Rather than storing a dictionary of keys, we can abuse the fact that the SCBlock[] is stored in order of ascending block key.
Binary Search doesn't require extra memory like a Dictionary would; also, we only need to find a few blocks.
blanks: {key,size}
fetch: get block by key (index isnt the same between patches, as blocks with different keys get added). The savefile stores them as a SortedDictionary (by key), hence the shifting.
All logic in PokeCrypto is separate from the rest of the PKHeX.Core
library; makes it easy to just rip this portion out and reuse in other
projects without needing the entirety of PKHeX.Core logic
optimize out the CheckEncrypted to the actual path, separate methods.
Only usages of this method were with hardcoded Format values, so no
impact
SCBlock is an input to the individual save blocks; changing the SCBlock
byte[] reference won't change the individual save block reference. Just
copy the data and keep the original reference instead.
Repro: trainer data editor, save-close window, then delete a slot.
Export save; reload. Changes to box data were using old byte[]
reference, and didn't get repointed. Works fine with latest commit now.
I think I wanted to avoid copyto since it's slower than just a reference
change; but that didn't work out perfectly :)
Hold alt when hitting activate all to dump instead
I've seen DenType=5 Event=2 for at least one raid so far... not sure if
the event/rare properties are accurate.
linq dump code I used for ez vis:
var sav = new SAV8SWSH(File.ReadAllBytes(@"D:\Kurt\Downloads\main
(7)"));
var blocks = sav.Blocks;
var raid = blocks.Raid;
raid.GetAllRaids().Dump();
Nothing for the PKM Editor; not sure how I want to handle the reused
FormDuration work value.
For the meantime, just use the Batch Editor for a targeted write.
Closes#2441
- Gender specific forms now set the correct flags
- Regular click on Check All doesn't set shiny flags
- Shift click on Check All sets shiny flags too.
Closes#2425 thanks @igniscitrinus !
Zukan5/6 was pushing 0 for the formBit, which was an incorrect value. I
probably should have abstracted things since gen5/6 don't behave the
same as gen7
rewrite the SetDisplayedFlag for more clarity, and to early-return
without checking displayed state if the flag is being cleared.
Two birds with one stone:
- sav4 doesn't use Data (instead uses General/Storage), so we need to
use the abstracted method calls instead of trying to do things manually.
- setting a blank pkm at a party slot will decrease the party count!
don't decrease things twice.
* 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
Extract Species Name logic to SpeciesName
Extract Language logic to Language
Remove FormConverter wrapper for string[] fetch
Rearrange some logic to more appropriate locations, update access
modifiers / types
Move some pkm array methods to arrayutil, make generic
PKX.GetVCLanguage was a dupe of _K12.GuessedLanguage() so just expose
the method
PKX is now back to pkm data manip only
dual bounds check -> single check via uint cast
pkx: keep array reference for reuse in next check
format return to second line to stick out more; lines of code are cheap
:)
split some methods with optional parameters=null
add more xmldoc
replace some magic numbers -> enum/const references
consolidate common array operations (span soon maybe?)
Increase abstraction for arbitrary slot get/set operations, and fracture
SAV4 behavior for each game type.
Adds: Undo/Redo of party slot changes
Fixes: Fixed Gen5 daycare slot 2 reading, and EXP reading
Fixes: Some slot color glitchiness
Fixed: Box layout editor now hides the flag label if no flags are
present
Fixed: Gen7 box flags are now shown (unknown purpose lol)
Changed: savefile objects are generally smaller (removed a few shared
offset fields)
A little bit cleaner when the logic is separated
Keep an abstraction of BoxEdit to cache the current box contents.
Already fetched to show sprites; any future fetches (for preview text /
hover sprite) can reuse the already fetched pkm data.
Should probably rewrite this stuff completely, but effort better spent
elsewhere
Choosing G/S will initialize as GS
Choosing C will initialize as C
calling via their own code (GSC/GS) will choose the most recent (crystal
if possible).
Closes#2359
Remove some unnecessary properties from SaveFile
Enumerate checksum flag results for GC memcard checking
Remove unnecessary checks on savefile type
Add some documentation
Decapitalize some method parameters
c345688f6d
base(x) -> base(x - y) resulted in incorrect offsets for LGPE. Great.
Just make PokeDexLanguageFlags a shift offset instead of absolute;
update all usages.
Closes#2348
LangFlags is expected to be less than 0x500 or whatever, zero indexed to
the start of the dex block; NOT an absolute position.
I don't feel like making every usage consistent (gen5, gui editors)
which use the absolute position, so just adjust in the zukan
constructors