|
Pokered Save Editor 2
Pokemon Red & Blue save file editor - Qt 6 C++/QML
|
| CAbstractHiddenItemDB | Shared base for the two hidden-pickup databases (items and coins) |
| CAbstractRandomString | Shared base for a simple "list of strings, pick a random one" source |
| CArea | The current map's complete live state – everything about "where you are" |
| CAreaAudio | The current map's audio: which track plays, and a couple of music flags |
| CAreaGeneral | Miscellaneous per-area flags: contrast, letter delay, playtime counting |
| CAreaLoadedSprites | The fixed set of sprite picture-ids currently loaded into the map's VRAM |
| CAreaMap | Identity, size, pointers, and edge connections of the current map |
| CAreaNPC | Transient NPC/control/battle flags for the current map |
| CAreaPlayer | The player's position and movement/HM/battle/warp state on the map |
| CAreaPokemon | Rate is how likely to encounter Pokemon higher number = higher chance A rate of 0 means no wild pokemon on map |
| CAreaPokemonWild | One wild-encounter slot: a species index and a level |
| CAreaSign | The current map's list of signs |
| CAreaSprites | The current map's list of sprites/NPCs |
| CAreaTileset | The current map's tileset: which set, its behaviour type, and pointers |
| CAreaWarps | The current map's warps, plus the live warp-transition state |
| CBadges | The eight Gym badges, in bit order, as a QML-visible enum |
| CBridge | The single QML<->C++ doorway – everything the UI touches hangs off here |
| CContrastIds | Screen-contrast / flash levels, QML-visible |
| CCreditDBEntry | One credits entry – and the canonical example of the "DB entry" pattern |
| CCreditsDB | The credits/attribution database – and the canonical example of the "DB singleton" pattern every database in this layer follows |
| CCreditsModel | Exposes 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 |
| CDaycare | The Day Care: at most one deposited Pokemon |
| CDB | The aggregate of every game-data database – the single entry point that boots the whole db layer |
| CEventDBEntry | One story-event definition: its name and where its flag lives in the save |
| CEventPokemonDB | Database of real-world event/distribution Pokemon presets |
| CEventPokemonDBEntry | One real-world event-distribution Pokemon preset |
| CEventsDB | The story-events database – metadata for the 508 event flags, keyed by name |
| CExamples | Aggregate of the example/preset sources (player, rival, Pokemon) |
| CExamplesPlayer | Example player-value source (an AbstractRandomString of presets) |
| CExamplesPokemon | Example Pokemon-value source (an AbstractRandomString of presets) |
| CExamplesRival | Example rival-value source (an AbstractRandomString of presets) |
| CFileManagement | Owns the on-disk side of a save: the current path, the recent-files list, and the live SaveFile |
| CFlyDB | The fly-destinations database – where Fly can take you, keyed by name |
| CFlyDBEntry | One fly destination: its name/index and the map it flies to |
| CFontDBEntry | One in-game font character: its code, output text, and classification flags |
| CFontPreviewCached | A cached font-preview result, keyed alongside the names it depended on |
| CFontPreviewInstance | The render pipeline for a single font-preview request |
| CFontPreviewProvider | QML image provider that renders in-game text previews ("image://...") |
| CFontsDB | The font database – the in-game character set and the text codec |
| CFontSearch | A chainable filter ("finder") over the font glyphs |
| CFontSearchModel | Exposes a FontSearch's current results as a list model for the keyboard |
| CGameCornerDB | The Game Corner database – prize entries plus the coin exchange rate |
| CGameCornerDBEntry | One Game Corner prize: a Pokemon or item, its coin price, and level |
| CGameData | The JSON asset loader – the raw data source behind every database |
| CHallOfFame | The Hall of Fame: a rolling list of up to 50 winning-team records |
| CHiddenCoinsDB | The hidden-coins database – AbstractHiddenItemDB loaded from the coins file |
| CHiddenItemDBEntry | One hidden pickup's location: its map and tile coordinates |
| CHiddenItemsDB | The hidden-items database – AbstractHiddenItemDB loaded from the items file |
| CHoFPokemon | One Pokemon entry within a Hall of Fame record: species, level, name |
| CHoFRecord | One Hall of Fame record: the team that beat the Elite Four, in order |
| CIndividualMap | A view-driven helper for working with one map's worth of data |
| CItem | One inventory slot: an item index and an amount, with live pricing |
| CItemDBEntry | One item's static data: name/flags, pricing, and where it's used |
| CItemMarketCartModel | The "cart" view of ItemMarketModel – only the rows actually on the cart |
| CItemMarketEntry | Abstract base for one row of the item market – the row-type hierarchy root |
| CItemMarketEntryGCPokemon | Market row for a Game Corner Pokemon prize (bought with coins) |
| CItemMarketEntryMessage | Market row that just shows a message (e.g |
| CItemMarketEntryMoney | Market row representing the player's money/coins balance |
| CItemMarketEntryPlayerItem | Market row for one of the player's own items being sold |
| CItemMarketEntryStoreItem | Market row for an item the player can buy from the store |
| CItemMarketModel | The Poke-mart / Game Corner "market" model – buy and sell with a cart |
| CItemMarketViewModel | The left-list VIEW of ItemMarketModel – the Buy or Sell slice |
| CItemOverviewModel | Read-only "where are my items" overview for the Bag screen's View All pane |
| CItemsDB | The items database – every item (with prices), keyed by name |
| CItemSelectEntryData | One item picker row: display name + item index |
| CItemSelectModel | Item picker model (select-model variant; see SpeciesSelectModel) |
| CItemStorageBox | A container of Items – either the trainer's bag or a PC item box |
| CItemStorageModel | Editable list model for an item box (the bag or a PC item box) |
| CLetterDelay | The text letter-printing delay flags (paired with the Options text speed) |
| CMainWindow | The top-level window – a QMainWindow hosting the QML UI in a QQuickWidget |
| CMapConnData | One edge connection of the current map (the seam to a neighbouring map) |
| CMapDBEntry | One map's complete static definition – the root of the MapDBEntry family |
| CMapDBEntryConnect | One edge connection of a map (the seam to a neighbouring map) |
| CMapDBEntrySign | One sign defined on a map: its position and text id |
| CMapDBEntrySprite | A map's sprite definition – base class for the four sprite kinds |
| CMapDBEntrySpriteItem | A map sprite that is a pick-up item (type ITEM) |
| CMapDBEntrySpriteNPC | A map sprite that is a plain NPC (type NPC) |
| CMapDBEntrySpritePokemon | A map sprite that is a static, battleable Pokemon (type POKEMON) |
| CMapDBEntrySpriteTrainer | A map sprite that is a battleable trainer (type TRAINER) |
| CMapDBEntryWarpIn | A warp-in point: a destination spot other maps' warp-outs land on |
| CMapDBEntryWarpOut | A warp-out point: a tile that warps the player to another map |
| CMapDBEntryWildMon | One wild-encounter slot in a map's encounter table: species + level |
| CMapsDB | The maps database – every map and its full layout, keyed by name |
| CMapSearch | A chainable filter ("finder") over the maps – the heart of map randomization |
| CMapSelectEntry | One map picker row: display name + map index |
| CMapSelectModel | Map picker model, tied to the current AreaMap |
| CMissableDBEntry | One missable definition: a script/sprite that can be hidden or shown |
| CMissablesDB | The missables database – metadata for the missable-sprite flags, keyed by name |
| CMoveDBEntry | One move's static data (type, power, accuracy, PP, TM/HM), with links |
| CMovesDB | The moves database – every move, keyed by name |
| CMoveSelectEntry | One move picker row: display name + move index |
| CMoveSelectModel | Move picker model – context-aware on a chosen Pokemon |
| CMusicDB | The music database – every track, keyed by name |
| CMusicDBEntry | One music track: its name and bank/id, plus the maps that use it |
| CNames | Small aggregate of the two random-name sources (player and Pokemon) |
| CNamesPlayer | Random player-name source (an AbstractRandomString of player names) |
| CNamesPokemon | Random Pokemon-nickname source (an AbstractRandomString of names) |
| CNatureSelectEntry | One nature picker row: display name + nature index |
| CNatureSelectModel | Nature picker model (select-model variant; see SpeciesSelectModel) |
| COptions | In-game Options menu settings (text speed, battle style, animations) |
| CPlayer | The trainer: their basics, bag, pokedex, and party |
| CPlayerBasics | The trainer's headline values: name, ID, money, coins, badges, starter |
| CPlayerDir | Player facing/movement directions, QML-visible |
| CPlayerPokedex | The player's Pokedex: a seen flag and an owned flag per species |
| CPlayerPokemon | The player's active party – a specialized PokemonStorageBox |
| CPlaytime | The save's playtime clock, surfaced to QML as days/hours/minutes/seconds/frames |
| CPokedexEntryData | One Pokedex grid row: name, dex number, internal id |
| CPokedexModel | The Pokedex grid model – seen/owned state, with cycling sort orders |
| CPokemonBox | A single Pokemon record – the most property-rich object in the tree |
| CPokemonBoxSelectModel | The "which PC box" selector model (Party + 12 boxes) |
| CPokemonDB | The Pokemon database – all 151 species, keyed by name |
| CPokemonDBEntry | One species' complete static data – the richest entry in the db layer |
| CPokemonDBEntryEvolution | One evolution edge of a species: how it evolves (and de-evolves) |
| CPokemonDBEntryMove | One learnable move of a species, with the level it's learned at |
| CPokemonMove | One of a Pokemon's four move slots: move id, PP, and PP-Ups |
| CPokemonNatures | The 25 natures, QML-visible |
| CPokemonOverviewModel | Read-only "where are my Pokemon" overview for the Pokemon screen's View All pane – the Pokemon analogue of ItemOverviewModel |
| CPokemonParty | A party Pokemon: a PokemonBox plus the five pre-generated battle stats |
| CPokemonRandom | Scope selector for "new random Pokemon", QML-visible |
| CPokemonStartersModel | The three canonical starters as a picker model |
| CPokemonStats | The five battle stats, in their save/index order, exposed to QML |
| CPokemonStorageBox | Holds contents of a single Pokemon storage box |
| CPokemonStorageModel | Editable list model for a PC box (or the party), with checkbox selection |
| CPokemonStorageSet | Holds contents of a single box set, basically a row or array of boxes each holding Pokemon |
| CRandom | Project-wide source of randomness, usable from both C++ and QML |
| CRecentFilesModel | Recent-files list model for the start screen |
| CRival | The rival: their name and chosen starter |
| CRouter | Screen navigation for the UI – the QML StackView's controller |
| CSaveFile | One loaded save: the raw 32 KB bytes, their expanded object tree, and the tools that move between them |
| CSaveFileExpanded | Root of the editable object tree – the friendly mirror of a raw save |
| CSaveFileIterator | A moving cursor over a SaveFile, layering auto-advancing reads/writes on top of SaveFileToolset |
| CSaveFileToolset | Low-level read/write primitives over a SaveFile's raw 32 KB buffer |
| CScreen | One registered screen: its QML url, title, and modal/home-button flags |
| CScriptDBEntry | One map-script definition: its id/size and which maps use it |
| CScriptsDB | The map-scripts database, keyed by name |
| CSettings | App-wide UI settings: layout metrics, the colour palette, and font colours |
| CSignData | One sign on the current map: its tile position and text id |
| CSpeciesSelectEntry | One species picker row: display name + species index |
| CSpeciesSelectModel | A species picker list model (the "select model" variant) |
| CSpriteData | One on-map sprite/NPC – the most byte-level object in the area |
| CSpriteDBEntry | One sprite definition: its name/picture-id and the maps that use it |
| CSpriteFacing | Sprite facing-direction values, QML-visible |
| CSpriteGrass | Sprite in-grass byte values, QML-visible |
| CSpriteMobility | Sprite mobility byte values, QML-visible |
| CSpriteMovement | Sprite movement-pattern byte values, QML-visible |
| CSpriteMovementStatus | Sprite movement-status byte values, QML-visible |
| CSpritesDB | The sprites database, keyed by name |
| CSpriteSetDB | The sprite-sets database, keyed by name |
| CSpriteSetDBEntry | One sprite-set: the pre-loaded sprite group for an outdoor area |
| CStackReturn | Result of working out where a bought stack lands (full stacks + partial in bag/box) |
| CStarterPokemonDB | The curated list of "good starter" species, for the randomizer |
| CStatusSelectEntry | One status-condition picker row: display name + status index |
| CStatusSelectModel | Status-condition picker model (select-model variant; see SpeciesSelectModel) |
| CStorage | The PC: the item storage box and all 12 Pokemon boxes |
| CTilesetDB | The tilesets database, keyed by name |
| CTilesetDBEntry | One tileset definition: its type, graphics/block/collision pointers, etc |
| CTilesetEngine | Static helpers that build Game Boy tileset graphics (tiles, flowers, waves) |
| CTilesetProvider | QML image provider for individual tileset tiles ("image://...") |
| CTmHmsDB | The TM/HM database – the ordered list of TM/HM moves and their items |
| CTmpSignPos | |
| CTmpSpritePos | |
| CTradeDBEntry | One in-game (NPC) trade definition: what you give and get |
| CTradesDB | The in-game trades database |
| CTrainerDBEntry | One trainer-class definition (its name/index and flags) |
| CTrainersDB | The trainers database – every trainer class, keyed by name |
| CTypeDBEntry | One elemental type: its name plus the moves and Pokemon of that type |
| CTypesDB | The types database – the type list, keyed by name |
| CTypesModel | Type list model – the elemental types for type pickers |
| CUtility | Grab-bag of shared helpers, and the QML entry point for the common layer |
| CWarpData | One warp point on the current map: its tile and where it leads |
| CWorld | Global, map-independent game state – "the state of the world" |
| CWorldCompleted | A handful of one-off "have you done X yet" milestone flags |
| CWorldEvents | The game's story-event flags – a flat array of 508 booleans |
| CWorldGeneral | General world settings: last maps plus the Options / LetterDelay objects |
| CWorldHidden | "Already collected" flags for hidden items and hidden Game Corner coins |
| CWorldLocal | A few map-specific puzzle/minigame state values |
| CWorldMissables | Visibility flags for "missable" sprites (one-time NPCs/items on maps) |
| CWorldOther | Odds-and-ends world state: debug mode, the playtime clock, fossil results |
| CWorldScripts | Per-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 |