* show hex values with leading 0x
* allow parsing hex values in non-hex fields and non-hex values in hex fields
* flags are shown in hex everywhere else, show them in hex in the table tool too
* Avoid using foreach/enumorables in `MacroScriptLine.Matches` since it's called so often.
* Use Span<char> to reduce string allocations in `ArrayRun.ctor` and `ArrayRunEnumSegment.GetOptions`
* don't store the delta object used for initial setup
* avoid making lambdas in `ScriptLine.Matches`, which is called very often.
* use use List<int> instead of SortedSpan<int> for building the initial DestinationToSource cache, since we're already guaranteed that they'll be added in order and without duplicates. This greatly reduces the number of int[] arrays created during startup.
* allow `ArrayRunPointerSegment` to cache the table content results from parsing its InnerFormat, so it doesn't have to re-parse each time. This greatly reduces the number of string allocations.
* Use `ThreadSafeDictionary` for `TryGetValueCaseInsensitive` so we don't need to create a new collection of keys each time we call the method. Also add key caching to `ThreadSafeDictionary` so we don't need to make a new collection each time it's requested.
* Make `GetOptions` return a readonly list. We already know it's unique, this means we don't have to make a new collection every time we parse segments.
* limit the number of undo tokens we store (default 100) to save memory
* Use `byte[]` and `Array.Copy` instead of `List<byte>` and `AddRange` to reduce byte array allocations when loading a file.
* Freeze geometries in the `Icons` collection.
* add option for running garbage collection from the developer menu
* use a custom `AutomationPeer` to prevent WPF from holding memory after controls have been closed.
* Remove the `compact` macro, since it's just a combination of 3 macros that each make sense by themselves. The goal for macros is to put them in situations where you wouldn't ever want the command by itself.
* Move the `if` macros down to live with the other `if` macros.
* The `(` symbol has been moved.
This was supposed to go in the previous pull request, but I was too late...
* Added another `msgbox.yesno` macro.
No testing has been done yet.
* Added if.yes & if.no macroes.
Caution: These macroes will show up unintentionally if you're using commands other than msgbox.yesno that involve comparing the last result variable (800D) with the literal number 1.
* Fixed the `ptr` pointer format.
my bad
* Configured the macroes.
* Added comments to the macros.
They seem all jumbled up.
* Added corresponding cmds. for trainerbattle 0−8.
Testing needs to be done to make sure they work atm.
* Updated trainerbattle 09 & 0C.
though trainerbattle 09 will need another change.
* Added trainerbattle 09 types based on a bit field.
Right-most bit: Whether or not the player can lose
Second-right-most bit: Tutorial battle w/ Professor Oak
Based on the combinations of bits, I added more variants to FRLG's `trainerbattle 09` command.
* LocalIDs are correctly filled in as 1/2-words now.
My bad
---------
Co-authored-by: haven1433 <haven1433@gmail.com>
I thought the Berry Master & his wife would pull items from this table to give to the player if the player inputted the correct phrases; however, this specific table is only referenced in the `SetOpponentsBerryData` function in Pokémon Emerald.
* Added a macro for multichoice's allowCancel field.
0 = the game does not ignore B presses (OK to cancel out)
1 = the game ignores B presses (forbid canceling out)
* Clarified by adding "Cancel" to each option.
* Added "movenpc" command.
The exact things will be subj to change.
* Fixed "move.npc" and added "move.player."
I'll need to test these soon.
* Switched the order of 2 command macroes.
Switched the order of move.player and move.npc.
* Fixed the move.player command macro.
I can't specify base-10 numbers to hard code, apparently.
* Added the "move.camera" macro.
* Each new movement macro has 2 lines of flavor text
* Removed the constant references for the XY coords.
We may need to do the same for the default BPEF and BPEI `.toml` files.
These addresses are actually part of thumb instructions and don't have anything to do with the spawn coordinates.
Actually, Emerald's code makes the player spawn at (−1, −1), which is a pair of invalid coordinates; therefore, the player actually spawns in the centre of the map. Another tricky thing is that there's no indication in the thumb code about those −1 coordinates — at least one we haven't found yet..
* Removed XY starting constants for Ruby & Sapphire.
(same reason as Emerald's case from a while ago)
when generating data for a new stream and the pointer is to freespace, be aware that we're creating a stream starting from length zero, rather than whatever the model data parses as the length. The parsed length doesn't matter, because we're pointing at freespace.
* In sky attack, after the two-turn-animation command, the `end` command is pointed to by other pieces of script. Since its address actually matters, don't combine things together into a single script.
* Both CollectScripts and FindLength have script aggregation logic that needs to be limited.
For script performance:
* call data.GetGameCode() less often, using a cached value for the ScriptParser
* use a 4-byte game code instead of string parsing for the game code
For map previews in the table tool performance
* Don't use dispatcher foreground/background thread swapping, it's safe to add the previews to the collection from the background thread.
* Check the exit condition more often
For drawing performance:
* Use Array.Copy when we don't need to worry about Transparency, since it's much faster.
* Make `Darken` faster, we call it a lot
* Reuse DarkenRect utility in HighlightCollision
Other performance changes
* Protototype for ObserableList<T> for a more configurable version of ObservableCollection
Situation:
* Script A refers to B and C. B and C occur right after eachother.
* Scirpt B does not refer to script C, so C doesn't get included in the same body.
-> when editing B, B needs to know that its length does not include C. So the script-length-cache that B uses shouldn't know about C, since B doesn't refer to C.
-> Therefore, B can't use the same cache as A.
* track length caches based on the code body start, not based on the entire model. This lets each code body have its own cache.
* fadescreen should use screenfades list
* map object graphics should use overworld sprites enum (allows finding events from the overworld sprites table)
* change field name from 'unused' to 'padding' for final part of object event data
* Updated the "jumpiftype" commands' type field.
* Added the other keypadIcons anchor.
The name was very similar in the decomps, but this anchor refers to a table instead of a sprite sheet.
* Added the HM logo image in tableReference.txt.
Thank you VersekrDarkYT for notifying us about this image in #feature-requests!
* Added Emerald's message box graphics anchor refs.
Thank you Lunos for the feature request! The word "noframe" for Emerald's message box identifies the message box graphics used for stuff like the "Would you like to save the game?" prompt. These type of message boxes are independent of the text frame configured by the player.
* Miscellaneous typo fixed.
We previously had code that tried to find lengths of sub-scripts from scripts, but only followed pointers forward, not backward, to prevent infinite loops. But it didn't properly handle scripts that _do_ have backwards pointers: it was returning a length of 1 for those, which is wrong.
* Updated the "graphics.text.importer" formatting.
The "a" field was actually supposed to be 4 one-byte fields.
* Added the table for Japanese bold glyphs in EM.
* Added support for the keypad characters image.
I don't know what palette is associated with this image, though.
* Moved new table to a more appropriate location.
* Added "data.fonts" support for Emerald.
The table in EM is formatted differently than in RS. I'm going to make an "allFonts" [[List]] soon for Ruby, Sapphire, and Emerald.
There is 1 tab character before the first offset in some of the rows of tableReference.txt (like on lines 784 to 788), which may require revamping the file altogether.
* Started the [[List]] of all fonts for Emerald.
A few notes:
− "short2" comes before "short" because of the naming conventions HMA already has in place for the two short fonts that are similar but have different lower-case Ls. (short2 has the lower-case L that's used in battles, etc.). The regular "short" is "short_narrow" in the decomps.
− I suspect that the "?" entries are Japanese fonts, but I'm not sure about which ones.
I still need to make Ruby's list and do some testing.
* Added a table for the multipliers on stats.
These are the values that are multiplied (then divided) when your Pokémon's at −6, −5, ..., +5, or +6 in battle.
* Filled in the rest of the allFonts List for EM.
07 = japan2
08 = japan1
02-05 = japan3
The game uses some font slots for multiple fonts. If you used \CC0608 before text, you would get glyphs from "graphics.text.font.short.characters" OR "graphics.text.font.japan1.characters", depending on what language you specified in your text string.
* Added the allFonts [[List]] for Ruby & Sapphire.
Many of the fonts in "data.fonts" are duplicates, albeit with minor numerical changes here and there.
I'd be fine with removing the '-01,' '-02,' etc. and just leaving duplicates of font names ('japan1,' 'japan1∼2,' etc.) if that's less confusing.
* Moved and standardized the stat changes table.
Changed the name and location, as well as adding another field to the table formatting.
* don't allow streams to have <section> labels
* update the <auto> algorithm to allow stream pointers to be picked up in the middle of a script. This will get changed if the script is recompiled to put the streams at the end, but it allows longer scripts to be read no matter where the streams were placed.
* Implemented Skyzio's BPEF .toml into the defaults.
I think we still have to whitelist BPEF so that more bytes get formatted instead of just the header, game code, etc.
* Updated the default.bpef.toml file.
* Updated .csproj file to incorporate the BPEF .toml
* Move particle names start at index 0 now.
Having them start at 10k didn't work the way I wanted them to work.
Also, I removed the low lines from each item in the list because it unintentionally triggered the letter abbreviations when shown in the hex content viewer.
* Implemented the move_particle list.
I will need to test these changes very soon.
The animation script commands would show the names of the move particles instead of numerals, and the move particles tables' length would be controlled by the newly-added list.
* Undid the animationScript change.
This change caused crashes, though I think those crashes could be resolved.
* Broke apart the "japan2" font.
In Emerald, HMA renders its "japan2" font incorrectly. It's only supposed to contain 16,384 bytes worth of characters while the preceding bytes are actually unused font sheets and widths. Those are now formatted as separate runs. The issue is that I can't put any of these changes in "tableReference.txt" because none of those tables/images have anchors to reference since they're unused.
* Fixed the japan2 characters format.
* Filled in missing font addresses.
Two fonts in Japanese that are rendered backwards in HMA (and possibly unused) and the short font used when showing Pokémon nicknames in battle.
* Removed an overlooked comment.