Update comments / xmldoc
Add a savefile storage compressor (ie array[] with empty interstitials
-> list); return true if the compression moved anything (repopulate
views), and the count of occupied slots in the list.
Add saveblock base class; I haven't really liked how SAV6/7 do all the
logic; I'll still expose properties that will then point to a saveblock.
Cuts down clutter.
Add template Dex manipulator, with gen6/7 implementations
Speculate sequential gp/ge gameversion IDs
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)
pull out some move data fetching to separate class
add methods to quickly fetch if the move is learnable via that method
eventual plan is this:
replace
'fetch all possible moves then look within' move validation
with:
'peek if learnable, and get info how' move validation
advantages:
- returns game the move was learned in and the level (if appropriate)
- infinitely less object creation (garbage collection)
- only looks for a given move, doesn't have to fetch everything before
checking
- faster than full fetch, can be made even faster by optimizing lookups.
subject to change :)
not gonna add sprites because these are useless, anyone can submit via
pr (image might need downscaling to <15x15)
Closes#1703
remove useless null checks (throws the exact same exception it would if
it were not there, except without detail)
Adds game names for languages other than english
adds z crystal sprites for held items
temp-fixes chinese pkm names (need manual translation for the new
species)
remove newline at eof
toggle back on legal item lists, add assumed Key Item list
differentiate duplicate item name strings (-arizers)
one large list at static.rodata:005E6860, formatted to look like AO
table with deletions & insertions at the bottom.
bitflags are used in one large set (not 4 chunks of 4 like prior).
more usum prep
don't allocate empty array on every savefile creation (use linq All
comparison)
add percent seen/caught savefile properties for data analysis purposes
checks were previously only performed when finding the encounter, once
found, the GB encounter was validated. the transfer encounter is derived
after all encounter checks, thus remaining unchecked (really, only for
Locations).
Move generating logic to the generator, and double check the locations
are valid.
#1535
Thanks @DJPanda065 !
I think egg hatch location checking is wrong for traded eggs (see gen3
vs future games, origin game shouldn't change but could hatch ORAS egg
on XY at XY location?)