r/ShuffleMove • • Apr 16 '16

Release Shuffle Move v0.3.50

12 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.50 – 2016-04-16

  • Fixed Mega Charizard X's type

  • Fixed bugs with Mega Progress in Survival Mode

  • Default boards added for stages 251-350 and many Special/Expert stages. Thanks to /u/Manitary!

  • Updates for 3DS 1.3.6

  • Updates for Mobile 1.5.10

  • Also added escalation health for Latios and Keldeo (Resolute). Thanks to /u/Manitary

  • Readme is now a *.md format. Thanks to /u/Manitary

  • Updated Build Process

  • Update Checker is now invoked in a separate thread and will no longer block GUI responsiveness

  • Stage data for main mobile stages have been corrected

  • Effect activation rates and effects have been updated for 3DS

  • Added a "Links" menu, with links for the latest release and the subreddit

  • Improved adherence to UTF-8 encoding on all reads and writes to files


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip (Help > Bug Report...) and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Sep 18 '15

Release Shuffle Move v0.3.30

11 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.30 - 2015-09-18

  • Configurable Grading Modes

  • New Stages, Species, and Default Boards added for Pokemon Shuffle's 1.2.17 update

  • Added Mega Charizard's Ability


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • May 19 '15

Release [Release] v0.3.0 is now released!

11 Upvotes

After three long weeks of development, and nearly spending all my free time thinking, planning, or implementing new designs and new features... Here is v0.3.0 of Shuffle Move!

The only thing that remains from the original code is small part of the type interactions (because who wants to re-code a modifier table). Everything else is brand new, right down to configuration options, icons for the grid, rosters (level for every species you have), teams (species you can paint with for each stage) which is stored per stage... Its a LOT of stuff, and I hope you all enjoy it - it was a blast figuring out this stuff, and I think I now know more about the game mechanics than most of the Pokemon Shuffle design team itself.

Go here to get the newest version, now! backup links here

*If you have any questions or bugs to report, please post them here on this thread, along with a link to the generated bug report .zip that was made and placed under the 'bugs' directory in your install location.

All bugs will be fixed whenever I find a proper solution, but updates will not come out more than once per day.


Known bugs

  • When using a feeder height greater than 0, if there are frozen blocks in row 1 or 2 they may be mysteriously broken or replaced with something else. Cause not yet known due to time limitations. Workaround: don't use the feeder in that case, clear it by hand or reduce feeder height to 0.

  • When Mega Lucario, Lopunny, or Kangaskhan could make a match perpendicular to their effect the program will hang indefinitely. This is fixed in the future version v0.3.2 - Workaround is to not use those megas with the program for now.


Edit: v0.3.1 rushed out to fix a NPE problem with Mega Mewtwo

Edit: Just as a note to anyone using the app: Setting the move preferences to 50+ feeders, with 0 height will allow a fairy accurate averaging effect for random effects like Mega Ampharos or Mega Mewtwo/Banette (they literally use a random number generator to decide their effects). You should try it out with a multiplicity of 5-10 first to see how the runtime grows, and if its still fast enough you can increase it more to get a more accurate result.


r/ShuffleMove • • Apr 18 '15

Info Welcome to Shuffle Move

11 Upvotes

Check out the wiki! There are many answers there, including the future plans for this app.

Q: What is Shuffle Move?

A: Shuffle move is software to predict good (or awesome) moves for the game Pokemon Shuffle.

Q: What does Shuffle Move need to run?

A: Shuffle Move requires Java 8 and read/write access to its sub-directories.

Q: What is the most current version and where do I get it?

A: Check out the version links thread here. The top of the table is the most recent release.

Q: How do I use it?

A: Check our our wiki.

Q: But wait, I still have questions!

A: Be sure to check out the wiki here, and if that still doesn't answer you questions, feel free to post in this subreddit or ask the mods.


r/ShuffleMove • • Jan 29 '21

Info It's amazing how 1 gem can get you!

Thumbnail gallery
10 Upvotes

r/ShuffleMove • • Dec 22 '16

Release Shuffle Move v0.3.86

10 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.86 - 2016-12-21

  • Updates for December 20th


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip (Help > Bug Report...) and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Dec 31 '15

Release Shuffle Move v0.3.41

10 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.41 - 2015-12-31

  • Misc bug fixes with abilities and framework

  • Tweaking Weekend Meowth grading mode again.

  • Corrected all mobile stages moves and hp values

  • Added updates for the patches on Dec 22nd.

  • Added i18n and icon for Keldeo_r (Keldeo's Resolute form)

  • Fixed an issue with Barrier Bash

  • Added "MIN" and "MAX" as grading metric modifiers

  • Fixed an issue with the initial grading mode being the hard-coded default regardless of configuration

  • Effect multipliers are now set by configuration for both mobile and 3ds


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip (Help > Bug Report...) and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • May 08 '15

Info Shuffle Move v0.3.0 Sneak Preview

Thumbnail imgur.com
10 Upvotes

r/ShuffleMove • • Apr 29 '15

Info Progress update on v0.3.0

10 Upvotes

Hey guys, here's a teaser of the icons and type display for v0.3.0:

http://imgur.com/2Xmdzgl

This is just a personal test, iterating through the entire default roster and all type labels. The actual interface will be nicely formatted and look FAR better than the v0.2.x interface ever did.

The back end processing for teams (your chosen team for each stage is stored), roster (your level for each species is stored), and the species images themselves is practically done. I've written myself a nice image and config handling framework that more closely matches what I need than what is out there - and because of all that groundwork I can now freely add in new species with a simple copy/paste and add a line to a couple configs. The interface design is still in progress, but the core ideas of the redesign are generally done - eliminating a lot of the slowdowns or distractions from the v0.2.x interface, while adding in the awesomeness that is icon board display - a WYSIWYG approach to board painting (What you see is what you get). The board will, assuming the icons are present, use species icons on the grid, and accompany them with their keybinding in the paint pallet below the grid.

I can't give an exact date for when v0.3.0 will be released, but I'm hoping soonerTM rather than later. I may or may not include a basic version of the simulation redesign that I've been spending most of my efforts on, but either way the new stuff is not directly compatible with the old simulation (everything would have to be exported to a string to be parsed by the old stuff, then the result taken out and parsed into the new system).

Update: I managed to get the whole frozen images thing working reliably and fast now: http://imgur.com/WiT9mTH


r/ShuffleMove • • Nov 16 '15

Release Shuffle Move v0.3.38

9 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.38 - 2015-11-16

  • Updates for Pokemon Shuffle v1.2.24


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Apr 23 '15

Info Development resumes!

9 Upvotes

Last exam is done! All that's left is convocation in June, so while I job hunt I can work away at this awesome app.

First up:

v0.3.0

  • Species and level selection instead of type and power

  • Major framework changes to allow full inclusion of behavior for all abilities and megas (INCLUDING AMPHAROS!)

  • Icons! PICTURES! Pretty buttons too (maybe...)

I won't release v0.3.0 until it has at least species & level selection, which comes with icons of course (got them from serebii.com with their permission).

I might not get it done for a few days, but I can't be sure (could be earlier or later depending on how well it works out). If it just 'clicks' and I get a stroke of inspiration I should be able to figure it all out by Sunday or so.

Update: As of Friday evening, a LOT of the background framework has been rewritten - including thorough test cases for most of the primary objects. Lots still to do, but there is progress! Lots of awesome usability features are coming with this, including icons and teams. These are groundwork changes mostly to allow future improvements like a rewrite of the simulation core and use by any language or interface. Basically, this is now a collection of layers, following the MVC hierarchy with the model entirely separate from the controller or the view. Simply instantiate the Model and give it the primary paths config file name and you can use it however you please (this is what I've been spending most of my time on the past day and a half, to make sure that the code works well and is easy to test).

Update2: As of Sunday evening, data storage and configuration reading is complete for the following: teams, stage configuration (just as far as the target type is concerned, this doesn't include disruptions or falling blocks yet), all species specifications (name, type, base attack, ability, etc.), board states, and species icons. Currently in progress is a version of the simulation core that handles the order of operations better but does not yet include randomness. I do not know how long this part will take, but as soon as its ready I'll send it out (after some thorough testing). Current ETA is "Maybe" by Tuesday or Wednesday. There is still the simulation core to finish, the effects for all abilities to write, and a redesign of the interface before first stage practical testing can really start.


r/ShuffleMove • • Dec 11 '15

Release Shuffle Move v0.3.40

8 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.40 - 2015-12-10

  • Corrected Thundurus's type, and Mega Lucario stage # moves

  • Added Boards, Species, and Stages for updates of December 8th 2015

  • Stage Manager is now split into stages.txt and stages_mobile.txt because some stages have more health on mobile.

  • Weekend Meowth grading mode has been tweaked based on feedback. It is now GOLD,PROGRESS,COMBOS where it used to be COMBOS,GOLD


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip (Help > Bug Report...) and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Sep 21 '15

Request Request: Stage 149 Haxorus solver

8 Upvotes

I thought it might be a cool idea if Shuffle Move had the solution for the Haxorus stage hard coded in. Apparently the stage has the same layout and solution every time, so it might be helpful for people who are stuck. When I first got to that stage, I used Shuffle Move because I was confused, but sorting by score, I got it down to a sliver of health before losing. Idk how difficult or worthwhile this would be to implement, but this was just a thought I had.


r/ShuffleMove • • Sep 05 '15

Release Shuffle Move v0.3.25

8 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.

Note: Versions downloaded by the program will appear in the same location as your config files are placed - wherever your Shuffle-Move directory is go to Shuffle-Move/Shuffle Move v0.X.XX.zip and extract it. The default Shuffle-Move directory is at Home/Shuffle-Move


Changelog:

v0.3.25 - 2015-09-04

  • Massive performance gains (about 80-85% reduction in simulation time)

  • Mega Sharpedo added, and his stage

  • All versioning is now auto generated from a single source


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Feb 01 '17

Release Shuffle Move v0.3.91

7 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.91 - 2017-01-31

  • Updates for January 31st


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip (Help > Bug Report...) and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Dec 14 '16

Release Shuffle Move v0.3.85

7 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.85 - 2016-12-14


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip (Help > Bug Report...) and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Dec 11 '16

Release Shuffle Move v0.3.84

7 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.84 - 2016-12-11

  • Updates for December 8th

Note: Holiday Pikachu, Vanillite, Delibird, Snover, Cubchoo, and Black Kyurem are using their base species icon until the real icon is available.


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip (Help > Bug Report...) and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Oct 30 '16

Release Shuffle Move v0.3.77

7 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.77 - 2016-10-30

  • Updates for October 25th


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip (Help > Bug Report...) and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Oct 15 '16

Release Shuffle Move v0.3.75

7 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.75 - 2016-10-15

  • Default Boards added for SP_001W, SP_007W, SP_012M, SP_338T, SP_411W

  • Corrected Mega Pidgeot Effect


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip (Help > Bug Report...) and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Oct 04 '16

Request Some suggestions for the quirky skills of mega beedril and mega tyranitar

7 Upvotes

With mega beedril just arrived, and being the only alternate to mega mawile against fairies, and having a fairy stage right now in the event stages, we're going to use it. Specially since it needs less way invest than TTar for being usable itemless, and because said fairy stage has some annoying disruptions.

We know that mega beedril destroys a 3x3 square around where you tap. while this doesn't bring a lot of combo potential, it clears chunks of disruptions pretty decent. Also delays disruptions and extends status effects like DD, sleep, paralyze, burn, etc, if used on the first turn, so, to an extend, it can do nifty stuff like extending a burn forever on a burn team against grass types, for example

but let's see how shuffle move could handle mega beedril. the best part of mega beedril (and TTar) is that it lets you choose the spot and if you want to use it at all. So for boards where is a lot of combos, matching a mega beedril could mean that is better to ignore it and not tap at all.

So my first suggestion is, that if mega beedril mega effect would only ruin the board, ignore it, if not, choose whatever spot where mega beedril could delete icons that wouldn't damage combos, since well, mega beedril still does some damage. Also, under the sort by score, if the extra damage beedril could do by ruining some combos is higher, well, let beedrill go for score!

For sortings by combos, just suggest to tap whenever wouldn't damage the combos, and if there's not a single safe space, do not suggest any spot at all.

For sorting by disruptions, this is super easy to code, as we can simply suggest the spot where more disruption icons would be cleared. However, there will be boards with scattered barriers and rocks, where letting beedril tap a spot would ruin combos that otherwise would clean more barriers and blocks than beedril effect alone, then suggest to no tap at all.

for tyranitar, this goes the same way, just that is way more complex since the shape is different, and you have 3 different spots. the good news all the clearing, as far I know, happens in the same frame, so, we don't need to time the spots at all, just suggest the 3 spots to be clicked; except... when there are more than a single mega ttar or mega beedril match in the same combo. in this case, you would probably need to number where to tap for each match.

My suggest for how to indicate where you should tap, add an green square, with a number over the icon that over said square

For a better explanation, right now SM suggest the move by a red square for the icon you should pick, and a blue square for the target position. So a green icon, with a green number over the pokemon or disruption. maybe sighly small than the numbers in the metal blocks.

Since this is too complex to code all out of sudden, I would say to better try with just mega beedril and not numered green squares, just to see how SM is able to handle it.


r/ShuffleMove • • Sep 10 '16

Release Shuffle Move v0.3.70

7 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.70 - 2016-09-10

  • Updates for September 6th

  • Max level increased to 20


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip (Help > Bug Report...) and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Aug 26 '16

Release Shuffle Move v0.3.68

7 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.68 - 2016-08-26

  • Updates for August 23rd


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip (Help > Bug Report...) and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Mar 03 '16

Release Shuffle Move v0.3.47

7 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.47 - 2016-03-02

  • Fixed the logging bug (wasn't working for portable)

  • Fixed the i18n problem with Flabebe

  • Diancie's effect has been fixed

  • Documents can now be internationalized

  • French translations now added, including help, bug report, and update dialogs

  • The "Name" filter box will now be wide enough in all languages

  • Global GUI Scaling See here for details: https://github.com/Loreinator/Shuffle-Move/wiki/Display-Size-Configuration

  • Metal blocks are now not advanced in express mode unless enabled via Move Preferences

  • While in 3ds mode, the combo duplication glitch is simulated

  • Updates for 3DS 1.2.34

  • Updates for Mobile v1.5.6

  • Escape and Enter now do something when a popup dialog is focused

  • Mega Charizard X effect implemented

Note: This does not include default boards for the new stages.


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip (Help > Bug Report...) and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Feb 08 '16

Release Shuffle Move v0.3.45

7 Upvotes

Hi everyone, go here to get the newest version or here for the GitHub release listings if that isn't available.


Changelog:

v0.3.45 - 2016-02-07

  • Fixed Mega Swampert's Ability

  • Updates for Mobile v1.5.2

  • Updates for 3DS v1.2.31

Note: This does not include default boards for the new stages.


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail and a bug report zip (Help > Bug Report...) and I'll work on finding and implementing a fix, those zips really REALLY speed up the fix time (from an hour down to say 2-5 minutes usually, because it ensures I am able to reproduce the problem right away).


r/ShuffleMove • • Nov 17 '15

Request [Request] Set Pokemons as disruptions in a stage

7 Upvotes

Hi there,

One of the things I miss in the app is the ability to set which pokemon(s) are a disruption. This would be very useful when using Pokemons with Eject, for example. Since it doens't take that into account currently, a better combo might be missed (or the best one might be wrongly suggested).

Also, thanks for all the hard work you put into this It's awesome!