Catch_Rate => CatchRate
Make Location* classes public
Extract a few methods, make public
Merge EncounterUtil & EncounterUtil1
add xmldoc
add missing deferral for Nest8 templates
improve binlinker span fetch to a single read (-1)
ShowdownSet: Fix indentation, use explicit const
ItemStorage8BDSP: Rename GetAll->GetAllHeld to match others
EncounterLearn: Guard against >4 length enumerables, use explicit versions for S/V
EggMoves: Read u16[] directly rather than manually
SaveFinder: simplify expression
SAV_Database: extract func
SAV_Encounters: use RoM to match Moveset generator
Quicker than creating defensive copies for each Parse call. Do the same for IV-set passing.
Not worth for binlinker as it's never passed multiple times / deref'd often.
Encode beldum's raid moves manually since it's the only one with empty moves (default -> learnset fetch). See pkNX for associated workarounds in pickle build.
With the new version of Visual Studio bringing C# 12, we can revise our logic for better readability as well as use new methods/APIs introduced in the .NET 8.0 BCL.
O(1) lookup for arbitrary species, some edge handling rules for specific game islands/forms. With HOME, there's only 3 islands of permissions. No allocation besides the singletons which aren't really necessary.
No longer need to peek within multiple hashsets, just fetch the "is possible" bit from the species listing and check if the bit is set.
Will be fun if ball shell swaps are added 🤞, get to set all bits for anything that can enter game with that feature (if ever added).
Add unit test for gen67 no-patch exclusion
Improve enc->ck3 creation, inline the shiny/gender reroll logic instead of trying again outside the loop.
Rewrite the pidiv logic to be more obvious
colo starters now show up in encdb list
More performant byte->str performance (no longer needing to hash byte and fetch bucket), unmeasured str->byte performance, but it is the same implementation as Gen3 which is not a bottleneck.
Reduces the dll size by 80KB, and RAM usage by an unmeasured (likely similar amount). Better startup speeds since multiple dictionaries do not need to be allocated and created.
Moves Gen1 trainer names (0x5D) to Transporter class, and remove Korean entry (not legally obtainable since there's only Gen2 Korean games and Gen2 Korean VC cannot trade with international).
Hard verify Gen1 trainer name for language, since 0x5D is the ROM transfer language. Nickname can still be from any of the connected games.
This refactor makes it easier to use a different charmap for byte<->str for Boxes (see #4027) and the language differences. We have a master table that "works" for all text name entry, but localizations differ for some glyphs accessible in the box naming UI.
Fix Slot8b fallback ball not being Poké (was 0).
Swap eevee & none move sentinels; branch-if-zero easier for compiler.
Lift EV-any-above100 to be checked first; fetching personal and getting EXP is slower than checking 6 indexes in stack. Both branches would check. Most pokemon won't have EVs >100 as users flip through boxes in gen3/4.
Pokewalker: defer match if shiny
Jacq egg: recognize unhatched egg, traded
sv-pokedex-old: don't add rows for >1010 species (out of range)
static9: correctly flag scale mismatch
SAV4HGSS: expose pokegear #'s as span instead of alloc