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Add support for Japanese NDS region.
Also change SuperSaiyajinStackZ to Sim2Team.
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README.md

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# Sim2Editor-Core
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Sim2Editor's C++ Core written by SuperSaiyajinStackZ.
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This Core is being used for [Sim2Editor](https://github.com/Universal-Team/Sim2Editor)'s 3DS and NDS version. I decided to do the Core External, so other apps can make use of this as well, if needed for whatever reason.
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# Sim2Editor-CPPCore
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Sim2Editor's C++ Core is written by Sim2Team, but mainly by SuperSaiyajinStackZ.
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## Core Usage
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For that, look at the coming soon:tm: wiki. It will also contain documentation about each Core function, so you can see what you'd need.
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## Credits
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- [SuperSaiyajinStackZ](https://github.com/SuperSaiyajinStackZ): Main Developer of the Core + Main SAV Researcher.
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- [Universal-Team](https://github.com/Universal-Team): Since i'm part of Universal-Team, also the Credits / Copyright goes to Universal-Team.
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- [SuperSaiyajinStackZ](https://github.com/SuperSaiyajinStackZ): Main Developer of the Core + Main Sav Researcher.
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Licensing:

include/Strings.hpp

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/*
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* This file is part of Sim2Editor-CPPCore
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* Copyright (C) 2020-2021 SuperSaiyajinStackZ, Universal-Team
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* Copyright (C) 2020-2021 Sim2Team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by

include/gba/GBACast.hpp

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/*
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* This file is part of Sim2Editor-CPPCore
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* Copyright (C) 2020-2021 SuperSaiyajinStackZ, Universal-Team
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* Copyright (C) 2020-2021 Sim2Team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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#include "../shared/CoreCommon.hpp"
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namespace S2Editor {
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enum class GBACastPicture : uint8_t { Neutral, Friendly, Angry, Love, Invalid };
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enum class GBACastFeeling : uint8_t { Neutral, Friendly, Angry, Love, Invalid };
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class GBACast {
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public:
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GBACast(const uint32_t Offs, const uint8_t Cast)
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: Cast(Cast), Offs(Offs) { };
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GBACast(const uint32_t Offs, const uint8_t Cast) : Cast(Cast), Offs(Offs) { };
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uint8_t Index() const { return this->Cast; };
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/* Conversation Levels. */
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uint8_t Intimidate() const;
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void Intimidate(const uint8_t V);
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GBACastPicture Picture() const;
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void Picture(const GBACastPicture V);
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GBACastFeeling Feeling() const;
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void Feeling(const GBACastFeeling V);
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uint8_t FeelingEffectHours() const;
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void FeelingEffectHours(const uint8_t V);
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/* Unlockables. */
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bool Mystery() const;
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void Mystery(const bool V);
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bool RegisteredOnPhone() const;
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void RegisteredOnPhone(const bool V);
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bool Secret() const;
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void Secret(const bool V);
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private:
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uint8_t Cast = 0;
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uint32_t Offs = 0;

include/gba/GBAEpisode.hpp

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/*
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* This file is part of Sim2Editor-CPPCore
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* Copyright (C) 2020-2021 SuperSaiyajinStackZ, Universal-Team
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* Copyright (C) 2020-2021 Sim2Team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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namespace S2Editor {
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class GBAEpisode {
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public:
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GBAEpisode(const uint8_t Slot, const uint8_t Episode, const uint8_t Move = 0x0)
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: Episode(Episode), Offs((Slot * 0x1000) + this->SetOffset(std::min<uint8_t>(Move, 10))) { };
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GBAEpisode(const uint8_t Slot, const uint8_t Episode, const uint8_t Move = 0x0) : Episode(Episode), Offs((Slot * 0x1000) + this->SetOffset(std::min<uint8_t>(Move, 10))) { };
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uint8_t Index() const { return this->Episode; };
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uint8_t Rating(const uint8_t Category) const;

include/gba/GBAHouse.hpp

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/*
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* This file is part of Sim2Editor-CPPCore
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* Copyright (C) 2020-2021 SuperSaiyajinStackZ, Universal-Team
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* Copyright (C) 2020-2021 Sim2Team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by

include/gba/GBAHouseItem.hpp

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/*
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* This file is part of Sim2Editor-CPPCore
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* Copyright (C) 2020-2021 SuperSaiyajinStackZ, Universal-Team
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* Copyright (C) 2020-2021 Sim2Team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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*/
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namespace S2Editor {
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enum class GBAHouseItemDirection : uint8_t {
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Right = 0x1,
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Down = 0x3,
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Left = 0x5,
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Up = 0x7,
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Invalid = 0xFF
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Right = 0x1, Down = 0x3, Left = 0x5, Up = 0x7, Invalid = 0xFF
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};
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class GBAHouseItem {

include/gba/GBAItem.hpp

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/*
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* This file is part of Sim2Editor-CPPCore
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* Copyright (C) 2020-2021 SuperSaiyajinStackZ, Universal-Team
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* Copyright (C) 2020-2021 Sim2Team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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The GBAItem class can be moreso seen as like a package of 6 Items.
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The Pawnshop, Saloon, Skillbook seller, Mailbox and the Inventory have 6 Item Slots.
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The first byte contains the Item Count, while the following things contain the item data.
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It still needs to be a bit more researched though, because there is still 0x3 of 0x4 bytes unresearched of the Item.
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0xE6 is known as an Empty Item ID.
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*/
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uint8_t ID(const uint8_t Index) const;
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void ID(const uint8_t Index, const uint8_t V);
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/* Flag and Use count. */
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uint8_t Flag(const uint8_t Idx) const;
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void Flag(const uint8_t Idx, const uint8_t V);
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uint8_t UseCount(const uint8_t Idx) const;
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void UseCount(const uint8_t Idx, const uint8_t V);
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private:
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uint32_t Offs = 0;
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};

include/gba/GBAMinigame.hpp

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/*
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* This file is part of Sim2Editor-CPPCore
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* Copyright (C) 2020-2021 SuperSaiyajinStackZ, Universal-Team
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* Copyright (C) 2020-2021 Sim2Team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by

include/gba/GBASav.hpp

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/*
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* This file is part of Sim2Editor-CPPCore
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* Copyright (C) 2020-2021 SuperSaiyajinStackZ, Universal-Team
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* Copyright (C) 2020-2021 Sim2Team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by

include/gba/GBASettings.hpp

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/*
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* This file is part of Sim2Editor-CPPCore
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* Copyright (C) 2020-2021 SuperSaiyajinStackZ, Universal-Team
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* Copyright (C) 2020-2021 Sim2Team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by

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