remove Identifier param. 99% of the time, identifier is not provided,
resulting in a useless call
end result:
provide 'create new' and 'create from' constructors
sav1: assign personal table based on (detected/provided) version
catchrate editor: allow to use savefile personal
remove gb era prompt whenever gb/blank loaded; have it as a setting (can
be overridden for VC now). keep allowgbera as autodetect
personaltable: track format for debugging purposes/info
update translations
calling Japanese ? X : Y on every single access is too excessive, just
compute one layout for each type whenever the first sav1 requires it.
could probably reduce the amount of properties by reusing others + shift
value; offsets are different due to string lengths being different
Logic is essentially identical; implement a base class and have the
generation specific structures implment the differences.
Reduce the verbosity a little
utilize unchecked byte overflow
remove unnecessary zeroing -- t's immediately after the checksummed
region. even if it was included, chk += 0 is still 0.
This commit implements IsDaycareOccupied for generation 1 saves. The
byte which tracks if the daycare is occupied should normally only be
0x01 or 0x00, so I decided that all other values mean that the daycare
is probably corrupted and thus not occupied. SetDaycareOccupied is not
implemented, since I am not sure what other flags the game normally sets
in this scenario and daycare is read-only anyway.
The GUI displays the Pokemon's index to the right for some reason, but I
don't have saves to test this for other generations, so it might be
unrelated to this change.
invalid/unknown usages were incorrectly interchangable; dex-sets were
looking at Unknown which was impossible for some cases.
only use GameVersion.Unknown as a temp placeholder for later resolution
by the user.
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