reducing allocations, increasing clarity by removing some magic numbers
probably can rewrite some of the evo loading/checking for even less, but
good for now.
kinda have to restrict these to 'valid' choices; should be enough of a
selection->result to be adequate for changing version
restart the program after changing the setting; won't take effect until
rebooted.
rearrange pkm version groups for clear break between
twins/siblings/family
clear pokelist for sav7b on non-exportable saves (prevents b1s1 from
showing markings)
rename horohoro (pgo) to non romaji lol, hide daycare/party tabs on
nonexportable save
remove some unnecessary operations
rewrite getallcontrolsoftype to remove ToList() and make generic
remove alloc on gc key advancement; advance keys in place
make g6 sizes an explicit comparison instead of new[].Contains
replace Any/Count with Array.Find calls (removes linq dependency from
savetype detection!)
footer is different for Korean saves; checked JP/EN and they use the
2006 date. Probably the same for everyone-but-KO.
Simplify check further, only check the 0x4.... sav as it's the first
region saved to. No point wasting time checking the other!
a previous commit alluded to general/storage being initialized in
different slots
e8644280a1
, gonna ignore what was stated as I can't find any proof with the few
tests I did today (all init on second, and found no backups from that
time)
footer identifiers work just fine for any legitimately created save
file; I might have had the checksum check code for pokesav blank
savefiles
dropping support for bad-blanks in favor of a non-negligible speedup is
favorable :)
settled on the class name; looks like it'll be roughly readable as a
mystery gift so inherit some properties. maybe can get r/w in the
mystery gift editor :)
Didn't really feel like pulling out the shared structure get/set
operations, only the derived properties & overall fixer methods. Should
be easier to maintain if any handling updates.
Clean up pb7 unused stuff; removes ribbon logic since none are used.
c# 8.0 interface defaults can maybe pull out more logic (ex making
FixRelearn and relearn moves into an interface); multiple inheritance
can be useful as features are added/dropped between generations.
remove lockedslots, store & save all teamslots for sav7
differentiate locked slots from overwrite protected slots by emitting an
enum containing info about the slot
locked = can't be replaced, period.
starter/battleteam = can't be pasted over by bulk-pastes
can eventually show more specific sprite layers to denote party
indexes/team#/starter
Closes#2167
Based off sub_71001D16A0 with shortcut modifications:
* code marks new entries for evolution processing later using the low
bit (hence the << 1); in save files I can't see any bits set, but I
can't see anywhere in the code that DOESNT set this bit. Thus the
assumption of post-processing.
As noted in gameplay, a new capture doesn't set Min and Max; it only
sets it if it is above the usual sizing values.
Megas apparently don't set until seen in battle, so don't worry about
setting the other forme based indexes.