This allows us to use the genx_prepareDistributionPokemon() functions followed by GenXGameReader::addPokemon()
instead of GenXGameReader::addDistributionPokemon() in order to actually show the resulting GenXTrainerPokemon in
a stats screen in PokeMe64. After all: the genx_prepareDistributionPokemon() function does things like generate IV,
decide the trainer OT name and ID and apply shinyness chances.
So when showing the resulting pokemon in a stats screen, we need the actual resulting pokemon in order to show the right
stats, OT and shinyness
- Add SpriteRenderer::OutputFormat::RGBA32 and SpriteRenderer::OutputFormat::RGBA16
- Move the removeBackground functionality out of the decodeSprite example application and into SpriteRenderer. It's RGBA32 only though
Now it not only unlocks the event, but it also makes it repeatable by removing the GS Ball from the players' inventory first
and resetting all GS Ball related event flags.
Not only does this cover up my screw up with PokeMe64. (it prevents players from having to create a new save
to get access to the GS Ball event if they used one of my previous versions of PokeMe64)
As a bonus, it also makes the event completely repeatable, which is nice!
Make it possible for Gen1PlayerPokemonStorages' Gen1Party and Gen1Box to
avoid the performance hit in ::getPokemon caused by the recalculation of
the pokemons' level. This recalculation would read the pokemon stats
datastructure, which could be slow on the N64 transfer pak.