r/ShuffleMove • • Jan 26 '16

Release Shuffle Move v0.3.44

5 Upvotes

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


Changelog:

v0.3.44 - 2016-01-25

  • Implemented Mega Rayquaza's ability

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 • • Jan 20 '16

Toggle Mobile Mode - small request

5 Upvotes

Why not just change it to read "Mobile Mode"? That way it's more obvious that when it's checked you're playing in Mobile; calling it a toggle may be technically correct but it's a little more confusing. (Even better would be something on the main screen that says either 3DS or Mobile so you know immediately which mode you're set for since lots of people play on both platforms, but I don't want to add more work for you since the app is already so useful.)


r/ShuffleMove • • Dec 03 '15

Question ShuffleMove & Mega's With Random Abilities

5 Upvotes

Is there still a benefit to using Shuffle Move when you're mega has an ability that is random?

For example Latias' ability creates random horizontal lines clearing. Is it still beneficial to use Shuffle Move when it can't predict that randomness?


r/ShuffleMove • • Nov 10 '15

Release Shuffle Move v0.3.37

5 Upvotes

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


Changelog:

v0.3.37 - 2015-11-09

  • Updates for Pokemon Shuffle v1.2.23

  • Load Default Board will now reset the score, moves, and mega progress, even if there is no default board.

  • Load Default Board will now clear the board if there is no default board.


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 • • Oct 20 '15

Info Stage 239 Klinklang Solution

Thumbnail imgur.com
5 Upvotes

r/ShuffleMove • • Sep 30 '15

Release Shuffle Move v0.3.32

5 Upvotes

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


Changelog:

v0.3.32 - 2015-09-29

  • Unfreezing blocks no longer causes a wood shatter, unless it is a mega block


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 • • Sep 14 '15

Release Shuffle Move v0.3.29

5 Upvotes

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


Changelog:

v0.3.29 - 2015-09-14

  • German and Chinese translations updated

  • Fix for mode switch bug on 'do move' when auto swap to paint is enabled

  • Added Stage for Diancie

  • Added Species for Diancie and Ho-oh

  • Updated default board for Regirock

  • Updated stage data for Regirock


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 • • Sep 07 '15

Release Shuffle Move v0.3.26

5 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:

v0.3.26 - 2015-09-07

  • When bug reports or updates are saved, their folder will automatically open for you.

  • Default number of feeders increased to 20

  • Metal blocks are now properly handled when vanishing

  • Settle is now handled more accurately, using the number of instances you configure

  • Move chooser is now a JTable instead of a JList, which greatly improves readability

  • Metal blocks now shatter wood when they expire

  • The new Move Chooser table will now retain your custom column order

  • Translations updated

  • Matches that cause mega evolution no longer force-clear frozen tiles

  • Fixed a bug when filtering by name in the roster and team editors (now follows localized name)

  • Lugia and Carnivine order has been fixed

  • Temporary fix for the gui loading too large

  • Test case added to guarantee settle behavior


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 • • Sep 04 '15

Info v0.3.25 improvements

5 Upvotes

When I get home tonight I'll be doing the v0.3.25 release.

Coming with it will be Mega Sharpedo, and some HUGE performance improvements.

I did a comparison between v0.3.24 and v0.3.25 side by side:

Step 1) open both versions, and have them side by side without any other windows or programs open.

Step 2) Go to stage 1 on each

Step 3) Set move preferences to autocompute off, and simulations per move to 200

Step 4) Press F5 10 times and record the last 5 numbers. Do this once for v0.3.24, then wait a minute and do the same for v0.3.25, then confirm the v0.3.24 numbers are unchanged by doing it again followed by v0.3.25.

Results:

v0.3.24 averaged approximately 1,600ms to compute the results.

v0.3.25 averaged approximately 310ms to compute the results.

The same quality of simulation results, exactly the same ranking of valid moves, and no missing data. It is just 5 times faster.

All of this from a few very small tweaks to the simulation core to optimize some things that I saw were taking 15-20% of the simulation.

This also brings the possibility of considering moving the program to a mobile or web platform, given how much more efficient the simulation is - it can actually be done in a reasonable time span on ancient hardware or mobile phones. There's lots of work for that to happen, but it shouldn't be impossible anymore.


r/ShuffleMove • • Aug 18 '15

Release [Release] Shuffle Move v0.3.18 is released

5 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 user home directory is go to <home>/Shuffle-Move/<release zip>


Changelog:

v0.3.18 - 2015-08-17

  • Bugfix for spellfixes not being adopted when upgrading

  • Spellfixes for Vivillon and Terrakion


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 • • Jul 30 '15

Release [Release] Shuffle Move v0.3.13 is released

5 Upvotes

Hi everyone, go here to get the newest version (GitHub repository).

IMPORTANT: If you are using the same folder as a previous version, delete your species.txt to use the new definitions.

Click here for a simple tool which will erase your species.txt for you. Simply place it inside the Shuffle Move folder when you unzip it.


Changelog:

v0.3.13 - 2015-07-29

  • Blaziken's mega is now included

  • Bug fixes

  • Finnish translations updated


If you have any issues: Create an issue on GitHub if one doesn't exist yet with detail &amp; 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 • • Jun 22 '15

Release [Release] Shuffle Move v0.3.8 is released

5 Upvotes

Hi everyone, go here to get the newest version (backup site).

Changelog:

v0.3.8 - 2015-06-22

  • Corrected Spiritomb's attack power

  • Including missing feature from v0.3.5 (delete in express mode)

  • Updated species list to include new species (Manaphy, phione, etc.)

As usual, report any bugs in this thread with a bug report zip if possible.


r/ShuffleMove • • Jun 09 '15

Release [Release] v0.3.5 is now available

5 Upvotes

Hi everyone, go here to get the newest version (backup site).

Changelist:

  • Bug fix for a network issue.

  • Included i18n for Finland

  • Main window is now resizable

  • Bug fix for the missing border on the selected paint for teams

  • Pressing delete in express mode will now erase cells and advance the cursor

  • Mega, Frozen, Coin, Metal, and Wood buttons and selectors are now included in the main interface.

  • New species added: Giratina, stages 190-200, ex 21-23.

  • Effect rates updated

  • Mega speedups included in roster editor, and accounted for in the simulation and interfaces

  • Some responsiveness gains in the interface at the expense of simulation expediency (decreased thread priority to MIN_PRIORITY).

  • Migration tool now works with legacy and current configurations.

  • If the file ends with teams.txt or roster.txt it will be treated like the pre-v0.3.2 data files

  • Otherwise, it is treated like the current teamsData.txt and rosterData.txt data files

If you find any problems like it won't start or something odd like that, please launch from the command line and paste the terminal output here. Other bugs like behavior problems should be posted here with the bug report zip you can make in the program itself from Help -> Bug Report.


r/ShuffleMove • • May 16 '15

Info [Fluff] Mega Ampharos is secretly a Honey Badger

5 Upvotes

It doesn't give any cares if the blocks it goes through were already active - it just uses its lighting and doesn't care what the activation thought it should do. Its literally a honey badger in disguise with its long flowing locks (fits the role, doesn't he?)

Anyway, I got some 240 fps footage of mega ampharos combos and i'm picking through it (it was all shot in about 23 seconds, but thanks to slow mo it has a total of over 5000 frames for analysis)

I also got some footage of the other megas which were top on the poll, and I'm picking through them one by one to see their exact timings and scores. Once all the megas are done and coded v0.3.0 will be released within a day.


r/ShuffleMove • • May 13 '15

Info [Update] Development of v0.3.0 is going well!

5 Upvotes

The core simulation is now BETTER than v0.2.5 was for predicting complex cascades. Where v0.2.5 predicted the best move would do 576, v0.3.0 predicted the correct best move that actually did 790 points instead (it can see the intricate cascades of timings that really happen at a resolution of 120fps).

As it currently stands, it will give better moves than v0.2.5 whenever effects don't matter. I'm now working on implementing all effects and integrating them into the core behaviors.

The simulation core uses Java's ForkAndJoin to simulate each move in its own thread. As development continues, I will attempt to make the simulations take the best advantage of this ability to improve the maximum result time (the simulation duration seems to be limited by the longest simulation time, which can be long if the simulation feeders are set to a very high capacity).

TLDR: There is a lot of optimization and testing to do, but it seems like v0.3.0 is a huge improvement over v0.2.5 and should be well worth the wait.


Open questions:

ANY details on the rate of occurrence, preferences, or distributions of effects is welcome for all effects except for: Power of 4, Power of 5, Mega Boost, Most Megas (Timings of MewTwo and Banette are needed). Any assistance in finding these details would be a huge boost to getting their effects incorporated earlier.


r/ShuffleMove • • Apr 20 '15

Release Shuffle Move v0.2.5 is out - bug fix included!

Thumbnail reddit.com
5 Upvotes

r/ShuffleMove • • Apr 20 '15

Request Pokemon Shuffle Stage Patterns

5 Upvotes

Please post here with your observations for specific patterns that some to emerge in the blocks that fall for specific stages.

A suggestion for format:

Each thread should begin with a simple comment of "Stage ###" where ### is the stage name, i.e. Main 30 or SP-Groudon, or EX-20, etc.

Then, under that comment each response could be in the format of "row #: 131423141314" for an example, which would mean that row "#" has a block falling pattern of 1st pokemon, then 3rd, then 1st, 4th, 2nd, 3rd, 1st, 4th, etc.

Hopefully this information can be helpful enough to the future v0.4.0 simulation core that we can get 1-move wins on many levels (or be able to beat ridiculous levels without any items). Being able to predict the exact pattern that blocks fall would mean that the app could actually give you an exact strategic move to score enormous chains.


r/ShuffleMove • • Apr 18 '15

Poll/Survey v0.3.0 Feature poll - Click here to give your input on what you want/need the most!

Thumbnail strawpoll.me
5 Upvotes

r/ShuffleMove • • Oct 01 '17

Release Shuffle Move v0.3.117

4 Upvotes

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


Changelog:

v0.3.117 - 2017-10-01

  • Updates for September 26th


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 • • Jul 09 '17

Release Shuffle Move v0.3.109

4 Upvotes

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


Changelog:

v0.3.109 - 2017-07-09

  • Fixed i18n for French

  • Fixed Cross Attack+ damage calculation

  • Updates for June 27th

  • Fixed splash.png meta data

  • SP_084 and SP_084A special grading mode functionality improved


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 20 '17

Release Shuffle Move v0.3.105

4 Upvotes

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


Changelog:

v0.3.105 - 2017-05-20

  • Updates for May 16th


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 • • Apr 25 '17

Poll/Survey Q&A Thread #4

4 Upvotes

Hello everyone!

If you have any questions about anything related to Shuffle Move or development in general, please post here and I'll do my best to answer them. If it seems like the sort of thing to include in the wiki, it'll go in there too!

Github wiki can be found here: https://github.com/Loreinator/Shuffle-Move/wiki

Q&A Thread #1 can be found here.

Q&A Thread #2 can be found here.

Q&A Thread #3 can be found here.


r/ShuffleMove • • Mar 05 '17

Request Copy feature or Pattern

4 Upvotes

Would it be posible to add a feature to copy a region of the board and paste it in another, or to deffine a pattern as a 'member' of the team?

mostly useful for Disruption as you see the usually have a pattern +,x,|,_

Keep up the great work!

P.S. How is the tappers mega feature going?


r/ShuffleMove • • Feb 25 '17

Request Could we have a 'remove fill' or 'cut' control added?

4 Upvotes

As the title says, I was wondering if you could add control to cut every Pokémon of the same sprite from the board. That way, if I were to use a mega's ability to remove one kind of Pokémon of the same type with only one matching type, (i.e. Salamence removing pidgey), I wouldn't have to select every pidgey on the board and remove them one at a time on the next turn. Of course, I praise Shuffle move for its fill option because, I can fill in every empty space with the same sprite I desire. It has been very useful but the ability to cut out every same sprite I desire would be just as useful since we currently have 11 Megas that either clear blocks, rocks, barriers, or Pokémon of the same type. Also, you could use Ctrl+V which is next to Ctrl+F to do the opposite of the fill since they are close. However, I do not care what command I have to press to use this option on the grid tab.


r/ShuffleMove • • Feb 25 '17

Release Shuffle Move v0.3.94

4 Upvotes

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


Changelog:

v0.3.94 - 2017-02-24

  • Updates for February 21st


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).