing RaidArmor for pre-Armor saves, as the reference of a zero-length array was the same as the bools. Just sanity check since all block chunks have length.
Change Ability array to IReadOnlyList, add method to check ability index in personal data
Suppress some message warnings
Change EvolutionChain short-circuit for VC to jump from gen6 directly down to gen2. There aren't any notradeback 1 situations, so a notradeback1 will always start with g=1, so no need for the other if-continue.
Simplify pk5 conversion
The game also stores the Gender ID, Form ID, Encryption Constant, and Alcremie Sweet ID per block for each PKM's slot.
As for Sweet ID it is stored for all Types. However, since you obviously can't use Alcremie in non-Fairy Sparring they go unused. (They are the Int32 blocks you'll notice with a -1 value.)
Add SIZE_BOXSLOT and update usages
Make SIZE_STORED protected like SIZE_PARTY
probably need to redesign how slot metadata is presented within the savefile...
Closes#2961 ty @Kermalis !
Check egg encounter for state rather than re-deriving some properties on the fly
Only check memories if memories are exposed
Remove debug assert (not always true?)
* Added PokeWalker Courses, Watts, and Steps editing
* Use util method for getting bitflags
* Keep old cheat method
Change signature so that the default value passed is to unlock all; can pass 0 instead to lock all
* Pass reference to derived sav4-type object
Wev'e already type-tested once, capture the reference and pass it into the appropriate load/save methods.
* Add control anchoring for window resizing
Also widen the labels for localization (longer strings possibly)
Can't correlate the structure to the data it's reading, so don't modify the values until someone figures out how the data is stored & how it should be manipulated.
Closes#2941
Also clamp give all for TMs to 1 instead of whatever the giveall value is, like for prior games' HMs
reuse the "free space" bool; no real benefit in increasing the amount of abstraction (even though that's my current urge for legality)
FFFF and 0000 -> prefer 0000
FFFF and 0001 -> prefer 0001
...
FFFF and FFFE -> prefer FFFF
they shouldn't be desync'd (incremental); only the uninitialized case is important to handle.
Accessible in block editor, not as the usual trainer records.
Closes#2913 , ty @CanoeHope!
Co-Authored-By: canoehope <canoehope@users.noreply.github.com>
no change in species/form from the crownite ore one afaik; common for both games???
fix type of rigel encount so it shows up in block editor, with correct name (ty matt)
SCBlock doesn't have an absolute index; it was only used for tagging in dumps. Offset and Length weren't used.
Removing these 2 ints from the SCBlock object reduces alloc req by 8 bytes each; if we have 2,500 blocks in a save file, this reduces the memory footprint of a sav by 20KB. Nice side effect :D
Remove block dump comment from accessor; new logic in Meta8 for dumping DLC sizes does the same logic with less hassle.
If you edit in a number of 5 or greater as one of your streaks you'll get a crown mark next to that type in-game, and doing it for all should allow for you to get Mustard's uniform when you talk to the receptionist.
invert ability index favoring so that the first ability index is most favored
ability num:
-1=>0/1/2
0=>0/1,
1=>0
2 =>1
4=>2
Ability Type:
0,1,2=>0,1,2
3=>0/1
4=>0/1/2
Should probably get rid of AbilityNumber definition usage but it's so entwined in the trade/static definitions...
* New SWSH Block Data
Found these pretty useful blocks for IoA. I'll maybe look into Restricted Sparring data in the next week or so if no one else does by then.
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 !
Closes#2840 -- access via Block Editor "Encount"
Tons of undecipherable junk in the roamer struct; looks like a mishmash of past gen code repurposed for their pseudo-stationary|roamer encounter.
ORAS has the same structure (same size/block), but the roamer portion isn't used
Closes#2697 ty @Ammako !
lazy slice check has flaws; just compare the major/minor counters in the save footer and check the uninitialized cases
nobody is gonna save the game 2^32 times, but check for the overflow case too!
first ff'd is preferred when the second is ff'd-1!
Closes#2740 ; we don't want to set display shiny if it's not shiny
we only want to set display-shiny if (!owned && shiny)
Co-Authored-By: canoehope <canoehope@users.noreply.github.com>
Because the Switch doesn't have a feature to internally store your B-day like the DS and 3DS does, you set it in-game by the "Fortune Girl" right in front of Wedgehurst's PokeCenter in month and day.
https://www.serebii.net/swordshield/birthdays.shtml
Ty @CanoeHope !
Closes#2677
To edit these values, use the Block Data editor and select the *Object Trainer Card
Co-Authored-By: CanoeHope <canoehope@users.noreply.github.com>
Now matches Interface declaration style (iAccessorGenGame), and is consistently named with the other accessors already using the same naming style
plus they are now ordered in the file tree :)
no functional change
Not done for Array types or Object types
muh reflection, such spooky
mark Offset as non-browsable so it doesn't show up in propertygrid if the block is being edited by a grid :)
I imagine a struct-type-sensitive array property grid edit could be done via Buffer.BlockCopy to a dest array, but there's so few Array blocks... so meh
Closes#2658 ty @CanoeHope !
Mostly just serves as documentation; with the amount of fields being editable increasing, hard-coded GUI might not be optimal here. I'm thinking something like a PropertyGrid based on the selected block which will pull up the Block object if the key matches... for fields, something like a dynamically populated list or something.
Use reflection to grab all const declarations (private and public), and grab the name of that const. Whenever that block is mentioned in our diff, use the name instead of the key.
Helps identify what changed / remove noise if you don't care about that block.
Record ID const declaration for reuse
Change 255->300 for streak max
Set record as well (ignore currently set value if modified via dropdown)
Closes#2649
Not sure if Money and BP can get a similar record-set treatment.
Apparently my copypaste of the class didn't delete all the old unused controls. Ha!
Move non-gui logic to core as separate classes, in case ppl wanted to reuse them in their own projects.
blank saves do not have the type metadata for the blocks that are spoofed, nor do they have all blocks spoofed.
I suspect things might get more difficult as more value-blocks are identified, which would throw a wrench into things. We'll figure that out at that time :)
Add a test to ensure that the blank save can be created correctly
Closes#2644
Blocks that use Bool1/2 toggle to the other state; evident when comparing between two different saves. The key doesn't change, only the Type is toggled.