Pokered Save Editor 2
Pokemon Red & Blue save file editor - Qt 6 C++/QML
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
 CAbstractHiddenItemDBShared base for the two hidden-pickup databases (items and coins)
 CAbstractRandomStringShared base for a simple "list of strings, pick a random one" source
 CAreaThe current map's complete live state – everything about "where you are"
 CAreaAudioThe current map's audio: which track plays, and a couple of music flags
 CAreaGeneralMiscellaneous per-area flags: contrast, letter delay, playtime counting
 CAreaLoadedSpritesThe fixed set of sprite picture-ids currently loaded into the map's VRAM
 CAreaMapIdentity, size, pointers, and edge connections of the current map
 CAreaNPCTransient NPC/control/battle flags for the current map
 CAreaPlayerThe player's position and movement/HM/battle/warp state on the map
 CAreaPokemonRate is how likely to encounter Pokemon higher number = higher chance A rate of 0 means no wild pokemon on map
 CAreaPokemonWildOne wild-encounter slot: a species index and a level
 CAreaSignThe current map's list of signs
 CAreaSpritesThe current map's list of sprites/NPCs
 CAreaTilesetThe current map's tileset: which set, its behaviour type, and pointers
 CAreaWarpsThe current map's warps, plus the live warp-transition state
 CBadgesThe eight Gym badges, in bit order, as a QML-visible enum
 CBridgeThe single QML<->C++ doorway – everything the UI touches hangs off here
 CContrastIdsScreen-contrast / flash levels, QML-visible
 CCreditDBEntryOne credits entry – and the canonical example of the "DB entry" pattern
 CCreditsDBThe credits/attribution database – and the canonical example of the "DB singleton" pattern every database in this layer follows
 CCreditsModelExposes the credits database to QML as a list of sections, each carrying its own entries – so the About screen can render one card per category
 CDaycareThe Day Care: at most one deposited Pokemon
 CDBThe aggregate of every game-data database – the single entry point that boots the whole db layer
 CEventDBEntryOne story-event definition: its name and where its flag lives in the save
 CEventPokemonDBDatabase of real-world event/distribution Pokemon presets
 CEventPokemonDBEntryOne real-world event-distribution Pokemon preset
 CEventsDBThe story-events database – metadata for the 508 event flags, keyed by name
 CExamplesAggregate of the example/preset sources (player, rival, Pokemon)
 CExamplesPlayerExample player-value source (an AbstractRandomString of presets)
 CExamplesPokemonExample Pokemon-value source (an AbstractRandomString of presets)
 CExamplesRivalExample rival-value source (an AbstractRandomString of presets)
 CFileManagementOwns the on-disk side of a save: the current path, the recent-files list, and the live SaveFile
 CFlyDBThe fly-destinations database – where Fly can take you, keyed by name
 CFlyDBEntryOne fly destination: its name/index and the map it flies to
 CFontDBEntryOne in-game font character: its code, output text, and classification flags
 CFontPreviewCachedA cached font-preview result, keyed alongside the names it depended on
 CFontPreviewInstanceThe render pipeline for a single font-preview request
 CFontPreviewProviderQML image provider that renders in-game text previews ("image://...")
 CFontsDBThe font database – the in-game character set and the text codec
 CFontSearchA chainable filter ("finder") over the font glyphs
 CFontSearchModelExposes a FontSearch's current results as a list model for the keyboard
 CGameCornerDBThe Game Corner database – prize entries plus the coin exchange rate
 CGameCornerDBEntryOne Game Corner prize: a Pokemon or item, its coin price, and level
 CGameDataThe JSON asset loader – the raw data source behind every database
 CHallOfFameThe Hall of Fame: a rolling list of up to 50 winning-team records
 CHiddenCoinsDBThe hidden-coins database – AbstractHiddenItemDB loaded from the coins file
 CHiddenItemDBEntryOne hidden pickup's location: its map and tile coordinates
 CHiddenItemsDBThe hidden-items database – AbstractHiddenItemDB loaded from the items file
 CHoFPokemonOne Pokemon entry within a Hall of Fame record: species, level, name
 CHoFRecordOne Hall of Fame record: the team that beat the Elite Four, in order
 CIndividualMapA view-driven helper for working with one map's worth of data
 CItemOne inventory slot: an item index and an amount, with live pricing
 CItemDBEntryOne item's static data: name/flags, pricing, and where it's used
 CItemMarketCartModelThe "cart" view of ItemMarketModel – only the rows actually on the cart
 CItemMarketEntryAbstract base for one row of the item market – the row-type hierarchy root
 CItemMarketEntryGCPokemonMarket row for a Game Corner Pokemon prize (bought with coins)
 CItemMarketEntryMessageMarket row that just shows a message (e.g
 CItemMarketEntryMoneyMarket row representing the player's money/coins balance
 CItemMarketEntryPlayerItemMarket row for one of the player's own items being sold
 CItemMarketEntryStoreItemMarket row for an item the player can buy from the store
 CItemMarketModelThe Poke-mart / Game Corner "market" model – buy and sell with a cart
 CItemMarketViewModelThe left-list VIEW of ItemMarketModel – the Buy or Sell slice
 CItemOverviewModelRead-only "where are my items" overview for the Bag screen's View All pane
 CItemsDBThe items database – every item (with prices), keyed by name
 CItemSelectEntryDataOne item picker row: display name + item index
 CItemSelectModelItem picker model (select-model variant; see SpeciesSelectModel)
 CItemStorageBoxA container of Items – either the trainer's bag or a PC item box
 CItemStorageModelEditable list model for an item box (the bag or a PC item box)
 CLetterDelayThe text letter-printing delay flags (paired with the Options text speed)
 CMainWindowThe top-level window – a QMainWindow hosting the QML UI in a QQuickWidget
 CMapConnDataOne edge connection of the current map (the seam to a neighbouring map)
 CMapDBEntryOne map's complete static definition – the root of the MapDBEntry family
 CMapDBEntryConnectOne edge connection of a map (the seam to a neighbouring map)
 CMapDBEntrySignOne sign defined on a map: its position and text id
 CMapDBEntrySpriteA map's sprite definition – base class for the four sprite kinds
 CMapDBEntrySpriteItemA map sprite that is a pick-up item (type ITEM)
 CMapDBEntrySpriteNPCA map sprite that is a plain NPC (type NPC)
 CMapDBEntrySpritePokemonA map sprite that is a static, battleable Pokemon (type POKEMON)
 CMapDBEntrySpriteTrainerA map sprite that is a battleable trainer (type TRAINER)
 CMapDBEntryWarpInA warp-in point: a destination spot other maps' warp-outs land on
 CMapDBEntryWarpOutA warp-out point: a tile that warps the player to another map
 CMapDBEntryWildMonOne wild-encounter slot in a map's encounter table: species + level
 CMapsDBThe maps database – every map and its full layout, keyed by name
 CMapSearchA chainable filter ("finder") over the maps – the heart of map randomization
 CMapSelectEntryOne map picker row: display name + map index
 CMapSelectModelMap picker model, tied to the current AreaMap
 CMissableDBEntryOne missable definition: a script/sprite that can be hidden or shown
 CMissablesDBThe missables database – metadata for the missable-sprite flags, keyed by name
 CMoveDBEntryOne move's static data (type, power, accuracy, PP, TM/HM), with links
 CMovesDBThe moves database – every move, keyed by name
 CMoveSelectEntryOne move picker row: display name + move index
 CMoveSelectModelMove picker model – context-aware on a chosen Pokemon
 CMusicDBThe music database – every track, keyed by name
 CMusicDBEntryOne music track: its name and bank/id, plus the maps that use it
 CNamesSmall aggregate of the two random-name sources (player and Pokemon)
 CNamesPlayerRandom player-name source (an AbstractRandomString of player names)
 CNamesPokemonRandom Pokemon-nickname source (an AbstractRandomString of names)
 CNatureSelectEntryOne nature picker row: display name + nature index
 CNatureSelectModelNature picker model (select-model variant; see SpeciesSelectModel)
 COptionsIn-game Options menu settings (text speed, battle style, animations)
 CPlayerThe trainer: their basics, bag, pokedex, and party
 CPlayerBasicsThe trainer's headline values: name, ID, money, coins, badges, starter
 CPlayerDirPlayer facing/movement directions, QML-visible
 CPlayerPokedexThe player's Pokedex: a seen flag and an owned flag per species
 CPlayerPokemonThe player's active party – a specialized PokemonStorageBox
 CPlaytimeThe save's playtime clock, surfaced to QML as days/hours/minutes/seconds/frames
 CPokedexEntryDataOne Pokedex grid row: name, dex number, internal id
 CPokedexModelThe Pokedex grid model – seen/owned state, with cycling sort orders
 CPokemonBoxA single Pokemon record – the most property-rich object in the tree
 CPokemonBoxSelectModelThe "which PC box" selector model (Party + 12 boxes)
 CPokemonDBThe Pokemon database – all 151 species, keyed by name
 CPokemonDBEntryOne species' complete static data – the richest entry in the db layer
 CPokemonDBEntryEvolutionOne evolution edge of a species: how it evolves (and de-evolves)
 CPokemonDBEntryMoveOne learnable move of a species, with the level it's learned at
 CPokemonMoveOne of a Pokemon's four move slots: move id, PP, and PP-Ups
 CPokemonNaturesThe 25 natures, QML-visible
 CPokemonOverviewModelRead-only "where are my Pokemon" overview for the Pokemon screen's View All pane – the Pokemon analogue of ItemOverviewModel
 CPokemonPartyA party Pokemon: a PokemonBox plus the five pre-generated battle stats
 CPokemonRandomScope selector for "new random Pokemon", QML-visible
 CPokemonStartersModelThe three canonical starters as a picker model
 CPokemonStatsThe five battle stats, in their save/index order, exposed to QML
 CPokemonStorageBoxHolds contents of a single Pokemon storage box
 CPokemonStorageModelEditable list model for a PC box (or the party), with checkbox selection
 CPokemonStorageSetHolds contents of a single box set, basically a row or array of boxes each holding Pokemon
 CRandomProject-wide source of randomness, usable from both C++ and QML
 CRecentFilesModelRecent-files list model for the start screen
 CRivalThe rival: their name and chosen starter
 CRouterScreen navigation for the UI – the QML StackView's controller
 CSaveFileOne loaded save: the raw 32 KB bytes, their expanded object tree, and the tools that move between them
 CSaveFileExpandedRoot of the editable object tree – the friendly mirror of a raw save
 CSaveFileIteratorA moving cursor over a SaveFile, layering auto-advancing reads/writes on top of SaveFileToolset
 CSaveFileToolsetLow-level read/write primitives over a SaveFile's raw 32 KB buffer
 CScreenOne registered screen: its QML url, title, and modal/home-button flags
 CScriptDBEntryOne map-script definition: its id/size and which maps use it
 CScriptsDBThe map-scripts database, keyed by name
 CSettingsApp-wide UI settings: layout metrics, the colour palette, and font colours
 CSignDataOne sign on the current map: its tile position and text id
 CSpeciesSelectEntryOne species picker row: display name + species index
 CSpeciesSelectModelA species picker list model (the "select model" variant)
 CSpriteDataOne on-map sprite/NPC – the most byte-level object in the area
 CSpriteDBEntryOne sprite definition: its name/picture-id and the maps that use it
 CSpriteFacingSprite facing-direction values, QML-visible
 CSpriteGrassSprite in-grass byte values, QML-visible
 CSpriteMobilitySprite mobility byte values, QML-visible
 CSpriteMovementSprite movement-pattern byte values, QML-visible
 CSpriteMovementStatusSprite movement-status byte values, QML-visible
 CSpritesDBThe sprites database, keyed by name
 CSpriteSetDBThe sprite-sets database, keyed by name
 CSpriteSetDBEntryOne sprite-set: the pre-loaded sprite group for an outdoor area
 CStackReturnResult of working out where a bought stack lands (full stacks + partial in bag/box)
 CStarterPokemonDBThe curated list of "good starter" species, for the randomizer
 CStatusSelectEntryOne status-condition picker row: display name + status index
 CStatusSelectModelStatus-condition picker model (select-model variant; see SpeciesSelectModel)
 CStorageThe PC: the item storage box and all 12 Pokemon boxes
 CTilesetDBThe tilesets database, keyed by name
 CTilesetDBEntryOne tileset definition: its type, graphics/block/collision pointers, etc
 CTilesetEngineStatic helpers that build Game Boy tileset graphics (tiles, flowers, waves)
 CTilesetProviderQML image provider for individual tileset tiles ("image://...")
 CTmHmsDBThe TM/HM database – the ordered list of TM/HM moves and their items
 CTmpSignPos
 CTmpSpritePos
 CTradeDBEntryOne in-game (NPC) trade definition: what you give and get
 CTradesDBThe in-game trades database
 CTrainerDBEntryOne trainer-class definition (its name/index and flags)
 CTrainersDBThe trainers database – every trainer class, keyed by name
 CTypeDBEntryOne elemental type: its name plus the moves and Pokemon of that type
 CTypesDBThe types database – the type list, keyed by name
 CTypesModelType list model – the elemental types for type pickers
 CUtilityGrab-bag of shared helpers, and the QML entry point for the common layer
 CWarpDataOne warp point on the current map: its tile and where it leads
 CWorldGlobal, map-independent game state – "the state of the world"
 CWorldCompletedA handful of one-off "have you done X yet" milestone flags
 CWorldEventsThe game's story-event flags – a flat array of 508 booleans
 CWorldGeneralGeneral world settings: last maps plus the Options / LetterDelay objects
 CWorldHidden"Already collected" flags for hidden items and hidden Game Corner coins
 CWorldLocalA few map-specific puzzle/minigame state values
 CWorldMissablesVisibility flags for "missable" sprites (one-time NPCs/items on maps)
 CWorldOtherOdds-and-ends world state: debug mode, the playtime clock, fossil results
 CWorldScriptsPer-map script progress values (the in-progress state of each map's script)
 CWorldTowns"Visited" flags for towns – which fly destinations are unlocked
 CWorldTrades"Done" flags for the game's in-game (NPC) trades