Commit graph

70 commits

Author SHA1 Message Date
Kurt
8b2ec89c52 Add default value for formecount
https://projectpokemon.org/home/forums/topic/42632-bug-gsc-titles-support-broken-gs-transfers-not-recognized/?do=findComment&comment=223647
2017-11-20 08:08:48 -08:00
Kurt
6394dac19f Rework mysterygift pkm sprite generation
don't bother converting to pkm then generating the sprite off that; use
the overload with int/bool

removes sav/pkm dependency for generating gift descriptions, and
standardizes the names a little. maybe a PKMBase interface would be
useful...
2017-11-18 11:34:23 -08:00
Kurt
d8acdf2aa1 Fix partner pikachu sprite
fix form+1 overflow (cap7 pikachu in sm accesses gumshoos1! bad!)
2017-11-10 19:53:11 -08:00
Michael Scire
78acb8e13b Fix save resigning for USUM, add resources for new pokemon 2017-11-08 11:31:09 -08:00
Kurt
ae773f189b add usum tutor data
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).
2017-11-08 01:25:10 -08:00
Kurt
9ef4152736 add more xml docs 2017-11-06 22:44:51 -08:00
Kurt
8a84f63fcb Add usum special tutor bitflags
( ͡° ͜ʖ ͡°)
2017-10-24 19:59:46 -07:00
Kurt
69cf1eaa9c add more pkhex.core xml documentation
adds a bunch of documentation useful for those unfamiliar with the core
library
2017-10-23 23:12:58 -07:00
Kurt
1e377c2963 interpolation++
no functional change (assumed)
2017-09-29 22:58:25 -07:00
Kurt
496cc35f97 Fix mew male gender
Closes #1489
2017-09-23 22:44:54 -07:00
Kurt
cbda637981 Remove old (GF fixed) shiny correlation
Transporter was updated
2017-09-06 09:12:56 -07:00
Kurt
84c90e973e usum prep
Copied binaries from sm, references set up for saving time later

I assume not much will change in terms of structures, so it should just
be a file replacement & filling in static encounter table => 'working'
legality checks
2017-08-31 22:37:28 -07:00
Kurt
c627a86f8c Fix g4 move tutor lookup
personalinfo setup wasn't populating info for form indexes
remove erroneous pid-type mismatch message on gen3/4 non-matching if
there are no deferred encounters
2017-08-27 11:04:31 -07:00
Kurt
cb8777f767 Refactoring
now that the logic has become more stable, polish away some complexity
2017-07-29 11:54:52 -07:00
Kurt
4e9b6be8e5 Convert console output to debug output
output messages are now no longer in release builds, as they are only
visible when debugging in an IDE.
2017-07-01 19:43:51 -07:00
Kurt
5b4cedf14b Refactoring
Rewrote showdown set exporting to be much clearer, added auto-fixing of
relearn moves when importing showdown set (applies suggested relearn
moves)
Simplified main form loading routine (from ~160 to ~25 by extracting
methods)
2017-06-18 13:02:02 -07:00
Kurt
3f38b123a3 Refactoring
mostly renaming things, includes a little bit of added sugar and
splitting methods to simplify the codebase.

all methods are now PascalCase
2017-06-17 18:37:19 -07:00
Kurt
858aa50689 Refactor encounter matching
exercise in deferred execution/state machine, only calculate possible
matches until a sufficiently valid match is obtained. Previous setup
would try to calculate the 'best match' and had band-aid workarounds in
cases where a subsequent check may determine it to be a false match.

There's still more ways to improve speed:
- precalculate relationships for Encounter Slots rather than iterating
over every area
- yielding individual slots instead of an entire area
- group non-egg wondercards by ID in a dict/hashtable for faster
retrieval

reworked some internals:
- EncounterMatch is always an IEncounterable instead of an object, for
easy pattern matching.
- Splitbreed checking is done per encounter and is stored in the
EncounterEgg result
- Encounter validation uses Encounter/Move/RelearnMove/Evolution to
whittle to the final encounter.

As a part of the encounter matching, a lazy peek is used to check if an
invalid encounter should be retained instead of discarded; if another
encounter has not been checked, it'll stop the invalid checks and move
on. If it is the last encounter, no other valid encounters exist so it
will keep the parse for the invalid encounter.

If no encounters are yielded, then there is no encountermatch. An
EncounterInvalid is created to store basic details, and the parse is
carried out.

Breaks some legality checking features for flagging invalid moves in
more detail, but those can be re-added in a separate check (if
splitbreed & any move invalid -> check for other split moves).

Should now be easier to follow the flow & maintain 😄
2017-05-27 21:17:57 -07:00
Kurt
a70a4d5e3f Switch to c# 7 get/set expressions
Add gen5 battle box locked flags
no functional change otherwise, just shorter
2017-05-12 20:32:43 -07:00
Evan Dixon
52c4fbbe97 Converted PKHeX.Core to .Net Standard
Refactored and rearranged things as needed to allow the change
2017-05-11 23:34:18 -05:00