* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
use 'u' to denote uint values, so that less IL ops are required
~(21->17) in the case of IVs
no functional change, just a fun exercise looking at generated IL and
finding ways to use less ops
refer to stackexchange links, makes XDRNG PID/IV search so quick (2^3
instead of 2^8 or 2^16; as fast as a gen3 shiny pokemon (2^13=8192 times
as fast as last release)
throw in some auto-inlining to eliminate some overhead in repetitive
search calls
Only usable for searching Method 4 IV spreads -> seeds;
1,3's search uses the same approach as the 1,2 search
I took the 1,2 search derivation to iterate for the next step, which
allows us to not know anything about the middle rand bits.
optimize a little bit more, move the pre-loop add to the initialization
stage; moving to the precomputed section pays off after 256 calls to the
method
Meet in the middle attack trades some RAM (2^16 flag/byte array) to
reduce future searches by a factor of 1:2^8
profiling yielded >100x speed improvements, even a 2x would have been
impressive ;)
knocks the biggest cpu hog (when searching db) out of the race!
fixes 10ANIV pikachu having Thunderbolt twice
un-duplicates CHANNEL event data
adds seed->PIDIV generator template for M1/2/4, CXD, Channel, and BACD
improve pkm converter to update nickname of hatched eggs. isn't perfect
(farfetch'd) but works better than before