mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-23 02:43:13 +00:00
47071b41f3
Existing `get`/`set` logic is flawed in that it doesn't work on Big Endian operating systems, and it allocates heap objects when it doesn't need to. `System.Buffers.Binary.BinaryPrimitives` in the `System.Memory` NuGet package provides both Little Endian and Big Endian methods to read and write data; all the `get`/`set` operations have been reworked to use this new API. This removes the need for PKHeX's manual `BigEndian` class, as all functions are already covered by the BinaryPrimitives API. The `StringConverter` has now been rewritten to accept a Span to read from & write to, no longer requiring a temporary StringBuilder. Other Fixes included: - The Super Training UI for Gen6 has been reworked according to the latest block structure additions. - Cloning a Stadium2 Save File now works correctly (opening from the Folder browser list). - Checksum & Sanity properties removed from parent PKM class, and is now implemented via interface.
116 lines
3.6 KiB
C#
116 lines
3.6 KiB
C#
using System;
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using static System.Buffers.Binary.BinaryPrimitives;
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namespace PKHeX.Core
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{
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public sealed class ConfigSave6 : SaveBlock
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{
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/* ===32 bits===
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* talkSpeed:2 0,1
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* battleAnim:1 2
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* battleStyle:1 3
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* unknown:4 4..7
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* battleBG:5 8..12
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* buttonMode:2 13,14
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* forcedSave:1 15
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* flag1:1 16
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* enablePSS:1 17
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* enablePR:1 18
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* unknown:14 19..31
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*/
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public ConfigSave6(SAV6XY sav, int offset) : base(sav) => Offset = offset;
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public ConfigSave6(SAV6AO sav, int offset) : base(sav) => Offset = offset;
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public int ConfigValue
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{
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get => ReadInt32LittleEndian(Data.AsSpan(Offset));
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set => WriteInt32LittleEndian(Data.AsSpan(Offset), value);
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}
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public int TalkingSpeed
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{
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get => ConfigValue & 3;
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set => ConfigValue = (ConfigValue & ~3) | (value & 3);
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}
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public BattleAnimationSetting BattleAnimation
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{
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// Effects OFF = 1, Effects ON = 0
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get => (BattleAnimationSetting)((ConfigValue >> 2) & 1);
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set => ConfigValue = (ConfigValue & ~(1 << 2)) | ((byte)value << 2);
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}
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public BattleStyleSetting BattleStyle
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{
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// SET = 1, SWITCH = 0
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get => (BattleStyleSetting)((ConfigValue >> 3) & 1);
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set => ConfigValue = (ConfigValue & ~(1 << 3)) | ((byte)value << 3);
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}
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// UNKNOWN?
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public int BattleBackground
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{
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// Only values 0-14 are used.
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get => (ConfigValue >> 8) & 0x1F;
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set => ConfigValue = (ConfigValue & ~(0x1F << 8)) | (value << 8);
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}
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public int ButtonMode
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{
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get => (ConfigValue >> 13) & 3;
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set => ConfigValue = (ConfigValue & ~(1 << 13)) | (value << 13);
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}
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public int ForceSaveBeforeOnline
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{
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get => (ConfigValue >> 15) & 1;
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set => ConfigValue = (ConfigValue & ~(1 << 15)) | (value << 15);
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}
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public int EnableFlag1
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{
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get => (ConfigValue >> 16) & 1;
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set => ConfigValue = (ConfigValue & ~(1 << 16)) | (value << 16);
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}
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public int EnablePSSFlag
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{
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get => (ConfigValue >> 17) & 1;
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set => ConfigValue = (ConfigValue & ~(1 << 17)) | (value << 17);
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}
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public int EnableTrainerPRFlag
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{
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get => (ConfigValue >> 18) & 1;
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set => ConfigValue = (ConfigValue & ~(1 << 18)) | (value << 18);
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}
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// NOTE: BELOW COMES FROM LGPE. MAYBE THIS IS WHAT THEY USE THE FLAGS FOR?
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/// <summary>
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/// <see cref="LanguageID"/> for messages, stored with <see cref="LanguageID.UNUSED_6"/> skipped in the enumeration.
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/// </summary>
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public int Language
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{
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get => GetLanguageID((ConfigValue >> 4) & 0xF);
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set => ConfigValue = ((ConfigValue & ~0xF0) | SetLanguageID(value) << 4);
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}
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private static int GetLanguageID(int rawValue) => rawValue >= (int)LanguageID.UNUSED_6 ? rawValue + 1 : rawValue; // sets langBank to LanguageID
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private static int SetLanguageID(int rawValue) => rawValue > (int)LanguageID.UNUSED_6 ? rawValue - 1 : rawValue; // sets LanguageID to langBank
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public enum BattleAnimationSetting
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{
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EffectsON,
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EffectsOFF,
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}
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public enum BattleStyleSetting
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{
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SWITCH,
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SET,
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}
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}
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}
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