Merge branch 'worktree-shiny-system' into shadow-toggle

Shiny Pokemon: derived from DVs via the engine's own Stats.isShiny, models
recoloured as part of the Stadium extraction, flat art tinted, a sparkle on
arrival and a star on the status page.

Verified on the merged tree rather than only on the branch, since
shadow-toggle moved underneath it (the new menus work): the mod loads clean,
tests/shiny_test passes 49, and the extraction still reproduces all 151
packs byte-for-byte against the Python oracle with 151 shiny variants
alongside.
This commit is contained in:
DramaticShape
2026-08-08 12:22:24 -04:00
19 changed files with 3801 additions and 34 deletions
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@@ -1,5 +1,81 @@
# Changelog
## Unreleased
### Added
- **SHINY POKEMON.** On by default, with no row to switch it off:
shininess is a property of a Pokemon, not a display mode, and one that
differed between two players' saves would be a setting rather than a
Pokemon.
**It was always there.** Gen 1 has no shininess of its own, but it has
the four DVs Gen 2 later reads to decide it, and the engine already
ships that reading (`src/pokemon/Stats.lua`, `isShiny` -- its own
comment calls it "the RBY virtual shiny"). So nothing new is stored on
a Pokemon and nothing migrates: every save ever made already contains
the answer, and this release starts drawing it. A mon is shiny when
Defense, Speed and Special are all exactly 10 and Attack is one of
2/3/6/7/10/11/14/15 -- which random DVs land on 1 time in 8192, the
classic rate, and the default the odds dial ships at. Deriving rather
than storing is what makes it survive a save, a box, a trade and an
evolution without a second copy of the truth to drift out of step; a
shiny Bulbasaur is a shiny Venusaur without being told. `mon.shiny` is
maintained as a cache beside it, written from the DVs and never read
as the source.
The roll happens in `Pokemon.new`, which is where every wild, gift,
starter and traded mon is built -- before the battle bakes its sprite,
which `battle.started` is already too late for. It draws from the mod's
OWN random stream rather than the game's, so installing this does not
shift the sequence every damage roll and encounter slot comes out of.
Trainers' Pokemon come out ordinary by themselves, because the engine
pins their DVs to a fixed set -- which is also what the real games do.
**The models are genuinely recoloured**, not tinted. The recolour runs
as part of the Stadium extraction: each species' textures are decoded
once, packed as usual, then recoloured and packed again beside it as
`NNNs.dsm`. The colours are Stadium's own -- it slides a model in HSL
rather than shipping second textures, a hue rotation in degrees plus
saturation and lightness on a quantized -8..+8 scale at 12.5% a step --
and all 151 sets of values are shipped in `data/shiny_colors.lua`.
Five species get an explicit colour table instead, because Stadium
gives THEM a real alternate texture and no single slide can reproduce
it: Clefairy, Clefable, Jigglypuff, Wigglytuff and Gyarados, whose
bodies must stay put while a small region rotates a long way.
Generated effect frames -- flames, beams, sparks -- are excluded, so a
shiny Charizard has a shiny hide and an ordinary fire.
Doing this at extraction rather than at load is what makes that
exclusion exact: `StadiumFx` marks its generated frames and the packer
drops the marker, so extraction is the last moment a flame is
distinguishable from a hide. The normal packs come out byte-identical
either way -- the shiny pass runs after they are written -- so
`tests/stadium_extract_test.lua` still diffs all 151 against the Python
oracle unchanged, and the format did not move. The install marker's REV
goes to 3 so an existing cache rebuilds rather than quietly showing
every shiny in its ordinary colours.
**Flat art is tinted** rather than recoloured, because the engine bakes
a species palette into an image cache that has no idea which individual
is being drawn. The tint is derived from that species' own shiny slide,
so a shiny Golbat leans green and a shiny Charizard goes dusky. On the
3D path each side is tinted separately, which is the only place the two
sides can differ. A multiply can only darken, so species whose shiny is
LIGHTER than their normal read quieter on the flat art than on the
model.
**A sparkle** on arrival: a ring of additive stars that springs from
the mon's chest and fades over three quarters of a second, armed on the
frame a side's occupant changes -- which covers a send-out, a switch
and a wild foe alike. A wild Pokemon never grows out of a ball, so the
grow was the wrong edge to hang it on.
**A star on the status page**, beside the level on page 1, drawn in the
engine's own pixel grid so it is palette-processed like every other
pixel rather than floating over the finished frame. Page 1 only: page 2
clears that block itself.
## 1.8.0
### Added
File diff suppressed because it is too large Load Diff
+6
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@@ -729,6 +729,12 @@ function BattleScene.render(state, arena, textures, token)
-- a card wins the depth test the way a nearer thing should
local cap = BattleScene.capture
if cap and cap.draw then pcall(cap.draw, BattleBillboard.PULL) end
-- and a shiny's arrival sparkle, last of the three so its stars add
-- over the mon they belong to rather than under it, and still inside
-- the flash window so a burst during a hit is lit like everything else
pcall(function()
V.require("ShinyFx").draw(arena, groundY, BattleBillboard.PULL)
end)
if flashing then Voxel3D.flatten(nil) end
-- grass and flowers ride the same camera-ward pull the free-roam pass
-- gives them, measured against THIS camera's pitch rather than the
+33 -1
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@@ -598,6 +598,11 @@ end
function OverworldBattle.update(dt)
if not session then return end
-- the shiny arrival sparkle's clock. Ticked here rather than in the draw
-- because a paused or covered frame still draws, and a burst that
-- advanced on draws would stall behind a text box mid-twinkle.
pcall(function() V.require("ShinyFx").update(dt) end)
local g = game()
local top = g and g.stack and g.stack:top()
local ow = g and g.overworld
@@ -1014,6 +1019,16 @@ OverworldBattle.TEX_AX, OverworldBattle.TEX_AY = TEX_AX, TEX_AY
-- Which side is being rendered, or nil. The placement wrappers read it.
local texturing = nil
-- Which side is being rendered into its own canvas right now, or nil.
--
-- Exposed because the shiny tint has two applications -- per side here, and
-- both-sides-at-once on the flat path (ShinyUI.installBattlePics) -- and
-- exactly one of them must run per draw. Asking this is what keeps them
-- from stacking, rather than relying on which module installed first.
function OverworldBattle.texturingSide()
return texturing
end
local texCanvas = {}
local innerPics = nil -- captured by install()
local innerHUDs = nil -- likewise, for the snapped HUD layer
@@ -1086,12 +1101,29 @@ function OverworldBattle.sideTexture(battle, side)
for k, v in pairs(OFF[side]) do saved[k] = battle[k]; battle[k] = v end
texturing = side
-- A SHINY on this side, tinted here rather than in ShinyUI's flat-path
-- wrap. This is the one place a pic is rendered for ONE side at a time,
-- so it is the only place the two sides can be tinted differently -- a
-- shiny facing an ordinary mon gets its own colour and leaves the other
-- alone, which the engine's both-sides-at-once pic layer cannot do.
local shinyTint = nil
do
local battler = (side == "player") and battle.player or battle.enemy
local g2 = game()
shinyTint = battler and V.require("ShinyUI")
.tintFor(battler.mon, g2 and g2.data) or nil
end
local ok, err = pcall(function()
g.setCanvas(canvas)
g.clear(0, 0, 0, 0)
g.setBlendMode("alpha")
g.setColor(1, 1, 1, 1)
innerPics(battle, 0, 0, 0)
if shinyTint then
V.require("ShinyUI").withTint(shinyTint, innerPics, battle, 0, 0, 0)
else
innerPics(battle, 0, 0, 0)
end
end)
texturing = nil
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@@ -0,0 +1,229 @@
-- Shiny Pokemon: the one fact, and everywhere that asks it.
--
-- WHAT MAKES A MON SHINY HERE IS ITS DVs, and nothing else. Gen 1 has no
-- shininess of its own, but it does have the four DVs Gen 2 later read to
-- decide it, and the engine already ships that reading:
-- src/pokemon/Stats.lua:90 isShiny(dvs) -- Defense, Speed and Special all
-- exactly 10, Attack one of 2/3/6/7/10/11/14/15. The engine's own comment
-- calls it "the RBY virtual shiny" and says it is there for indicator mods.
-- This is that mod.
--
-- Deriving rather than storing is the whole design, and it buys a great
-- deal:
--
-- * It persists for free. DVs are already in every save, every PC box,
-- every trade. No new save field, no migration, and a save made before
-- this mod was installed already HAS shiny Pokemon in it -- they were
-- always there, nothing was ever drawn differently.
-- * It survives evolution. Evolution.apply recalculates stats from the
-- same dvs table and never touches it (src/pokemon/Evolution.lua:99),
-- so a shiny Bulbasaur is a shiny Venusaur without being told.
-- * It cannot desync. A flag stored beside the DVs is a second copy of
-- the truth, and two copies drift -- most cruelly across a trade or a
-- box deposit, where the mon travels and the sidecar does not.
-- * PKHeX and the Gen 2 games agree with us, because it is their rule.
--
-- The odds, though, are ours to set, and that is the one thing DVs alone
-- cannot give: random DVs land on that pattern 1/16 * 1/16 * 1/16 * 8/16 =
-- exactly 1/8192, the classic rate, and there is no dial on it. So the roll
-- happens at encounter time and its VERDICT IS WRITTEN BACK INTO THE DVs
-- (forceShiny/forceCommon below). The mon does not carry a flag saying it
-- is shiny; it is made genuinely shiny by the game's own formula, and every
-- later reader -- ours, the engine's, a future mod's, PKHeX's -- reaches the
-- same answer without knowing we were involved.
--
-- mon.shiny is maintained too, but it is a CACHE and never the source: see
-- Shiny.mark.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
-- allowlisted for mods by name -- src/mods/Loader.lua:71 lists
-- src.pokemon.Stats precisely so an indicator mod can call isShiny
local Stats = require("src.pokemon.Stats")
local Shiny = {}
-- ------- the odds
--
-- One in ODDS_DENOM. The default is 8192 because that is what random DVs
-- already produce, so a player who never changes it gets the canonical rate
-- and the canonical feel -- this mod's default is not a buff.
--
-- The roll is made EXACT rather than additive. A naive implementation rolls
-- 1/N and forces shiny on a hit, but leaves the natural 1/8192 in place on a
-- miss, so the true rate is N and 8192 in parallel -- indistinguishable at
-- the default and quietly wrong at every other setting (at 1/100 you would
-- ship 1/99.99, and at 1/20000 you could never go rarer than 1/8192 no
-- matter what you set). forceCommon on a miss closes that: the rate is what
-- the number says.
Shiny.ODDS_DENOM = 8192
-- Set the denominator. Guards the degenerate values because a 0 or a
-- negative here would divide-by-zero or make every encounter shiny by
-- accident rather than by choice; 1 (always shiny) stays reachable because
-- it is genuinely useful for walking the whole model set.
function Shiny.setOdds(denom)
denom = tonumber(denom)
if not denom or denom < 1 then return Shiny.ODDS_DENOM end
Shiny.ODDS_DENOM = math.floor(denom)
return Shiny.ODDS_DENOM
end
-- ------- reading it
-- The eight Attack DVs that satisfy the Gen 2 pattern, in order. Kept as a
-- list as well as the engine's set because forceShiny has to CHOOSE one and
-- wants the nearest, not just any.
local SHINY_ATK = { 2, 3, 6, 7, 10, 11, 14, 15 }
-- The HP DV is not free: Gen 1 derives it from the low bit of each of the
-- other four (src/pokemon/Stats.lua:19). Any write to the four must
-- recompute it, or the mon ends up with an HP stat the real game could
-- never produce -- which is exactly what a save inspector flags as illegal.
local function syncHpDv(dvs)
dvs.hp = (dvs.attack % 2) * 8 + (dvs.defense % 2) * 4 +
(dvs.speed % 2) * 2 + (dvs.special % 2)
return dvs
end
-- The single question. Everything visual in this mod routes here.
function Shiny.isShiny(mon)
if type(mon) ~= "table" then return false end
return Stats.isShiny(mon.dvs) == true
end
-- ------- writing it
-- Make these DVs satisfy the pattern, moving them as little as it allows.
--
-- Defense, Speed and Special have exactly one legal value each, so they are
-- simply pinned. Attack has eight, and the nearest one to whatever was
-- rolled is chosen -- a mon rolled at Attack 15 keeps 15, one rolled at 0
-- becomes 2. That is not cosmetic: DVs are stats, and a shiny encounter
-- should not also be a stat reroll any larger than the pattern demands.
local function forceShiny(dvs)
local want, best, bestd = dvs.attack or 0, SHINY_ATK[1], nil
for _, v in ipairs(SHINY_ATK) do
local d = math.abs(v - want)
if not bestd or d < bestd then bestd, best = d, v end
end
dvs.attack = best
dvs.defense, dvs.speed, dvs.special = 10, 10, 10
return syncHpDv(dvs)
end
-- Make these DVs NOT satisfy the pattern, moving them as little as
-- possible: one step on Special is enough to break it, and Special is the
-- choice because in Gen 1 it is a single stat rather than the two Gen 2
-- split it into, so the disturbance stays inside one number.
--
-- Only ever reached by a mon that rolled non-shiny and happened to be shiny
-- by luck, which is 1/8192 of the time -- so this touches almost nothing,
-- and what it does touch it moves by one point.
local function forceCommon(dvs)
if (dvs.special or 0) == 10 then
dvs.special = 9
elseif (dvs.defense or 0) == 10 then
dvs.defense = 9
end
return syncHpDv(dvs)
end
-- mon.shiny: the cache.
--
-- The requirement is a flag ON the Pokemon, and this is it -- but it is
-- written from the DVs every time we touch a mon, never read as the truth.
-- Keeping it one-directional is what stops it becoming the second copy the
-- header warns about: if it ever disagrees with the DVs, the DVs win and
-- this is overwritten. It exists so other code -- and a save inspector, and
-- a companion mod -- can ask the cheap question without importing Stats.
function Shiny.mark(mon)
if type(mon) ~= "table" then return false end
local is = Shiny.isShiny(mon)
mon.shiny = is or nil -- nil rather than false: absent keeps saves clean
return is
end
-- Recalculate the stats a DV write invalidated.
--
-- Split out because both decide() and set() move DVs, and a mon left
-- carrying stats computed from its old DVs is wrong in the only way the
-- player can actually see: its HP bar.
local function restat(mon)
if not (mon.level and mon.species) then return end
local ok, data = pcall(require, "src.core.Data")
local def = ok and data and data.pokemon and data.pokemon[mon.species]
if not def then return end
local wasFull = mon.hp and mon.stats and mon.hp >= (mon.stats.hp or 0)
mon.stats = Stats.calc(def, mon.level, mon.dvs, mon.statExp)
-- A wild mon appears at full health, and a mon that WAS full stays full:
-- recomputing max HP without following it here would put a freshly
-- encountered mon on the field at less than full from its first frame.
-- A wounded mon keeps its damage, clamped to the new maximum.
if mon.hp then
mon.hp = wasFull and mon.stats.hp or math.min(mon.hp, mon.stats.hp)
end
end
-- ------- our own randomness
--
-- A PRIVATE stream, not love.math.random, and that is deliberate.
--
-- The game's RNG is a shared sequence: damage rolls, crits, encounter
-- slots and DV generation all draw from it in a fixed order. Taking a draw
-- out of it for a shiny check would shift every later draw, so installing
-- this mod would quietly change the outcome of fights that have nothing to
-- do with shininess -- and the manifest promises `affects_link = false`,
-- which a shifted stream would make untrue the moment two machines
-- disagreed about whose turn consumed what.
--
-- Seeded off the clock rather than the save, because shininess is a fact
-- about the encounter and not about the file: re-loading a save to re-roll
-- a Pokemon is the hunt, and a stream keyed to the save would hand back the
-- same answer every time.
local stream = nil
local function roll(n)
if not stream then
if love and love.math and love.math.newRandomGenerator then
stream = love.math.newRandomGenerator(os.time(), os.clock() * 1e6)
else
-- headless (tests): math.random is nobody's shared sequence there
stream = { random = function(_, a, b) return math.random(a, b) end }
end
end
return stream:random(1, n)
end
-- Decide a freshly-built mon, in place.
--
-- rng may be passed to pin the verdict -- a test hands us a stub. Left nil,
-- the private stream above is used.
function Shiny.decide(mon, rng)
if type(mon) ~= "table" or type(mon.dvs) ~= "table" then return false end
-- same shape as love.math.random(lo, hi), so a caller can pass that or a
-- stub and the call below reads identically either way
rng = rng or function(_lo, hi) return roll(hi) end
local hit = rng(1, Shiny.ODDS_DENOM) == 1
if hit then
forceShiny(mon.dvs)
restat(mon)
elseif Stats.isShiny(mon.dvs) then
forceCommon(mon.dvs)
restat(mon)
end
return Shiny.mark(mon)
end
-- Force a specific verdict: for tests, and for a scripted gift mon that
-- wants to be shiny on purpose.
function Shiny.set(mon, on)
if type(mon) ~= "table" or type(mon.dvs) ~= "table" then return false end
if on then forceShiny(mon.dvs) else forceCommon(mon.dvs) end
restat(mon)
return Shiny.mark(mon)
end
return Shiny
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@@ -0,0 +1,97 @@
-- Where shininess enters the game, and where it is shown.
--
-- ------- one seam decides it
--
-- Every Pokemon the player can ever own is built by Pokemon.new
-- (src/pokemon/Pokemon.lua:60). There are five callers and they are the
-- whole surface:
--
-- BattleState.lua:569 the wild encounter
-- BattleState.lua:659 a trainer's party
-- BattleState.lua:785 the level-5 stand-in the Oak battle builds
-- Commands.lua:656 a gift or a starter
-- Commands.lua:969 an in-game trade
--
-- So the roll goes THERE rather than on the encounter hooks. Two reasons,
-- and the second is decisive:
--
-- * encounter.roll and encounter.species fire before the mon exists --
-- they carry {species, level} and nothing to write a verdict onto.
-- * makeBattler bakes mon.sprite INSIDE newWild
-- (src/battle/BattleState.lua:455-461), before battle.started is
-- emitted. A verdict applied at battle.started is already too late for
-- the sprite the fight will draw.
--
-- Wrapping the constructor puts the decision before every one of those, and
-- picks up gift mons, starters and trades for free rather than needing a
-- seam each.
--
-- TRAINER MONS COME OUT NON-SHINY BY THEMSELVES, and correctly so. The
-- engine overwrites every trainer slot's DVs with a fixed TRAINER_DVS
-- (src/battle/BattleState.lua:350, :661) right after construction, and that
-- constant fails the shiny pattern. So the roll is made and then discarded
-- for them -- which matches the real games, where a trainer's Pokemon is
-- never shiny.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Shiny = V.require("Shiny")
local ShinyBattle = {}
-- ------- install
--
-- Idempotent by sentinel, the pattern every wrap in this mod uses
-- (OverworldBattle.install, Stadium.install): a hot reload must not stack a
-- second copy of the wrapper on top of the first.
function ShinyBattle.install()
local Pokemon = require("src.pokemon.Pokemon")
if not Pokemon.dramaticShapeShiny then
local inner = Pokemon.new
function Pokemon.new(data, species, level, rng)
local mon = inner(data, species, level, rng)
-- pcall: a mon that fails to be decided is an ordinary mon, which is
-- a blemish. A mon that fails to be BUILT is a broken game.
pcall(Shiny.decide, mon)
return mon
end
Pokemon.dramaticShapeShiny = true
end
-- Party mons that predate the mod, and any mon built by a path we have
-- not wrapped, still answer isShiny correctly -- their DVs were always
-- there. This only refreshes the mon.shiny cache so a save opened for the
-- first time under this mod has the field populated rather than absent
-- until the mon next changes.
ShinyBattle.markParty()
end
-- Refresh the cached flag across the player's party.
function ShinyBattle.markParty()
local ok, Game = pcall(require, "src.core.Game")
if not ok then return end
local party = Game and Game.save and Game.save.party
if type(party) ~= "table" then return end
for _, mon in ipairs(party) do
pcall(Shiny.mark, mon)
end
end
-- ------- asking about a battler
--
-- The battler wrapper carries the save-shaped mon on `.mon`
-- (src/battle/BattleState.lua:432-463), so the question is always about
-- that table and never about the wrapper.
function ShinyBattle.battlerIsShiny(battler)
return battler ~= nil and Shiny.isShiny(battler.mon)
end
-- Which side of a battle, by the engine's own side names.
function ShinyBattle.sideIsShiny(battle, side)
if not battle then return false end
return ShinyBattle.battlerIsShiny(side == "player" and battle.player
or battle.enemy)
end
return ShinyBattle
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-- The shiny sparkle: the flash a Pokemon makes when it first appears.
--
-- The games announce a shiny with a burst of stars over the sprite the
-- instant it lands, before the first text box. This is that moment, in the
-- diorama: a ring of additive stars that springs outward from the mon's
-- chest, rises, and fades over about three quarters of a second.
--
-- ------- where the moment IS
--
-- Harder than it sounds, because the two battle paths arrive differently:
--
-- the model rung a Pokemon grows out of its ball -- Stadium.update
-- already finds that frame (the POOF_ANIM edge) and
-- calls StadiumMon:beginGrow.
-- the pic rung a WILD foe is simply THERE on the first frame, with
-- no poof and no grow at all. There is no animation to
-- hang off.
--
-- So the arming edge is neither of those: it is the frame a side's OCCUPANT
-- changes (Stadium's `session.at[side] ~= battler` test, the same identity
-- the mode already uses because a trainer leading with two Rattata changes
-- occupant without changing species). That edge fires for a send-out, a
-- switch and a wild foe alike, which is exactly the set of moments a shiny
-- should announce itself.
--
-- ------- drawn additively, and why it survives the flash
--
-- Stars are light, so they add rather than cover: `Voxel3D.blend("add")`,
-- the same treatment the Poke Ball's glow gets. They are drawn inside the
-- battle's flash window alongside the cards and models, so a sparkle during
-- a hit flash is lit by it like everything else rather than floating over
-- it as a separate layer.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Voxel3D = V.require("Voxel3D")
local Mat4 = V.require("Mat4")
local BattleBillboard = V.require("BattleBillboard")
local ShinyFx = {}
-- ------- shape and timing
ShinyFx.LIFE = 0.75 -- seconds from spring to gone
ShinyFx.STARS = 10 -- around the ring
ShinyFx.RISE = 10 -- world units the ring climbs over its life
ShinyFx.SPREAD = 7 -- how far out the ring opens
ShinyFx.CHEST = 9 -- height above the tile the burst starts at
ShinyFx.SIZE = 3.2 -- a star's world size at full brightness
-- one per side, nil when nothing is playing
local live = { player = nil, enemy = nil }
local star = nil -- the generated star image, built once
-- ------- the star
--
-- Generated rather than shipped: it is a four-pointed twinkle, which is a
-- cheap closed form (a radial falloff times a cross-shaped spike term) and
-- costs nothing next to an asset that would have to be authored, packed,
-- loaded and kept in step with the rest of the mod's art.
local function starImage()
if star ~= nil then return star or nil end
if not (love and love.image and love.graphics) then
star = false
return nil
end
local ok, img = pcall(function()
local N = 32
local data = love.image.newImageData(N, N)
local c = (N - 1) / 2
for y = 0, N - 1 do
for x = 0, N - 1 do
local dx, dy = (x - c) / c, (y - c) / c
local r = math.sqrt(dx * dx + dy * dy)
-- the body: a soft core that is gone by the edge of the square
local core = math.max(0, 1 - r)
core = core * core * core
-- the spikes: bright along the two axes, narrow, and reaching
-- further out than the core does
local ax, ay = math.abs(dx), math.abs(dy)
local spike = math.max(0, 1 - ax * 6) * math.max(0, 1 - ay)
+ math.max(0, 1 - ay * 6) * math.max(0, 1 - ax)
local a = math.min(1, core + spike * 0.55)
-- white with the faintest warm cast, so a sparkle over a cool
-- model still reads as light rather than as a blue smear
data:setPixel(x, y, 1, 1, 0.97, a)
end
end
return love.graphics.newImage(data)
end)
star = (ok and img) or false
return star or nil
end
-- ------- arming
-- Start (or restart) the burst on one side. Restarting rather than ignoring
-- a second call is deliberate: a shiny that faints and is sent back out
-- should sparkle again.
function ShinyFx.arm(side)
if side ~= "player" and side ~= "enemy" then return end
live[side] = { t = 0 }
end
function ShinyFx.clear(side)
if side then live[side] = nil else live.player, live.enemy = nil, nil end
end
function ShinyFx.active(side)
if side then return live[side] ~= nil end
return live.player ~= nil or live.enemy ~= nil
end
function ShinyFx.update(dt)
dt = dt or 0
for _, side in ipairs({ "player", "enemy" }) do
local s = live[side]
if s then
s.t = s.t + dt
if s.t >= ShinyFx.LIFE then live[side] = nil end
end
end
end
-- ------- drawing
-- Eased so the ring leaves fast and settles, which is what a spark does;
-- linear looks like a diagram of a spark.
local function easeOut(u) return 1 - (1 - u) * (1 - u) end
-- Draw whatever is playing. `arena` and `groundY` come from the scene, the
-- same two the mon cards are placed from, so a sparkle lands where its
-- Pokemon is standing rather than where the layout thinks it should be.
function ShinyFx.draw(arena, groundY, pull)
if not arena then return end
local img = starImage()
if not img then return end
local mesh = BattleBillboard.mesh()
if not mesh then return end
local drew = false
for _, side in ipairs({ "player", "enemy" }) do
local s = live[side]
local cell = (side == "player") and arena.player or arena.enemy
if s and cell then
local u = math.min(1, s.t / ShinyFx.LIFE)
local e = easeOut(u)
-- bright immediately, then out: the announcement is the first frame
local alpha = 1 - u * u
local x, z = cell[1], cell[2]
local yaw = BattleBillboard.yawToward(x, z, Voxel3D.eye)
local baseY = groundY + ShinyFx.CHEST + ShinyFx.RISE * e
if not drew then
Voxel3D.blend("add")
Voxel3D.seams(false)
Voxel3D.glass(false)
drew = true
end
for i = 1, ShinyFx.STARS do
-- the ring is offset half a step per side so the two sides do not
-- twinkle in lockstep when both are shiny
local a = (i / ShinyFx.STARS) * math.pi * 2
+ (side == "player" and 0.31 or 0)
local r = ShinyFx.SPREAD * e
-- stars shrink as they fade, and alternate size so the ring reads
-- as scattered rather than as a cog
local k = ShinyFx.SIZE * (1 - u * 0.6) * ((i % 2 == 0) and 0.7 or 1)
local ox = math.cos(a) * r
local oy = math.sin(a) * r * 0.55 -- flattened: we look from low
local m = Mat4.mul(
Mat4.mul(Mat4.translate(x, baseY, z), Mat4.rotateY(yaw)),
Mat4.mul(Mat4.translate(ox, oy, 0), Mat4.scale(k, k, 1)))
love.graphics.setColor(1, 1, 1, alpha)
Voxel3D.draw(mesh, img, m, pull)
end
end
end
if drew then
love.graphics.setColor(1, 1, 1, 1)
Voxel3D.glass(true)
Voxel3D.seams(true)
Voxel3D.blend("alpha")
end
end
-- Drop the generated image (hot reload, or a graphics context that went
-- away) -- the same contract StadiumPack.invalidate honours.
function ShinyFx.invalidate()
if star and star.release then pcall(star.release, star) end
star = nil
ShinyFx.clear()
end
return ShinyFx
+345
View File
@@ -0,0 +1,345 @@
-- The shiny recolour: Stadium's own HSL slide, run over decoded texels.
--
-- THE COLOUR MODEL IS STADIUM'S, not an invention. The Stadium games do not
-- ship a second set of textures for a shiny Pokemon; they convert the
-- colours the model already has to HSL and slide them -- a hue rotation in
-- degrees, plus saturation and lightness on a quantized integer scale of
-- -8..+8 where 0 is no change. One step is 12.5%, so +-8 is +-100%: exactly
-- the range of GIMP's Hue-Saturation sliders, which is where the 12.5%
-- figure was measured. s = -8 is full greyscale, l = +8 is white.
--
-- That equivalence is why the maths below is GIMP's Hue-Saturation and not
-- a plain additive offset:
--
-- saturation s' = s * (1 + k) multiplicative
-- lightness l' = l * (1 + k) k < 0 scale toward black
-- l' = l + k * (1 - l) k > 0 blend toward white
--
-- The multiplicative saturation is the reason this is safe to run over a
-- whole texture rather than a masked region: a pixel with no saturation --
-- an eye white, a tooth, a grey shadow -- is immune to BOTH the hue
-- rotation and the saturation step, for free and by construction. Only the
-- lightness step touches achromatic pixels, which is why the species
-- carrying big l values (Golbat and Slowpoke at -6, Moltres at +5) are the
-- ones worth looking at with human eyes.
--
-- FIVE SPECIES CANNOT BE SLID. Clefairy, Clefable, Jigglypuff, Wigglytuff
-- and Gyarados get a real alternate texture in Stadium, because their shiny
-- moves one region a long way and leaves another alone -- Jigglypuff's body
-- stays pink while its irises go green -- and a single rotation moves
-- everything or nothing.
--
-- Those five carry `lut` instead: an explicit before/after colour mapping,
-- sampled from the verified texture pairs, listing only the colours that
-- actually move. A first attempt drove them from a handful of per-region
-- anchors and picked the nearest one per pixel, which is wrong in a way
-- worth recording: with regions as far apart as Clefairy's pink body and
-- its green ear tips, a dark red shadow pixel is "nearest" to the green and
-- gets rotated 150 degrees the wrong way. The fixture caught it at a
-- 124/255 channel error. An exact table is a few tens of kilobytes and has
-- no such failure mode, so these five are data rather than algorithm.
--
-- WHY THIS RUNS AT EXTRACTION. The textures are already decoded to RGBA in
-- memory at that moment (StadiumFragment.decodeTexture), and -- the part
-- that matters -- generated effect frames are still distinguishable there.
-- StadiumFx marks them `generated = true`, and the packer drops that field,
-- so at runtime an additive flame can only be inferred back from the prim
-- table. Recolouring a flame is wrong: a shiny Charizard has a shiny hide
-- and an ordinary fire. Doing the work while the marker still exists means
-- the discrimination is exact rather than reconstructed.
--
-- THE MEMO IS WHAT MAKES IT AFFORDABLE. These are N64 textures: a few
-- hundred distinct colours across tens of thousands of texels. Converting
-- per DISTINCT COLOUR instead of per pixel turns the inner loop into a
-- table lookup, which is the difference between a pass that is felt during
-- the install and one that is not.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local ShinyPalette = {}
local floor, min, max, abs = math.floor, math.min, math.max, math.abs
local byte, char, concat = string.byte, string.char, table.concat
-- ------- HSL
local function rgbToHsl(r, g, b)
r, g, b = r / 255, g / 255, b / 255
local mx, mn = max(r, g, b), min(r, g, b)
local l = (mx + mn) / 2
if mx == mn then return 0, 0, l end -- achromatic: hue is undefined
local d = mx - mn
local s = l > 0.5 and d / (2 - mx - mn) or d / (mx + mn)
local h
if mx == r then
h = (g - b) / d + (g < b and 6 or 0)
elseif mx == g then
h = (b - r) / d + 2
else
h = (r - g) / d + 4
end
return h * 60, s, l
end
local function hue2rgb(p, q, t)
if t < 0 then t = t + 1 end
if t > 1 then t = t - 1 end
if t < 1 / 6 then return p + (q - p) * 6 * t end
if t < 1 / 2 then return q end
if t < 2 / 3 then return p + (q - p) * (2 / 3 - t) * 6 end
return p
end
local function hslToRgb(h, s, l)
if s <= 0 then
local v = floor(l * 255 + 0.5)
return v, v, v
end
h = (h % 360) / 360
local q = l < 0.5 and l * (1 + s) or l + s - l * s
local p = 2 * l - q
return floor(hue2rgb(p, q, h + 1 / 3) * 255 + 0.5),
floor(hue2rgb(p, q, h) * 255 + 0.5),
floor(hue2rgb(p, q, h - 1 / 3) * 255 + 0.5)
end
-- GIMP's two curves, shared by the slide and the anchor paths so both
-- reach the same colour from the same k.
local function shiftSat(s, k)
if k == 0 then return s end
return max(0, min(1, s * (1 + k)))
end
local function shiftLight(l, k)
if k == 0 then return l end
if k < 0 then return max(0, l * (1 + k)) end
return min(1, l + k * (1 - l))
end
-- ------- the two kinds of transform
-- A whole-model slide: the 146 species Stadium recolours this way.
local function slideFn(slide)
local dh = slide.h or 0
local ks = (slide.s or 0) * 0.125
local kl = (slide.l or 0) * 0.125
return function(r, g, b)
local h, s, l = rgbToHsl(r, g, b)
-- An achromatic pixel has no hue to rotate and no saturation to scale;
-- only a lightness step can reach it. Returning early is not just
-- speed, it is exactness: round-tripping grey through HSL and back can
-- move it by a unit, and a tooth that drifts is a visible defect.
if s <= 0 then
if kl == 0 then return r, g, b end
local v = floor(shiftLight(l, kl) * 255 + 0.5)
return v, v, v
end
return hslToRgb(h + dh, shiftSat(s, ks), shiftLight(l, kl))
end
end
-- An exact colour mapping: the five species Stadium gives a real second
-- texture. A colour absent from the table is one the alternate texture left
-- alone, so passing it straight through is the correct answer, not a
-- fallback -- that is how Wigglytuff keeps its white belly and its black
-- inner ears while its body moves to lilac.
local function lutFn(lut)
return function(r, g, b)
local hit = lut[r * 65536 + g * 256 + b]
if not hit then return r, g, b end
return floor(hit / 65536) % 256, floor(hit / 256) % 256, hit % 256
end
end
-- ------- the colour table
--
-- Loaded lazily and cached. Two paths on purpose: through the mod namespace
-- when the mod is running, and straight off disk when it is not. The
-- extraction byte-diff (tests/stadium_extract_test.lua) stubs V with only
-- `require` and `mod.log`, and the recolour has to be exercisable under
-- exactly that harness -- a colour transform that can only run inside a
-- live LOVE process is a colour transform nobody will test.
local colors = nil
local function loadColors()
if colors ~= nil then return colors or nil end
if V and V.data then
local ok, t = pcall(V.data, "shiny_colors")
if ok and type(t) == "table" then colors = t; return colors end
end
-- Off disk, RELATIVE TO THE MOD rather than to the working directory.
-- V.path is the mod's own directory (main.lua sets it; the headless
-- harnesses set it to whatever --mod they were given). Guessing from the
-- cwd instead is what made this silently find nothing when the extraction
-- test was run from the project root rather than from the mod: every
-- species built, none recoloured, and a PASS at the end of it.
local tries = {}
if V and V.path then tries[#tries + 1] = V.path .. "/data/shiny_colors.lua" end
tries[#tries + 1] = "data/shiny_colors.lua"
tries[#tries + 1] = "mods/DramaticShapeVoxelMod/data/shiny_colors.lua"
for _, p in ipairs(tries) do
local chunk = loadfile(p)
if chunk then
local ok, t = pcall(chunk)
if ok and type(t) == "table" then colors = t; return colors end
end
end
colors = false -- cache the miss; do not retry the disk per species
return nil
end
-- Whether the colour table was found at all. The extraction asks so it can
-- say "no colours" once and loudly, rather than reporting 151 successful
-- builds with no shiny variant among them.
function ShinyPalette.haveColors()
return loadColors() ~= nil
end
-- The spec for one dex number, or nil if we have nothing for it.
function ShinyPalette.forDex(dex)
local all = loadColors()
return all and all[dex] or nil
end
-- Build the pixel transform for one species' spec, or nil when there is
-- nothing to do.
function ShinyPalette.transform(spec)
if type(spec) ~= "table" then return nil end
if spec.lut then
if next(spec.lut) == nil then return nil end
return lutFn(spec.lut)
end
local s = spec.slide
if not s then return nil end
if (s.h or 0) == 0 and (s.l or 0) == 0 and (s.s or 0) == 0 then return nil end
return slideFn(s)
end
-- ------- the pass over one texture
--
-- Memoised per distinct colour (see the header). The key packs RGB into one
-- integer because a table with 24-bit integer keys is a flat array probe,
-- where a "r,g,b" string key would allocate on every pixel -- and allocation
-- inside a multi-million-iteration loop is the whole cost.
--
-- Alpha is copied through untouched, never premultiplied and never
-- recomputed: the transform is defined on colour alone, and a shiny
-- Gastly's soft edge must stay exactly as soft as it was.
function ShinyPalette.recolorTexels(rgba, fn)
local n = #rgba
if n == 0 or not fn then return rgba end
local memo = {}
local out, blocks = {}, {}
local bi = 0
for i = 1, n, 4 do
local r, g, b, a = byte(rgba, i, i + 3)
local key = r * 65536 + g * 256 + b
local hit = memo[key]
if not hit then
local nr, ng, nb = fn(r, g, b)
hit = { nr, ng, nb }
memo[key] = hit
end
bi = bi + 1
blocks[bi] = char(hit[1], hit[2], hit[3], a)
-- flushed in blocks so the concat never walks a table with millions of
-- one-texel strings in it
if bi >= 4096 then
out[#out + 1] = concat(blocks)
blocks, bi = {}, 0
end
end
if bi > 0 then out[#out + 1] = concat(blocks, "", 1, bi) end
return concat(out)
end
-- ------- a tint, for the flat sprites
--
-- The 3D models get real recoloured texels. The 2D battle pics cannot: the
-- engine bakes a species palette into a cached image keyed by path and
-- palette name, and that cache has no idea which INDIVIDUAL is being drawn.
-- What is available per-draw is the draw colour, which multiplies.
--
-- So the pic is tinted, and the tint is derived from the species' OWN shiny
-- slide rather than being a generic gold: run a spread of reference colours
-- through the real transform, take the mean ratio out to in, and that is
-- the multiply that best stands in for it. A shiny Golbat leans green, a
-- shiny Charizard goes dusky, and neither is a costume.
--
-- ITS ONE LIMIT, stated plainly: a multiply can only darken. Where a species'
-- shiny is LIGHTER than its normal, the honest ratio is above 1 and gets
-- clamped, so those come out under-shifted -- present, but quieter than the
-- model. The floor keeps the darkest cases readable rather than muddy.
local TINT_FLOOR = 0.45
local tintCache = {}
-- Mid-tone references across the wheel. Deliberately not greys: the slide
-- is multiplicative in saturation, so a grey reference would report no
-- change for every species and hand back a tint of 1,1,1.
local REFS = {
{ 200, 90, 70 }, { 200, 150, 70 }, { 190, 190, 80 }, { 90, 180, 90 },
{ 80, 170, 170 }, { 80, 120, 200 }, { 140, 90, 190 }, { 190, 90, 150 },
}
function ShinyPalette.tintFor(dex)
local hit = tintCache[dex]
if hit ~= nil then return hit or nil end
local fn = ShinyPalette.transform(ShinyPalette.forDex(dex))
if not fn then tintCache[dex] = false; return nil end
local sr, sg, sb, n = 0, 0, 0, 0
for _, c in ipairs(REFS) do
local r, g, b = fn(c[1], c[2], c[3])
sr = sr + r / c[1]
sg = sg + g / c[2]
sb = sb + b / c[3]
n = n + 1
end
local t = {
max(TINT_FLOOR, min(1, sr / n)),
max(TINT_FLOOR, min(1, sg / n)),
max(TINT_FLOOR, min(1, sb / n)),
}
-- a tint that came out as no tint at all is worse than none: it costs a
-- colour-hook wrap per draw and changes nothing
if t[1] > 0.995 and t[2] > 0.995 and t[3] > 0.995 then
tintCache[dex] = false
return nil
end
tintCache[dex] = t
return t
end
-- ------- the pass over one species' whole texture array
-- Recolour `textures` in place, skipping the ones that must not move.
--
-- Two exclusions, both load-bearing:
--
-- generated / index == -1 StadiumFx's flipbook frames -- flames, beams,
-- sparks. A shiny Pokemon has a shiny hide and
-- an ordinary fire; tinting the attack effects
-- would read as a bug. This marker exists ONLY
-- here, which is why the recolour lives at
-- extraction (see the header).
-- w or h of zero a degenerate slot with nothing to transform.
--
-- Returns the number of textures actually touched, so the caller can tell a
-- species that recoloured from one that silently did not.
function ShinyPalette.recolorTextures(textures, spec)
local fn = ShinyPalette.transform(spec)
if not fn then return 0 end
local touched = 0
for i = 1, #textures do
local t = textures[i]
local skip = t.generated == true or t.index == -1
or not t.w or not t.h or t.w == 0 or t.h == 0
if not skip and t.rgba and #t.rgba > 0 then
t.rgba = ShinyPalette.recolorTexels(t.rgba, fn)
touched = touched + 1
end
end
return touched
end
return ShinyPalette
+176
View File
@@ -0,0 +1,176 @@
-- Where a shiny SHOWS on the flat art: the battle pics and the status page.
--
-- The Stadium models carry genuinely recoloured texels (see ShinyPalette and
-- the extraction). Everything drawn as a Game Boy pic cannot, because the
-- engine bakes a species palette into an image cache keyed by path and
-- palette name -- a cache with no notion of WHICH Rattata is being drawn. So
-- the flat side is answered two ways:
--
-- the battle pic tinted at draw time, per side, with the multiply
-- ShinyPalette.tintFor derives from that species' own
-- shiny slide. Under ADVANCED (`redpp`, the pokered-gbc
-- colour pack) the pic is at its most colourful and the
-- tint reads clearly; under the DMG modes there is
-- barely any colour to shift, which is why the status
-- page also carries a plain, mode-proof MARK.
-- the status page a star beside the level, drawn in the engine's own
-- GB pixel grid so it is palette-processed like every
-- other pixel on the screen rather than floating over
-- the finished frame.
--
-- Both are monkeypatches, idempotent by sentinel, the pattern the rest of
-- this mod uses (OverworldBattle.install, Stadium.install). The summary
-- screen has no hook at all -- there is no `ui.summary.*` anywhere in the
-- engine -- so a wrap is the only route to it, and it is deliberately a thin
-- one: draw the engine's screen, then add one glyph.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Shiny = V.require("Shiny")
local ShinyPalette = V.require("ShinyPalette")
local ShinyUI = {}
-- ------- the tint, applied to one draw
--
-- Lifted in shape from OverworldBattle.withTint, and for the same reason it
-- exists there: the pics layer sets its own colour many times over as it
-- draws (the faint slide's fade, the damage blink), so the way to tint the
-- result without clobbering any of that is to multiply every colour it sets
-- on its way past. Restored unconditionally, including on error, because a
-- leaked setColor would tint the entire rest of the frame.
function ShinyUI.withTint(tint, fn, ...)
if not tint then return fn(...) end
local r, g, b = tint[1] or 1, tint[2] or 1, tint[3] or 1
if r > 0.999 and g > 0.999 and b > 0.999 then return fn(...) end
local gfx = love.graphics
local setColor = gfx.setColor
gfx.setColor = function(cr, cg, cb, ca, ...)
if type(cr) == "table" then
return setColor({ (cr[1] or 1) * r, (cr[2] or 1) * g, (cr[3] or 1) * b,
cr[4] }, cg, ...)
end
if cr == nil then return setColor(cr, cg, cb, ca, ...) end
return setColor(cr * r, (cg or 1) * g, (cb or 1) * b, ca, ...)
end
local ok, err = pcall(fn, ...)
gfx.setColor = setColor
setColor(1, 1, 1, 1)
if not ok then error(err, 0) end
end
-- The tint for a mon, or nil when it is not shiny or we have no colours.
function ShinyUI.tintFor(mon, data)
if not (mon and Shiny.isShiny(mon)) then return nil end
local def = data and data.pokemon and data.pokemon[mon.species]
local dex = def and def.dex
if not dex then return nil end
return ShinyPalette.tintFor(dex)
end
-- ------- the star
--
-- Drawn as rectangles rather than as a font character because the Game Boy
-- charmap has no star, and a letter would read as a typo. Four spokes and a
-- centre, in the same near-black the screen's text uses, so the palette pass
-- treats it exactly like a glyph -- under ADVANCED and under every DMG mode
-- alike.
--
-- Seven pixels square, which is the largest that fits the gap beside the
-- level without touching the DrawLineBox bracket at column 19.
function ShinyUI.drawStar(px, py)
local g = love.graphics
local r, gg, b, a = g.getColor()
g.setColor(0, 0, 0, 1)
-- vertical, horizontal, then the four diagonal nubs
g.rectangle("fill", px + 3, py, 1, 7)
g.rectangle("fill", px, py + 3, 7, 1)
g.rectangle("fill", px + 1, py + 1, 1, 1)
g.rectangle("fill", px + 5, py + 1, 1, 1)
g.rectangle("fill", px + 1, py + 5, 1, 1)
g.rectangle("fill", px + 5, py + 5, 1, 1)
g.setColor(r, gg, b, a)
end
-- ------- install
function ShinyUI.install()
ShinyUI.installSummary()
ShinyUI.installBattlePics()
end
-- The status page. Wraps the draw and adds the star afterwards, so the
-- engine's own layout is untouched and a layout change upstream costs us
-- the glyph's position and nothing else.
function ShinyUI.installSummary()
local ok, SummaryMenu = pcall(require, "src.ui.SummaryMenu")
if not ok or type(SummaryMenu) ~= "table" then return end
if SummaryMenu.dramaticShapeShiny then return end
local inner = SummaryMenu.draw
if type(inner) ~= "function" then return end
function SummaryMenu:draw(...)
local out = { inner(self, ...) }
-- page 1 only: page 2 wipes the block the level sits in
-- (status_screen.asm ClearScreenArea over (9,2)), so a mark left there
-- would be half-erased by the engine's own clear.
if self.page == 1 and Shiny.isShiny(self.mon) then
-- beside PrintLevel at (14,2): column 13, row 2, in the gap the
-- level's own leading space leaves
pcall(ShinyUI.drawStar, 104, 17)
end
return unpack(out)
end
SummaryMenu.dramaticShapeShiny = true
end
-- The battle pics. The engine's pic layer is reached through
-- BattleState:drawPicsLayer, which draws BOTH sides in one call -- so a
-- per-side tint has to bracket each side separately, which is exactly what
-- OverworldBattle.sideTexture already does when it renders one side at a
-- time into its own canvas. That is where the tint belongs on the 3D path;
-- this wrap covers the FLAT path, where the engine draws the battle itself.
function ShinyUI.installBattlePics()
local ok, BattleState = pcall(require, "src.battle.BattleState")
if not ok or type(BattleState) ~= "table" then return end
if BattleState.dramaticShapeShinyPics then return end
local inner = BattleState.drawPicsLayer
if type(inner) ~= "function" then return end
function BattleState:drawPicsLayer(...)
-- THE 3D PATH HAS ALREADY DONE THIS, per side and better: when the mod
-- is rendering one side into its own canvas it brackets that draw with
-- that side's own tint (OverworldBattle.sideTexture). Tinting again here
-- would square it. Asked as a question rather than left to install
-- order, because both wraps are installed from main.lua and whichever
-- ran first would otherwise silently decide the outcome.
local okOw, Ow = pcall(V.require, "OverworldBattle")
if okOw and Ow and Ow.texturingSide and Ow.texturingSide() then
return inner(self, ...)
end
-- Both sides at once, so when they disagree the tint cannot be applied
-- per-side here without splitting the engine's own draw. When only ONE
-- side is shiny we tint the whole layer by it: the other side's pic is
-- dimmed slightly, which is far less wrong than a shiny drawn in its
-- ordinary colours -- and when both are shiny each gets the mean.
local data = self.game and self.game.data
local a = self.player and ShinyUI.tintFor(self.player.mon, data)
local b = self.enemy and ShinyUI.tintFor(self.enemy.mon, data)
local tint = a or b
if a and b then
tint = { (a[1] + b[1]) / 2, (a[2] + b[2]) / 2, (a[3] + b[3]) / 2 }
end
if not tint then return inner(self, ...) end
local args = { ... }
local out
ShinyUI.withTint(tint, function() out = { inner(self, unpack(args)) } end)
return unpack(out or {})
end
BattleState.dramaticShapeShinyPics = true
end
return ShinyUI
+26 -3
View File
@@ -51,6 +51,8 @@ local V = ...
local Voxel3D = V.require("Voxel3D")
local StadiumPack = V.require("StadiumPack")
local StadiumMon = V.require("StadiumMon")
local ShinyBattle = V.require("ShinyBattle")
local ShinyFx = V.require("ShinyFx")
local Stadium = {}
@@ -370,6 +372,15 @@ function Stadium.update(dt, battle, groundY)
-- a fresh arrival: this Pokemon has not grown out of its ball yet
if mon then mon.grow, mon.grewOwn = nil, nil end
if mon and mon.rig and mon.state == "faint" then mon:play("idle") end
-- and if it is shiny, announce it. This edge rather than the grow,
-- because a WILD foe never grows -- it is on the field from the
-- first frame -- and that is the encounter a shiny most wants to be
-- announced on. See the header of ShinyFx.
if ShinyBattle.battlerIsShiny(battler) then
ShinyFx.arm(side)
else
ShinyFx.clear(side)
end
end
-- the collapse this side is owed, once its bar has finished emptying
if session.faintPending and session.faintPending[side] then
@@ -381,14 +392,26 @@ function Stadium.update(dt, battle, groundY)
end
end
mon:setSpecies(dex)
-- Shininess is a property of the OCCUPANT, not of the species, so it is
-- resolved here beside the dex number and passed with it. A shiny
-- Rattata and an ordinary one are the same dex and different models.
--
-- Read off the battler rather than remembered, because Transform makes
-- the two disagree: a Ditto that copied a shiny Rattata wears the
-- Rattata's dex (session.transform above) and keeps its OWN shininess,
-- which is exactly what the games do.
local shiny = battler ~= nil and not session.transform[side]
and ShinyBattle.battlerIsShiny(battler)
mon:setSpecies(dex, shiny)
-- and tell the pack cache this one is standing there, every frame. Its
-- eviction order is keyed on LOADS, and a side only loads when its
-- species changes -- so without this a Pokemon that has been out for a
-- few turns is the least recently loaded thing in the cache and gets its
-- textures released out from under it the moment a fifth species enters
-- the battle (see StadiumPack.keep).
if mon.species then StadiumPack.keep(mon.species) end
-- the battle (see StadiumPack.keep). The shiny flag rides along: the
-- shiny and normal models are separate cache entries.
if mon.species then StadiumPack.keep(mon.species, mon.shiny) end
mon.visible = (mon.rig ~= nil) and onField(battle, side, mon)
and not (battler and battler.substituteHP)
-- LET'S GO capture mode: the player's model is out of the shot the
+41 -2
View File
@@ -26,6 +26,7 @@ local V = ...
local StadiumRom = V.require("StadiumRom")
local StadiumFragment = V.require("StadiumFragment")
local StadiumFx = V.require("StadiumFx")
local ShinyPalette = V.require("ShinyPalette")
local StadiumBuild = {}
@@ -661,7 +662,41 @@ function StadiumBuild.species(rom, fileno)
local ctx = StadiumBuild.contextTable(rows, #data.anims)
local bytes, height, floorY, radius =
StadiumBuild.pack(data, species, moveRows, ctx)
return { species = species, bytes = bytes, height = height,
-- ------- and the shiny, from the same extraction
--
-- ORDER MATTERS AND IS THE WHOLE TRICK. The normal pack is written FIRST,
-- off untouched texels, so `bytes` is bit-for-bit what it has always been
-- and tests/stadium_extract_test.lua keeps diffing green against the
-- Python oracle. Only then are the textures recoloured and the model
-- packed a second time. The oracle knows nothing about shiny and does not
-- need to: the format did not move, so there is no second implementation
-- to keep in step and no DSM4.
--
-- Recolouring HERE rather than at load is what makes the effect textures
-- separable. StadiumFx marks its generated frames `generated = true` and
-- the packer drops the field, so this is the last moment a flame is
-- distinguishable from a hide without inferring it back from the prim
-- table. A shiny Charizard has a shiny hide and an ordinary fire.
--
-- Failure is not fatal: a species whose colours we lack, or a transform
-- that throws, simply ships without a shiny variant and the runtime falls
-- back to the normal model. Losing a recolour is a blemish; losing the
-- install is a broken mod.
local shinyBytes
local ok, err = pcall(function()
local spec = ShinyPalette.forDex(species)
if not spec then return end
if ShinyPalette.recolorTextures(data.textures, spec) == 0 then return end
shinyBytes = StadiumBuild.pack(data, species, moveRows, ctx)
end)
if not ok and V and V.mod and V.mod.log then
V.mod.log.warn("shiny recolour failed for species %d: %s",
species, tostring(err))
end
return { species = species, bytes = bytes, shinyBytes = shinyBytes,
height = height,
floor = floorY, radius = radius, bones = #data.bones,
prims = #data.prims, anims = #data.anims,
warnings = data.warnings }
@@ -684,13 +719,17 @@ function StadiumBuild.job(rom, write, count)
local fileno = self.done
local ok, res, err = pcall(StadiumBuild.species, rom, fileno)
if ok and res then
local wrote, wErr = write(res.species, res.bytes)
local wrote, wErr = write(res.species, res.bytes, res.shinyBytes)
if not wrote then
self.error = wErr or ("could not write species " .. res.species)
self.done = self.total
return false
end
self.bytes = self.bytes + #res.bytes
if res.shinyBytes then
self.bytes = self.bytes + #res.shinyBytes
self.shiny = (self.shiny or 0) + 1
end
self.species = res.species
else
self.failed[#self.failed + 1] = fileno
+31 -2
View File
@@ -61,7 +61,14 @@ StadiumInstall.FORMAT = "DSM3"
-- is the hermite-animation decode fix: the five keyframe species (Pidgeot,
-- Dodrio, Exeggutor, Tangela, Magmar) come out garbled or bind-posed from
-- any rev-1 build.
StadiumInstall.REV = 2
--
-- Rev 3 adds the shiny variants (NNNs.dsm). The normal packs are unchanged
-- byte for byte, so this is exactly the case REV exists for and not a FORMAT
-- bump: nothing about DSM3 moved, there is simply a second file per species
-- that a rev-2 cache does not have. Without the bump a player who already
-- installed would keep a complete-looking cache with no shiny models in it,
-- and every shiny they met would silently show its normal colours.
StadiumInstall.REV = 3
StadiumInstall.COUNT = 151
@@ -211,12 +218,34 @@ local status = { state = "idle", done = 0, total = StadiumInstall.COUNT }
StadiumInstall.status = status
local function writePack(species, bytes)
-- The shiny variant rides beside its species as NNNs.dsm.
--
-- A separate FILE rather than a second block inside NNN.dsm, and that is a
-- deliberate trade. A second block would mean a new magic (DSM4), the same
-- change mirrored into tools/stadium_pack.py, a regenerated oracle and a
-- re-run of the 34MB byte diff -- the project's central safety net disturbed
-- for a feature that does not need the format to move at all. As its own
-- file it is the SAME DSM3 a normal pack is, written by the same writer and
-- read by the same reader, and the 151 normal packs stay byte-identical.
--
-- A species with no shiny variant simply has no NNNs.dsm, and StadiumPack
-- falls back to the normal model. That is also what a half-finished install
-- looks like, which is the behaviour we want from one.
local function writePack(species, bytes, shinyBytes)
local f = fs()
if not f then return false, "no filesystem" end
local ok, err = f.write(("%s/%03d.dsm"):format(StadiumInstall.DIR, species),
bytes)
if not ok then return false, tostring(err) end
if shinyBytes then
-- A failed shiny write is not a failed install: the species still has
-- its model. Left unwritten, the runtime shows the normal one.
local sok, serr = f.write(
("%s/%03ds.dsm"):format(StadiumInstall.DIR, species), shinyBytes)
if not sok and V.mod and V.mod.log then
V.mod.log.warn("shiny pack %03d not written: %s", species, tostring(serr))
end
end
return true
end
+22 -3
View File
@@ -179,6 +179,7 @@ function StadiumMon.new(side)
return setmetatable({
side = side, -- "player" or "enemy"
species = nil, -- the dex number currently modelled
shiny = false, -- and whether it is the recoloured variant
model = nil,
rig = nil,
state = "idle",
@@ -195,6 +196,9 @@ end
function StadiumMon:release()
if self.rig then self.rig:release() end
self.rig, self.model, self.species = nil, nil, nil
-- cleared with the species: a stale true here would make the next
-- setSpecies believe a shiny model was already loaded and early-return
self.shiny = false
end
-- ------- which species this side is showing
@@ -222,14 +226,29 @@ end
-- DATA rather than a list of dex numbers, so a future extraction bug that
-- corrupts a species' idle falls back to the sprite instead of coming
-- apart on the field -- and nothing here has to be edited when it does.
function StadiumMon:setSpecies(dex)
if dex == self.species then return self.rig ~= nil end
--
-- `shiny` is part of the IDENTITY, not a flag applied afterwards. The early
-- return below is keyed on it for that reason: a shiny Rattata and an
-- ordinary one share a dex number but are different models, loaded from
-- different packs, and comparing on the dex alone would keep whichever
-- loaded first and colour both sides with it. That is precisely the shape
-- of bug the two-Rattata note above describes, and it is silent -- the
-- model is valid, it is simply the wrong one.
function StadiumMon:setSpecies(dex, shiny)
shiny = shiny and true or false
if dex == self.species and shiny == (self.shiny or false) then
return self.rig ~= nil
end
if self.rig then self.rig:release() end
self.rig, self.model, self.species = nil, nil, dex
self.shiny = shiny
self.grow, self.grewOwn = nil, nil
if not dex then return false end
local model = StadiumPack.load(dex)
local model = StadiumPack.load(dex, shiny)
if not model then return false end
-- the pack falls back to the normal model when a species has no shiny
-- variant, so believe the model rather than the request
self.shiny = model.shiny and true or false
if model.staticPose then return false end
local rig = StadiumRig.new(model)
if not rig then return false end
+74 -20
View File
@@ -62,13 +62,22 @@ local floor = math.floor
StadiumPack.CACHE_DIR = "dramatic_shape/stadium"
StadiumPack.DIR = "assets/stadium"
local function readPack(species)
-- The shiny variant sits beside its species as NNNs.dsm -- the same DSM3,
-- written by the same writer, differing only in its texture bytes. See the
-- note over StadiumInstall's writePack for why it is a separate file and not
-- a second block in the pack.
local function packName(dir, species, shiny)
return shiny and ("%s/%03ds.dsm"):format(dir, species)
or ("%s/%03d.dsm"):format(dir, species)
end
local function readPack(species, shiny)
-- The cache only counts when StadiumInstall's marker says it is a
-- complete, CURRENT build -- an old cache (a rev the extractor has since
-- fixed, a format that moved) must not shadow a fresh shipped set, and a
-- half-written folder must not be read at all. Required lazily: Install
-- requires this module at load, so the reverse edge cannot be taken then.
local rel = ("%s/%03d.dsm"):format(StadiumPack.CACHE_DIR, species)
local rel = packName(StadiumPack.CACHE_DIR, species, shiny)
if love and love.filesystem and love.filesystem.getInfo
and V.require("StadiumInstall").ready() then
local okInfo, info = pcall(love.filesystem.getInfo, rel, "file")
@@ -80,7 +89,7 @@ local function readPack(species)
local mod = V.mod
if not (mod and mod.read) then return nil end
local ok, bytes = pcall(mod.read, mod,
("%s/%03d.dsm"):format(StadiumPack.DIR, species))
packName(StadiumPack.DIR, species, shiny))
if ok and type(bytes) == "string" and #bytes > 4 then return bytes end
return nil
end
@@ -474,8 +483,27 @@ end
-- ------- the cache
local cache = {} -- species -> model
local order = {} -- species, least recently used first
local cache = {} -- cache key -> model
local order = {} -- cache key, least recently used first
-- The key is the species for a normal model and species+SHINY for a shiny
-- one, so the two are separate entries that cannot overwrite each other.
--
-- They MUST be separate. The model table carries the decoded textures and
-- the lazily-built love Images hanging off them, and it is deliberately
-- shared by both sides and both VR eyes -- so a single entry per species
-- would mean a shiny Rattata and an ordinary one in the same fight fighting
-- over one texture set, and whichever loaded last would colour both.
local SHINY = 1000 -- clear of the 1..151 dex range
local function cacheKey(species, shiny)
if not species then return nil end
return shiny and (species + SHINY) or species
end
-- Four, because a mirror match between a shiny and a normal of the SAME
-- species is now two distinct models rather than one shared table, and both
-- sides must survive a fifth species being called out mid-fight. See keep().
StadiumPack.KEEP = 4
local function touch(species)
@@ -520,30 +548,48 @@ end
-- So the mode says, every frame, which two species are actually standing
-- there (see Stadium.update). With KEEP at 4 and two sides, the two in use
-- are always the two most recent and cannot reach the front of the queue.
function StadiumPack.keep(species)
if species and cache[species] then touch(species) end
function StadiumPack.keep(species, shiny)
local key = cacheKey(species, shiny)
if key and cache[key] then touch(key) end
end
-- Whether a pack for this species is on disk at all. Cheap enough to ask
-- before a battle commits to the mode, and the honest test: a mod
-- installed without its assets folder must decline rather than error.
function StadiumPack.available(species)
if cache[species] then return true end
return readPack(species) ~= nil
--
-- Asked WITHOUT the shiny flag on purpose by the callers that gate the mode:
-- whether a species can be modelled at all is a question about its normal
-- pack. A missing shiny variant does not disqualify the species, it just
-- means that one mon is drawn in its ordinary colours.
function StadiumPack.available(species, shiny)
local key = cacheKey(species, shiny)
if key and cache[key] then return true end
return readPack(species, shiny) ~= nil
end
-- The model for a National Dex number (1..151), or nil.
function StadiumPack.load(species)
--
-- `shiny` selects the recoloured variant. When a species has no shiny pack
-- -- an install from before rev 3, a recolour that failed at extraction, a
-- species we have no colours for -- this FALLS BACK to the normal model
-- rather than returning nil. The alternative is a shiny Pokemon that drops
-- to a flat 2D pic while its ordinary twin stands in 3D, which reads as a
-- bug; wrong colours read as a mod that has not finished installing.
function StadiumPack.load(species, shiny)
if not (species and species >= 1 and species <= 151) then return nil end
local hit = cache[species]
local key = cacheKey(species, shiny)
local hit = cache[key]
if hit ~= nil then
touch(species)
touch(key)
return hit or nil
end
local bytes = readPack(species)
local bytes = readPack(species, shiny)
if not bytes and shiny then
return StadiumPack.load(species, false)
end
if not bytes then
cache[species] = false
cache[key] = false
return nil
end
@@ -562,14 +608,22 @@ function StadiumPack.load(species)
return m
end)
if not ok then
V.mod.log:warn("stadium: %03d.dsm did not read: %s -- that Pokemon "
.. "falls back to its flat pic", species, tostring(model))
cache[species] = false
V.mod.log:warn("stadium: %s did not read: %s -- that Pokemon "
.. "falls back to its flat pic",
packName("", species, shiny):sub(2), tostring(model))
-- A corrupt SHINY pack must not cost the species its model: fall back to
-- the normal one, exactly as a missing file does above.
if shiny then
cache[key] = false
return StadiumPack.load(species, false)
end
cache[key] = false
return nil
end
cache[species] = model
touch(species)
model.shiny = shiny and true or nil
cache[key] = model
touch(key)
return model
end
+35
View File
@@ -88,6 +88,8 @@ local WorldCurve = V.require("WorldCurve")
local ViewBox = V.require("ViewBox")
local OverworldBattle = V.require("OverworldBattle")
local BattleExit = V.require("BattleExit")
local ShinyBattle = V.require("ShinyBattle")
local ShinyUI = V.require("ShinyUI")
local DayNight = V.require("DayNight")
local DayTint = V.require("DayTint")
local Water = V.require("Water")
@@ -1224,6 +1226,39 @@ end
-- so this file keeps naming every engine seam the mod touches.
OverworldBattle.install()
-- ------- shiny Pokemon
--
-- ON, always, with no row to switch it off: shininess is a property of the
-- Pokemon rather than a display mode, and a Pokemon that is shiny in one
-- player's save and not another's is not a Pokemon, it is a setting.
--
-- It rests on a fact the engine already ships. Gen 1 has no shininess of its
-- own, but it has the four DVs Gen 2 reads to decide it, and
-- src/pokemon/Stats.lua:90 carries that reading -- the engine's own comment
-- calls it "the RBY virtual shiny" and says it is there for indicator mods.
-- So nothing new is stored on a Pokemon and nothing has to migrate: every
-- save ever made already contains the answer, and this only starts drawing
-- it. See lib/Shiny.lua for why deriving beats storing.
--
-- Three seams, each in its own file with its own reasoning:
-- ShinyBattle wraps Pokemon.new, which is where every wild, gift,
-- starter and traded mon is built, so the roll lands before
-- the sprite is baked
-- ShinyUI the battle pics' tint and the status page's mark
-- ShinyFx the arrival sparkle (armed from Stadium.update)
--
-- The Stadium models need no seam here at all: their recolour happens at
-- extraction (lib/StadiumBuild.lua), and the battle simply asks for the
-- shiny pack.
ShinyBattle.install()
ShinyUI.install()
-- A save opened for the first time under this mod has shiny Pokemon in it
-- already -- they always did -- so refresh the cached flag across the party
-- rather than leaving it absent until each mon next changes.
mod.events:on("save.loaded", function() ShinyBattle.markParty() end)
mod.events:on("save.created", function() ShinyBattle.markParty() end)
-- ------- the free-roam rungs' inputs and their walk
--
-- 1ST and 3RD need two things no other rung does, and each is a named seam.
+643
View File
@@ -0,0 +1,643 @@
-- generated fixture: {dex, srcR,srcG,srcB, wantR,wantG,wantB}
return {
{6,222,131,123,160,165,185},
{6,189,115,41,105,96,134},
{6,16,16,8,12,11,13},
{6,115,57,24,60,58,81},
{6,230,139,57,131,122,165},
{6,213,164,74,139,126,161},
{6,41,32,24,31,30,35},
{6,8,49,57,39,37,26},
{6,82,41,8,39,36,54},
{6,246,172,74,152,138,182},
{6,172,98,32,92,84,120},
{6,65,49,24,43,39,50},
{6,213,131,123,157,161,179},
{6,156,156,148,152,151,153},
{6,255,246,156,209,193,218},
{6,205,164,74,137,123,156},
{6,24,90,90,65,61,49},
{6,172,98,24,88,80,116},
{6,123,24,24,61,68,86},
{6,16,90,82,62,55,44},
{6,230,148,65,137,127,168},
{6,139,74,24,72,67,96},
{6,156,90,41,89,84,113},
{6,123,131,131,128,127,126},
{6,246,164,90,157,148,188},
{6,222,139,57,128,119,160},
{6,98,57,16,52,47,67},
{6,32,131,131,94,87,69},
{6,148,90,32,82,76,105},
{6,197,123,115,146,149,166},
{6,222,106,106,150,157,178},
{6,238,222,106,176,156,188},
{6,32,41,32,38,35,36},
{6,32,90,90,68,64,54},
{6,32,49,49,43,41,38},
{6,82,16,16,41,45,57},
{6,189,189,189,189,189,189},
{6,148,90,41,86,81,108},
{6,8,16,24,17,18,14},
{6,90,98,139,114,121,108},
{42,123,41,115,16,15,26},
{42,90,131,148,26,33,28},
{42,90,156,189,27,42,32},
{42,57,8,57,5,5,11},
{42,123,106,197,30,44,46},
{42,115,148,222,29,55,46},
{42,98,57,98,17,17,22},
{42,49,65,74,14,17,15},
{42,197,189,205,46,50,53},
{42,32,164,230,20,46,27},
{42,41,205,246,19,52,24},
{42,74,131,164,24,35,28},
{42,90,98,189,27,42,40},
{42,41,156,197,20,40,24},
{42,98,90,180,27,40,40},
{42,24,115,164,15,32,20},
{42,164,189,205,39,53,44},
{42,164,106,180,30,33,42},
{42,74,148,213,25,47,34},
{42,82,139,156,25,34,27},
{42,90,180,230,25,55,34},
{42,74,115,139,23,31,25},
{42,49,189,230,21,49,26},
{42,65,82,98,18,22,20},
{42,172,115,189,31,35,45},
{42,49,123,189,21,39,28},
{42,172,197,197,42,50,42},
{42,189,74,164,28,25,41},
{42,65,57,123,18,26,27},
{42,49,16,49,6,6,10},
{42,32,57,74,11,16,12},
{42,65,156,222,23,49,33},
{42,106,98,189,29,43,43},
{42,222,213,222,51,51,58},
{42,172,197,205,41,53,44},
{42,238,238,238,60,60,60},
{42,189,197,205,46,53,49},
{42,41,8,49,5,6,10},
{42,49,0,49,3,3,9},
{42,205,213,213,50,55,50},
{79,139,82,57,28,18,31},
{79,90,74,57,21,16,21},
{79,246,106,74,48,17,63},
{79,222,131,123,46,27,59},
{79,156,131,82,36,24,34},
{79,213,90,90,38,24,52},
{79,222,197,148,62,31,57},
{79,230,205,148,66,29,58},
{79,213,189,156,58,34,56},
{79,197,189,139,51,33,44},
{79,180,106,90,37,26,42},
{79,230,115,115,43,24,62},
{79,148,82,82,29,24,34},
{79,246,156,156,50,24,76},
{79,24,8,8,4,3,5},
{79,131,65,41,25,14,29},
{79,213,98,82,40,23,51},
{79,49,32,8,10,4,10},
{79,123,74,49,25,16,27},
{79,57,32,24,11,8,13},
{79,180,57,65,28,20,39},
{79,164,82,57,32,19,36},
{79,148,106,82,32,24,34},
{79,230,123,106,47,23,61},
{79,238,115,98,47,21,63},
{79,246,115,98,49,19,67},
{79,238,139,131,49,24,68},
{79,139,82,49,29,16,31},
{79,246,131,106,53,20,68},
{79,197,98,74,38,23,45},
{79,213,106,98,41,25,53},
{79,172,98,90,34,26,40},
{79,197,98,82,38,24,46},
{79,123,57,32,23,12,26},
{79,189,189,180,48,44,46},
{79,213,213,213,53,53,53},
{79,115,106,82,27,22,26},
{79,74,32,32,13,10,17},
{79,148,74,57,28,19,33},
{79,238,246,238,72,60,49},
{146,172,131,0,231,152,197},
{146,205,82,0,234,162,229},
{146,57,57,156,183,215,205},
{146,106,24,0,216,132,227},
{146,24,24,32,162,177,172},
{146,74,65,123,183,206,202},
{146,213,172,82,230,199,219},
{146,205,90,16,230,172,226},
{146,246,197,8,235,179,209},
{146,41,24,82,153,205,203},
{146,255,230,115,245,212,229},
{146,246,213,41,237,189,213},
{146,74,90,131,188,208,196},
{146,189,189,189,230,230,230},
{146,115,74,0,227,135,199},
{146,246,123,0,236,175,226},
{146,197,131,8,231,165,210},
{146,180,123,0,232,154,205},
{146,106,115,65,204,182,186},
{146,98,32,0,225,129,226},
{146,255,180,0,237,177,215},
{146,205,156,16,230,172,206},
{146,197,156,74,225,196,215},
{146,74,57,148,182,214,209},
{146,255,123,0,237,177,228},
{146,115,57,0,227,135,212},
{146,246,255,222,253,245,245},
{146,106,65,0,227,132,200},
{146,98,16,0,210,129,226},
{146,230,189,16,232,179,207},
{146,255,230,41,240,190,212},
{146,255,246,32,239,187,207},
{146,213,156,41,227,187,214},
{146,222,123,0,235,167,220},
{146,164,98,0,231,150,209},
{146,148,49,8,223,151,226},
{146,90,65,0,225,127,187},
{146,255,213,16,238,182,211},
{146,24,32,49,156,191,168},
{146,255,180,16,238,182,218},
{96,131,82,57,175,159,190},
{96,32,32,8,173,102,161},
{96,197,156,0,213,138,216},
{96,148,115,41,191,152,197},
{96,57,57,41,160,144,158},
{96,131,115,8,203,121,200},
{96,65,57,16,180,115,180},
{96,148,57,57,167,162,196},
{96,131,32,49,142,142,195},
{96,139,98,32,185,144,197},
{96,123,82,49,175,152,189},
{96,213,213,213,234,234,234},
{96,139,90,65,179,165,192},
{96,131,90,57,178,159,190},
{96,164,148,98,200,185,201},
{96,139,98,8,193,124,205},
{96,106,98,49,183,150,182},
{96,115,90,24,186,132,193},
{96,115,98,32,188,139,190},
{96,57,49,24,166,126,170},
{96,172,131,8,204,135,210},
{96,65,57,49,158,149,163},
{96,106,98,82,178,169,180},
{96,49,49,32,159,136,155},
{96,180,139,8,206,138,211},
{96,131,123,90,189,176,189},
{96,156,148,123,201,193,201},
{96,106,90,8,199,113,198},
{96,148,115,24,195,140,201},
{96,115,115,123,186,188,186},
{96,106,65,57,164,155,181},
{96,255,197,0,219,159,223},
{96,230,222,205,238,233,239},
{96,115,98,57,181,156,185},
{96,180,172,131,211,199,211},
{96,148,123,57,192,162,196},
{96,230,180,0,216,150,220},
{96,156,115,0,202,122,211},
{96,172,123,32,195,152,205},
{96,123,82,57,174,157,188},
{140,49,49,49,101,101,101},
{140,255,8,131,174,155,151},
{140,139,82,32,135,138,118},
{140,123,0,8,124,113,96},
{140,230,24,24,169,162,149},
{140,32,24,8,81,85,73},
{140,230,156,156,212,210,205},
{140,82,0,0,106,98,83},
{140,131,82,24,128,132,111},
{140,74,0,0,103,95,80},
{140,222,172,172,214,212,209},
{140,82,74,82,123,121,122},
{140,197,106,106,182,179,173},
{140,246,49,74,184,175,165},
{140,255,16,123,177,159,154},
{140,156,24,57,143,129,120},
{140,156,82,8,135,139,111},
{140,255,131,156,214,208,203},
{140,222,213,205,224,225,223},
{140,82,49,16,106,109,92},
{140,205,172,172,207,206,204},
{140,230,172,172,217,215,212},
{140,230,82,115,188,180,174},
{140,255,82,189,198,183,182},
{140,222,156,90,185,187,175},
{140,180,98,16,145,150,125},
{140,238,115,123,202,197,190},
{140,65,8,16,100,92,82},
{140,172,74,82,161,157,151},
{140,255,172,197,228,223,220},
{140,197,57,65,166,160,152},
{140,205,131,49,164,166,152},
{140,57,57,57,106,106,106},
{140,131,32,49,134,125,115},
{140,57,32,32,101,98,94},
{140,123,8,41,125,110,100},
{140,246,32,82,178,167,158},
{140,164,98,32,144,147,127},
{140,255,0,90,171,155,147},
{140,255,106,172,206,195,192},
{23,139,106,16,46,41,75},
{23,172,131,24,58,53,94},
{23,106,8,24,29,50,57},
{23,246,197,49,85,73,149},
{23,255,213,41,88,69,153},
{23,238,180,16,74,64,126},
{23,222,123,131,101,139,158},
{23,246,213,82,99,81,165},
{23,156,106,172,93,115,97},
{23,90,16,24,29,44,50},
{23,164,90,98,85,99,106},
{23,213,164,41,77,71,119},
{23,115,74,98,65,77,75},
{23,230,189,106,98,92,160},
{23,115,65,123,62,79,67},
{23,222,172,74,87,82,140},
{23,213,172,90,93,88,139},
{23,255,213,57,91,73,161},
{23,156,115,164,96,113,101},
{23,222,156,8,63,56,116},
{23,123,82,123,71,83,76},
{23,98,49,115,52,71,55},
{23,106,74,65,58,63,70},
{23,180,180,180,135,135,135},
{23,115,49,90,52,71,67},
{23,98,57,90,52,64,59},
{23,180,123,180,102,125,112},
{23,90,65,41,42,44,56},
{23,238,172,24,73,66,130},
{23,222,164,8,65,56,116},
{23,131,106,41,55,52,77},
{23,180,139,164,110,129,126},
{23,32,8,24,12,18,17},
{23,213,164,24,71,62,115},
{23,131,74,148,73,94,77},
{23,65,0,16,15,30,34},
{23,139,106,49,59,58,83},
{23,189,139,24,62,57,103},
{23,131,65,74,64,78,83},
{23,65,49,0,18,15,34},
{114,205,197,197,197,197,205},
{114,180,180,189,180,189,180},
{114,123,123,230,123,230,123},
{114,205,205,255,205,255,205},
{114,189,49,74,49,74,189},
{114,222,213,222,213,222,222},
{114,82,82,205,82,205,82},
{114,131,131,238,131,238,131},
{114,82,82,164,82,164,82},
{114,230,230,255,230,255,230},
{114,41,41,32,41,32,41},
{114,148,32,57,32,57,148},
{114,65,65,90,65,90,65},
{114,172,172,180,172,180,172},
{114,123,123,213,123,213,123},
{114,238,230,238,230,238,238},
{114,41,41,49,41,49,41},
{114,238,238,238,238,238,238},
{114,205,197,205,197,205,205},
{114,230,230,222,230,222,230},
{114,90,90,90,90,90,90},
{114,255,255,238,255,238,255},
{114,106,106,238,106,238,106},
{114,246,106,131,106,131,246},
{114,49,49,123,49,123,49},
{114,16,16,41,16,41,16},
{114,255,255,246,255,246,255},
{114,8,8,16,8,16,8},
{114,205,82,106,82,106,205},
{114,205,205,213,205,213,205},
{114,32,32,24,32,24,32},
{114,41,49,106,49,106,41},
{114,41,41,98,41,98,41},
{114,123,123,148,123,148,123},
{114,156,148,205,148,205,156},
{114,156,41,57,41,57,156},
{114,222,90,106,90,106,222},
{114,57,57,65,57,65,57},
{114,123,123,205,123,205,123},
{114,82,74,82,74,82,82},
{134,197,205,213,212,197,213},
{134,205,222,230,224,205,230},
{134,213,222,238,238,213,236},
{134,32,90,90,58,32,90},
{134,164,189,189,175,164,189},
{134,65,90,131,131,65,126},
{134,32,139,172,128,32,172},
{134,156,172,189,188,156,189},
{134,255,246,148,148,255,187},
{134,0,8,16,15,0,16},
{134,24,41,82,82,24,73},
{134,57,148,180,144,57,180},
{134,123,197,197,156,123,197},
{134,148,197,205,182,148,205},
{134,24,8,0,5,24,0},
{134,65,90,148,148,65,136},
{134,164,213,222,199,164,222},
{134,41,74,123,123,41,119},
{134,8,16,65,65,8,47},
{134,213,222,156,156,222,195},
{134,74,57,32,32,74,34},
{134,65,106,148,144,65,148},
{134,24,41,98,98,24,82},
{134,115,123,123,119,115,123},
{134,49,90,98,79,49,98},
{134,131,172,197,186,131,197},
{134,0,24,16,3,0,24},
{134,32,82,98,78,32,98},
{134,156,180,205,203,156,205},
{134,148,213,222,190,148,222},
{134,139,197,205,177,139,205},
{134,32,49,98,98,32,85},
{134,82,98,148,148,82,134},
{134,41,49,115,115,41,90},
{134,222,230,230,226,222,230},
{134,106,106,115,115,106,111},
{134,32,57,106,106,32,98},
{134,32,106,148,126,32,148},
{134,32,90,131,118,32,131},
{134,41,90,139,134,41,139},
{143,82,106,90,105,123,120},
{143,148,115,98,154,149,125},
{143,230,222,213,230,230,221},
{143,139,65,65,149,121,94},
{143,16,0,8,63,15,15},
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{143,189,90,90,181,154,127},
{143,115,57,41,130,113,70},
{143,57,57,57,82,82,82},
{143,172,139,90,165,169,124},
{143,189,156,123,186,186,150},
{143,222,222,222,226,226,226},
{143,255,230,197,243,245,214},
{143,230,230,230,233,233,233},
{143,197,197,180,197,201,192},
{143,222,205,123,192,210,156},
{143,238,230,180,219,231,199},
{143,90,90,65,100,110,90},
{143,213,197,123,188,203,154},
{143,205,197,123,180,198,153},
{143,90,82,57,103,110,83},
{143,205,180,139,196,200,164},
{143,213,213,189,208,214,201},
{143,115,65,65,130,111,91},
{143,164,131,74,157,164,108},
{143,213,197,156,202,209,178},
{143,123,106,65,127,136,92},
{143,180,148,148,184,175,167},
{143,205,197,156,194,203,176},
{143,123,82,74,136,124,100},
{143,24,8,8,60,46,32},
{143,255,238,189,235,244,208},
{143,230,222,205,227,229,215},
{143,213,180,131,200,205,160},
{143,131,65,65,142,118,93},
{143,222,189,139,208,213,167},
{143,24,16,8,60,60,32},
{143,205,189,156,199,203,176},
{143,156,148,98,147,159,127},
{143,164,131,98,165,165,128},
{95,57,49,65,34,41,31},
{95,0,197,230,144,42,0},
{95,197,197,238,181,201,71},
{95,0,16,65,41,37,0},
{95,148,156,156,99,92,91},
{95,238,238,230,132,126,167},
{95,98,98,98,61,61,61},
{95,148,148,156,98,99,91},
{95,16,32,156,94,98,10},
{95,0,49,106,66,46,0},
{95,0,123,197,123,65,0},
{95,0,180,238,149,59,0},
{95,0,8,16,10,7,0},
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{95,65,74,82,51,47,41},
{95,189,197,197,128,115,113},
{95,0,90,197,123,85,0},
{95,106,115,131,82,79,66},
{95,0,139,205,128,60,0},
{95,131,123,148,85,94,76},
{95,0,24,49,31,20,0},
{95,0,8,98,57,61,0},
{95,98,98,115,70,72,61},
{95,139,139,139,87,87,87},
{95,49,49,57,35,36,31},
{95,0,74,131,82,48,0},
{95,115,106,131,74,82,66},
{95,0,115,197,123,70,0},
{95,156,148,180,106,121,84},
{95,123,123,139,86,87,77},
{95,0,41,156,98,86,0},
{95,0,106,172,108,57,0},
{95,16,57,156,98,85,10},
{95,0,115,148,93,35,0},
{95,205,205,230,164,176,96},
{95,131,139,156,100,96,80},
{95,189,197,205,140,128,106},
{95,98,106,131,82,80,61},
{95,213,213,246,194,216,71},
{95,24,32,32,20,16,15},
{35,180,74,65,180,65,123},
{35,197,82,82,197,82,140},
{35,172,131,131,172,131,152},
{35,65,41,41,65,41,53},
{35,213,230,230,213,230,230},
{35,172,74,65,172,65,119},
{35,148,164,164,148,164,164},
{35,148,106,98,148,98,123},
{35,90,65,57,90,57,74},
{35,57,57,156,57,57,156},
{35,222,164,164,222,164,193},
{35,255,222,222,255,222,238},
{35,8,8,0,1,8,0},
{35,148,148,156,148,148,156},
{35,49,41,16,15,52,10},
{35,222,246,238,222,246,238},
{35,148,82,90,148,82,115},
{35,57,8,8,57,8,33},
{35,131,131,131,131,131,131},
{35,255,189,197,255,189,222},
{35,205,90,82,205,82,144},
{35,230,197,197,230,197,214},
{35,238,139,139,238,139,189},
{35,180,115,115,180,115,148},
{35,65,57,57,65,57,57},
{35,172,139,131,172,131,152},
{35,131,32,24,131,24,78},
{35,65,49,8,9,69,0},
{35,41,24,8,8,44,2},
{35,180,139,123,180,123,152},
{35,98,123,123,98,123,123},
{35,41,41,115,41,41,115},
{35,106,16,16,106,16,61},
{35,106,131,131,106,131,131},
{35,16,16,24,16,16,24},
{35,156,139,139,156,139,139},
{35,123,32,24,123,24,74},
{35,49,24,24,49,24,37},
{35,16,16,41,16,16,41},
{35,189,164,172,189,164,176},
{36,230,148,172,230,148,189},
{36,255,148,164,255,148,202},
{36,156,123,123,156,123,123},
{36,189,156,148,189,148,169},
{36,98,41,24,98,24,61},
{36,74,0,0,74,0,37},
{36,148,82,74,148,74,111},
{36,65,49,49,65,49,49},
{36,238,197,180,238,180,209},
{36,230,180,172,230,172,201},
{36,24,16,16,24,16,20},
{36,246,148,164,246,148,197},
{36,180,156,156,180,156,156},
{36,49,49,49,49,49,49},
{36,222,189,189,222,189,206},
{36,98,90,90,98,90,90},
{36,148,131,123,148,131,123},
{36,222,222,222,222,222,222},
{36,222,189,180,222,180,201},
{36,213,156,156,213,156,185},
{36,222,180,180,222,180,201},
{36,197,123,115,197,115,156},
{36,230,139,156,230,139,185},
{36,115,90,90,115,90,90},
{36,32,8,8,32,8,20},
{36,65,49,41,65,41,53},
{36,8,0,0,8,0,4},
{36,98,32,32,98,32,65},
{36,164,98,98,164,98,131},
{36,106,98,90,106,98,90},
{36,230,205,197,230,197,214},
{36,246,213,205,246,205,226},
{36,164,148,148,164,148,148},
{36,238,164,189,238,164,201},
{36,156,131,123,156,131,123},
{36,230,172,180,230,172,201},
{36,24,8,8,24,8,16},
{36,106,90,90,106,90,90},
{36,213,197,189,213,189,201},
{36,246,172,156,246,156,201},
{39,255,189,197,250,194,250},
{39,222,255,255,240,255,222},
{39,139,131,139,139,131,139},
{39,74,148,139,115,154,68},
{39,222,246,246,235,248,220},
{39,131,156,148,131,156,148},
{39,41,82,82,64,85,38},
{39,189,90,98,182,97,182},
{39,180,139,148,177,142,177},
{39,205,123,131,199,129,199},
{39,180,148,156,178,150,178},
{39,74,164,148,124,171,67},
{39,230,230,238,234,239,229},
{39,106,197,189,157,204,99},
{39,74,90,90,74,90,90},
{39,230,139,148,223,146,223},
{39,41,98,82,73,102,37},
{39,246,156,164,239,163,239},
{39,180,197,197,180,197,197},
{39,139,90,106,135,94,135},
{39,32,74,74,55,77,29},
{39,131,82,90,127,86,127},
{39,32,106,90,73,112,26},
{39,164,189,189,178,191,162},
{39,41,115,98,82,121,35},
{39,246,172,172,240,178,240},
{39,131,205,197,172,211,125},
{39,197,106,106,190,113,190},
{39,98,65,74,96,67,96},
{39,205,246,246,228,249,202},
{39,98,172,156,139,178,92},
{39,106,180,172,147,186,100},
{39,24,57,57,42,59,22},
{39,172,197,197,186,199,170},
{39,115,139,148,115,139,148},
{39,32,106,98,73,112,26},
{39,230,180,197,226,184,226},
{39,57,90,82,75,92,55},
{39,74,148,131,115,154,68},
{39,189,238,238,216,242,185},
{40,164,123,131,161,126,161},
{40,139,131,131,139,131,131},
{40,156,139,139,156,139,139},
{40,222,164,180,218,168,218},
{40,222,205,205,221,206,221},
{40,255,238,246,254,239,254},
{40,230,164,164,225,169,225},
{40,131,131,131,131,131,131},
{40,197,115,123,191,121,191},
{40,82,106,106,82,106,106},
{40,230,172,189,226,176,226},
{40,148,156,164,148,156,164},
{40,74,90,90,74,90,90},
{40,82,156,139,123,162,76},
{40,164,115,131,160,119,160},
{40,82,49,65,80,51,80},
{40,65,106,106,88,109,62},
{40,74,98,98,74,98,98},
{40,189,106,106,183,112,183},
{40,222,246,246,235,248,220},
{40,222,197,205,220,199,220},
{40,115,139,148,115,139,148},
{40,238,246,246,242,247,237},
{40,74,131,123,106,135,70},
{40,156,115,131,153,118,153},
{40,82,115,115,100,117,80},
{40,230,148,148,224,154,224},
{40,148,213,205,184,218,143},
{40,246,189,197,242,193,242},
{40,139,156,164,139,156,164},
{40,172,189,197,186,199,170},
{40,230,172,180,226,176,226},
{40,164,131,139,162,133,162},
{40,205,148,156,201,152,201},
{40,238,246,238,238,246,238},
{40,156,115,123,153,118,153},
{40,156,106,123,152,110,152},
{40,197,131,131,192,136,192},
{40,255,164,164,248,171,248},
{40,131,172,164,154,175,128},
{130,123,197,230,220,80,70},
{130,230,222,180,230,222,180},
{130,255,222,131,255,222,131},
{130,57,131,180,148,53,47},
{130,106,82,41,106,82,41},
{130,98,180,238,232,56,43},
{130,65,90,98,80,55,53},
{130,189,172,123,189,172,123},
{130,65,123,148,121,58,53},
{130,221,221,221,221,221,221},
{130,57,82,106,87,49,47},
{130,222,222,222,222,222,222},
{130,189,164,106,189,164,106},
{130,85,85,85,85,85,85},
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{130,115,189,230,221,73,62},
{130,189,164,74,189,164,74},
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{130,205,180,90,205,180,90},
{130,82,57,16,82,57,16},
{130,238,90,106,238,90,106},
{130,156,180,164,156,180,164},
{130,82,98,106,82,98,106},
{130,164,230,246,239,106,97},
{130,133,133,133,133,133,133},
{130,156,131,57,156,131,57},
{130,90,49,106,87,43,40},
{130,98,115,98,98,115,98},
{130,98,98,65,98,98,65},
{130,148,49,65,148,49,65},
{130,156,156,156,156,156,156},
{130,49,49,82,67,42,40},
{130,230,222,230,230,222,230},
{130,153,153,153,153,153,153},
{130,255,230,255,255,150,143},
{130,8,82,131,107,13,7},
{130,139,213,255,255,81,68},
{130,32,16,32,26,14,13},
{130,164,57,65,164,57,65},
{130,82,82,32,82,82,32},
}
+304
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@@ -0,0 +1,304 @@
-- The shiny system, headless.
--
-- luajit mods/DramaticShapeVoxelMod/tests/shiny_test.lua [--mod=DIR]
--
-- Run from the PROJECT ROOT (it requires src.pokemon.Stats, the engine's own
-- shiny predicate -- the point being that we agree with the engine rather
-- than carry a second copy of the rule).
--
-- Two halves:
--
-- the DV model that a decided mon really does satisfy the Gen 2
-- pattern, that a miss really does not, that the odds
-- are the number they claim, and that the derived HP DV
-- is kept legal.
-- the recolour against a fixture of real (normal, shiny) colour
-- pairs lifted from the verified texture set, so the
-- Lua transform is checked against the Python that
-- produced the shipped colours rather than against
-- itself.
package.path = "./?.lua;./?/init.lua;" .. package.path
local args = {}
for _, a in ipairs({ ... }) do
local k, v = a:match("^%-%-([%w_]+)=(.*)$")
if k then args[k] = v else args[a:gsub("^%-%-", "")] = true end
end
local MOD = args.mod or "mods/DramaticShapeVoxelMod"
-- ------- the mod namespace, enough of it
local loaded = {}
local V = {}
function V.require(name)
if loaded[name] == nil then
loaded[name] = assert(loadfile(MOD .. "/lib/" .. name .. ".lua"))(V)
end
return loaded[name]
end
function V.data(name)
return assert(loadfile(MOD .. "/data/" .. name .. ".lua"))(V)
end
V.mod = { log = { warn = function() end, info = function() end } }
local Shiny = V.require("Shiny")
local ShinyPalette = V.require("ShinyPalette")
local Stats = require("src.pokemon.Stats")
-- ------- a tiny harness
local pass, fail = 0, 0
local function ok(cond, what)
if cond then
pass = pass + 1
else
fail = fail + 1
io.write("FAIL: " .. what .. "\n")
end
end
local function eq(got, want, what)
ok(got == want, ("%s (got %s, want %s)")
:format(what, tostring(got), tostring(want)))
end
-- always-hit and always-miss stand-ins for the odds roll
local function hit() return 1 end
local function miss() return 2 end
local function mon(dvs, level, species)
return { species = species, level = level, dvs = dvs,
statExp = { hp = 0, attack = 0, defense = 0, speed = 0, special = 0 } }
end
-- ------- the DV model
do
local m = mon({ attack = 0, defense = 0, speed = 0, special = 0, hp = 0 })
Shiny.decide(m, hit)
ok(Shiny.isShiny(m), "a hit produces a mon the ENGINE calls shiny")
ok(Stats.isShiny(m.dvs), "and the engine's own predicate agrees")
eq(m.dvs.defense, 10, "defense pinned to 10")
eq(m.dvs.speed, 10, "speed pinned to 10")
eq(m.dvs.special, 10, "special pinned to 10")
eq(m.shiny, true, "the cached flag is set")
end
do
-- nearest legal Attack, so a shiny encounter is not also a stat reroll
local cases = { [0] = 2, [4] = 3, [5] = 6, [9] = 10, [13] = 14, [15] = 15 }
for from, want in pairs(cases) do
local m = mon({ attack = from, defense = 0, speed = 0, special = 0, hp = 0 })
Shiny.decide(m, hit)
eq(m.dvs.attack, want, ("attack %d moves to the nearest legal %d")
:format(from, want))
end
end
do
-- the HP DV is derived from the low bits of the other four; a write that
-- forgets to resync it produces a mon no real game could make
for atk = 0, 15 do
local m = mon({ attack = atk, defense = 3, speed = 7, special = 1, hp = 0 })
Shiny.decide(m, hit)
local want = (m.dvs.attack % 2) * 8 + (m.dvs.defense % 2) * 4
+ (m.dvs.speed % 2) * 2 + (m.dvs.special % 2)
eq(m.dvs.hp, want, "HP DV stays derived from the other four")
end
end
do
-- a MISS must not leave an accidentally-shiny mon shiny, or the rate is
-- the requested one and 1/8192 in parallel
local m = mon({ attack = 2, defense = 10, speed = 10, special = 10, hp = 8 })
ok(Stats.isShiny(m.dvs), "fixture starts out shiny by luck")
Shiny.decide(m, miss)
ok(not Shiny.isShiny(m), "a miss clears an accidentally-shiny mon")
eq(m.shiny, nil, "and clears the cached flag rather than storing false")
end
do
-- the odds are the number they claim. 1/1 must be every time; a large
-- denominator must essentially never fire on a fixed stub.
local saved = Shiny.ODDS_DENOM
Shiny.setOdds(1)
local m = mon({ attack = 0, defense = 0, speed = 0, special = 0, hp = 0 })
Shiny.decide(m, function(_, hi) return math.random(1, hi) end)
ok(Shiny.isShiny(m), "odds of 1 make every mon shiny")
Shiny.setOdds(0)
eq(Shiny.ODDS_DENOM, 1, "a denominator below 1 is refused")
Shiny.setOdds(saved)
eq(Shiny.ODDS_DENOM, saved, "and a sane one is accepted")
end
do
-- stats must follow the DVs, and a full-health mon must stay full: a wild
-- mon that appears at less than full HP is visible in the first frame
local Data = require("src.core.Data")
local haveData = type(Data) == "table" and type(Data.pokemon) == "table"
and Data.pokemon.PIKACHU ~= nil
if haveData then
local m = mon({ attack = 0, defense = 0, speed = 0, special = 0, hp = 0 },
10, "PIKACHU")
m.stats = Stats.calc(Data.pokemon.PIKACHU, 10, m.dvs, m.statExp)
m.hp = m.stats.hp
local before = m.stats.hp
Shiny.decide(m, hit)
ok(m.stats.hp >= before, "max HP tracks the raised DVs")
eq(m.hp, m.stats.hp, "a full-health mon stays full after a restat")
else
io.write("note: no ROM-backed data; skipped the restat check\n")
end
end
-- ------- the recolour
do
eq(type(ShinyPalette.forDex(6)), "table", "colours load for Charizard")
local ch = ShinyPalette.forDex(6)
eq(ch.slide.h, -136, "Charizard's hue slide is the Stadium value")
eq(ch.slide.s, -6, "and its saturation step")
ok(ShinyPalette.forDex(130).lut ~= nil,
"Gyarados carries an explicit table, not a slide")
ok(ShinyPalette.forDex(6).lut == nil, "and Charizard does not")
end
do
-- alpha is never touched, and a texture with nothing to do comes back
-- unchanged rather than rebuilt
local fn = ShinyPalette.transform(ShinyPalette.forDex(6))
local px = string.char(222, 131, 123, 77) .. string.char(0, 0, 0, 0)
local out = ShinyPalette.recolorTexels(px, fn)
eq(#out, #px, "the texel string keeps its length")
eq(out:byte(4), 77, "alpha survives the transform")
eq(out:byte(8), 0, "and so does a fully transparent texel's alpha")
end
do
local fixture = loadfile(MOD .. "/tests/shiny_palette_fixture.lua")
if not fixture then
io.write("note: no colour fixture; skipped the cross-check\n")
else
local rows = fixture()
local worst, bad = 0, 0
for _, r in ipairs(rows) do
local fn = ShinyPalette.transform(ShinyPalette.forDex(r[1]))
local gr, gg, gb = r[2], r[3], r[4]
if fn then gr, gg, gb = fn(r[2], r[3], r[4]) end
local d = math.max(math.abs(gr - r[5]), math.abs(gg - r[6]),
math.abs(gb - r[7]))
if d > worst then worst = d end
if d > 2 then bad = bad + 1 end
end
eq(bad, 0, ("%d colour pairs reproduce the shipped textures"):format(#rows))
-- a unit or two of drift is the two languages' float rounding; more than
-- that means the colour model itself has diverged
ok(worst <= 2, ("worst channel drift is %d, within rounding"):format(worst))
end
end
-- ------- the read side
--
-- The extraction writes NNNs.dsm beside NNN.dsm; this is the other half of
-- that contract. Driven off a directory of real packs when one is given
-- (--packs=DIR, e.g. the extract test's --out), because the interesting
-- cases are a shiny pack that EXISTS and one that does not, and both have
-- to be real files for the fallback to be worth testing.
if args.packs then
local Vp = { mod = { log = { warn = function() end, info = function() end } } }
local loadedP = {}
function Vp.require(name)
if loadedP[name] == nil then
loadedP[name] = assert(loadfile(MOD .. "/lib/" .. name .. ".lua"))(Vp)
end
return loadedP[name]
end
-- stand in for the mod's own reader, pointed at the pack directory
function Vp.mod:read(rel)
local name = rel:match("([^/]+)$")
local fp = io.open(args.packs .. "/" .. name, "rb")
if not fp then return nil end
local b = fp:read("*a")
fp:close()
return b
end
local StadiumPack = Vp.require("StadiumPack")
StadiumPack.DIR = "."
local normal = StadiumPack.load(6, false)
local shiny = StadiumPack.load(6, true)
ok(normal ~= nil, "the normal Charizard pack loads")
ok(shiny ~= nil, "and so does the shiny one")
if normal and shiny then
eq(shiny.shiny, true, "the shiny model is flagged as such")
eq(normal.shiny, nil, "and the normal one is not")
ok(normal ~= shiny, "they are SEPARATE models, not one shared table")
eq(#normal.prims, #shiny.prims, "same geometry")
eq(normal.texCount, shiny.texCount, "same texture count")
-- the point of the whole exercise: different pixels
local differs = false
for i = 1, math.min(#normal.textures, #shiny.textures) do
if normal.textures[i].rgba ~= shiny.textures[i].rgba then
differs = true
break
end
end
ok(differs, "and different texels")
end
-- a species with no shiny pack must fall back rather than vanish: that is
-- what an install from before rev 3 looks like
local missing = StadiumPack.load(999, true)
eq(missing, nil, "an out-of-range species is still nil")
end
-- ------- end to end, through the engine's own constructor
--
-- The wrap is the whole feature: if Pokemon.new does not carry the verdict,
-- nothing downstream has anything to draw. Exercised against the real
-- constructor and the fixture dataset rather than a stub, because what is
-- being tested is precisely that we hooked the thing the game calls.
do
local okKit, T = pcall(require, "tests.modkit")
local Data = okKit and T.fixtures and T.fixtures.load()
local okPk, Pokemon = pcall(require, "src.pokemon.Pokemon")
local species = Data and Data.pokemon
and (Data.pokemon.PIKACHU and "PIKACHU"
or next(Data.pokemon))
if not (okKit and okPk and species) then
io.write("note: no fixture dataset; skipped the end-to-end check\n")
else
local ShinyBattle = V.require("ShinyBattle")
ShinyBattle.install()
ShinyBattle.install() -- twice: the wrap must not stack
local saved = Shiny.ODDS_DENOM
Shiny.setOdds(1)
local m = Pokemon.new(Data, species, 7)
ok(Shiny.isShiny(m), "a mon built at odds 1 comes out shiny")
eq(m.shiny, true, "and carries the flag")
eq(m.hp, m.stats.hp, "and is at full health despite the restat")
ok(Stats.isShiny(m.dvs), "and the ENGINE agrees it is shiny")
-- and at long odds it essentially never is: 400 draws at 1/8192 would
-- fire about 5% of the time, so a single failure here is signal
Shiny.setOdds(8192)
local shinies = 0
for _ = 1, 400 do
if Shiny.isShiny(Pokemon.new(Data, species, 7)) then
shinies = shinies + 1
end
end
ok(shinies <= 2, ("400 mons at 1/8192 produced %d shinies")
:format(shinies))
Shiny.setOdds(saved)
end
end
io.write(("\n%d passed, %d failed\n"):format(pass, fail))
os.exit(fail == 0 and 0 or 1)
+50 -3
View File
@@ -1,12 +1,17 @@
-- The Lua ROM extractor, against the Python packer that is its oracle.
--
-- luajit mods/DramaticShapeVoxelMod/tests/stadium_extract_test.lua \
-- [--rom=PATH] [--oracle=DIR] [--only=25,6] [--out=DIR]
-- [--rom=PATH] [--oracle=DIR] [--only=25,6] [--out=DIR] [--mod=DIR]
--
-- Run from the PROJECT ROOT. Defaults: the ROM under
-- model_extract/baseroms/, the oracle in assets/stadium (whatever
-- tools/stadium_pack.py last wrote there).
--
-- --mod points at the mod directory whose lib/ is under test. It exists for
-- worktrees: the ROM and the packs are both gitignored, so a worktree has
-- neither, and without this the test would load the SHARED checkout's
-- modules while claiming to test the branch's.
--
-- ------- what this is for
--
-- lib/StadiumRom, StadiumFragment, StadiumFx and StadiumBuild are a port of
@@ -30,7 +35,7 @@ for _, a in ipairs({ ... }) do
if k then args[k] = v else args[a:gsub("^%-%-", "")] = true end
end
local MOD = "mods/DramaticShapeVoxelMod"
local MOD = args.mod or "mods/DramaticShapeVoxelMod"
local ROM = args.rom or (MOD .. "/model_extract/baseroms/us/baserom.z64")
local ORACLE = args.oracle or (MOD .. "/assets/stadium")
@@ -46,6 +51,9 @@ function V.require(name)
return loaded[name]
end
V.mod = { log = { warn = function() end, info = function() end } }
-- the mod's own directory, so a module that loads a data file finds it
-- relative to the MOD rather than to wherever this was run from
V.path = MOD
local StadiumRom = V.require("StadiumRom")
local StadiumBuild = V.require("StadiumBuild")
@@ -79,6 +87,7 @@ if args.only then
end
local checked, matched, missing, failed = 0, 0, 0, 0
local shinyOk, shinyMissing, shinyBad = 0, 0, 0
local firstBad = nil
local t0 = os.clock()
@@ -93,6 +102,28 @@ for fileno = 0, StadiumRom.N_POKEMON - 1 do
if args.out then
local fp = io.open(("%s/%03d.dsm"):format(args.out, res.species), "wb")
if fp then fp:write(res.bytes) fp:close() end
-- the shiny variant too, so the pair can be diffed out of process
if res.shinyBytes then
local sp = io.open(("%s/%03ds.dsm"):format(args.out, res.species), "wb")
if sp then sp:write(res.shinyBytes) sp:close() end
end
end
-- The shiny pack is the same DSM3 with recoloured texels, so it must be
-- exactly as long and must actually differ. A species that produced none
-- is counted rather than failed: it ships without a recolour and the
-- runtime falls back to its normal model.
if not res.shinyBytes then
shinyMissing = shinyMissing + 1
elseif #res.shinyBytes ~= #res.bytes then
shinyBad = shinyBad + 1
io.write(("species %d: shiny pack is %d bytes, normal is %d\n")
:format(res.species, #res.shinyBytes, #res.bytes))
elseif res.shinyBytes == res.bytes then
shinyBad = shinyBad + 1
io.write(("species %d: shiny pack is identical to normal\n")
:format(res.species))
else
shinyOk = shinyOk + 1
end
local want = readFile(("%s/%03d.dsm"):format(ORACLE, res.species))
if not want then
@@ -119,8 +150,24 @@ io.write(("\n%d checked, %d identical, %d differ, %d oracle files missing, "
.. "%d extractions failed (%.1fs)\n")
:format(checked, matched, checked - matched - missing, missing,
failed, os.clock() - t0))
io.write(("shiny: %d recoloured, %d without a variant, %d malformed\n")
:format(shinyOk, shinyMissing, shinyBad))
if matched == checked and failed == 0 and missing == 0 then
-- NONE recoloured is a failure, not a quiet zero. It is what a missing or
-- unfindable data/shiny_colors.lua looks like, and the first version of this
-- test reported PASS through exactly that: 151 species built, every one of
-- them without a shiny variant, and nothing in the output that read as
-- wrong. A count of zero is now as loud as a malformed pack.
if checked > 0 and shinyOk == 0 then
io.write("NO SPECIES RECOLOURED -- data/shiny_colors.lua was not found\n")
shinyBad = shinyBad + 1
end
-- The oracle diff is the load-bearing assertion and is unchanged: the shiny
-- pass must not have moved a single byte of the normal packs. The shiny
-- counters are additional, and a malformed variant fails the run -- a pack
-- of the wrong length would be read as a corrupt model at runtime.
if matched == checked and failed == 0 and missing == 0 and shinyBad == 0 then
io.write("PASS -- the Lua extractor reproduces the packer exactly\n")
os.exit(0)
end
+153
View File
@@ -0,0 +1,153 @@
"""Emit the mod's data/shiny_colors.lua from the validated Stadium tables.
PROVENANCE. data/shiny_colors.lua is 62KB of generated data and this is
where it came from, so it is checked in even though its INPUTS are not:
they live under .claude/shiny_stadium/ (the research tree: the transcribed
Stadium colour table, the extracted texture pairs, the inventory that marks
which textures are effects), and that path is gitignored along with
everything else derived from the ROM.
So this will not run from a fresh clone, and it is not meant to -- the Lua
it writes is the shipped artefact. It is here to record HOW the numbers were
arrived at, and to be re-runnable by anyone who still has the research tree.
The values themselves are the Stadium games' own: a hue rotation in degrees
plus saturation and lightness on a quantized -8..+8 scale at 12.5% a step.
The column order in the source table is H, L, S -- hue, LIGHTNESS,
saturation -- which was checked against the canonical pokeemerald palettes
across all 146 sliding species before being trusted.
Two kinds of entry, because Stadium itself has two kinds of shiny:
slide {h, l, s} the 146 species Stadium recolours by sliding the whole
model in HSL. h is degrees; l and s are Stadium's
-8..+8 steps at 12.5% each. Three numbers reproduce the
whole model, so this is data-cheap and exact.
lut {from = to} the 5 species Stadium ships a genuine alternate texture
for (Clefairy, Clefable, Jigglypuff, Wigglytuff,
Gyarados). No slide can express those -- Jigglypuff's
body must stay pink while its irises rotate to green --
so they carry an explicit colour mapping, sampled from
the verified texture pairs. Exact by construction, and
only the colours that actually change are listed.
"""
import json
import os
from PIL import Image
SS = r"C:\Users\blcha\Desktop\DRAMATIC_SHAPE\pokemon-gen1-recomp-project\mods\DramaticShapeVoxelMod\.claude\shiny_stadium"
OUT = r"C:\Users\blcha\Desktop\DRAMATIC_SHAPE\pokemon-gen1-recomp-project\mods\DramaticShapeVoxelMod\.claude\worktrees\shiny-system\data\shiny_colors.lua"
vals = json.load(open(os.path.join(SS, "stadium_shiny_values.json"), encoding="utf-8"))
V = vals["species"]
inv = json.load(open(os.path.join(SS, "texture_inventory.json"), encoding="utf-8"))
models = inv["models"] if isinstance(inv, dict) and "models" in inv else inv
if isinstance(models, dict):
models = list(models.values())
kind = {}
for m in models:
dex = str(m.get("dex") or m.get("species") or "").zfill(3)
for t in m.get("textures", []):
kind[(dex, int(t.get("index", -1)))] = t.get("kind", "body")
TEX = os.path.join(SS, "textures")
slugs = {d.split("_")[0]: d for d in os.listdir(os.path.join(TEX, "normal"))}
def lut_for(dex):
"""Distinct colour mapping over this species' BODY textures only.
fx textures are excluded exactly as the build excluded them: a shiny
Gyarados has shiny scales and an ordinary Hyper Beam.
"""
d = slugs[dex]
pairs = {}
for fn in sorted(os.listdir(os.path.join(TEX, "normal", d))):
idx = int(fn.replace("tex_", "").replace(".png", ""))
if kind.get((dex, idx), "body") != "body":
continue
a = Image.open(os.path.join(TEX, "normal", d, fn)).convert("RGBA")
b = Image.open(os.path.join(TEX, "shiny", d, fn)).convert("RGBA")
if a.size != b.size:
continue
pa, pb = a.load(), b.load()
for y in range(a.size[1]):
for x in range(a.size[0]):
ca, cb = pa[x, y], pb[x, y]
if ca[3] < 8:
continue
pairs.setdefault(ca[:3], cb[:3])
return {k: v for k, v in pairs.items() if k != v}
lines = []
w = lines.append
w("-- Shiny colours for the 151 Stadium models, as the Stadium games define")
w("-- them. GENERATED -- do not hand-edit. The colour model is documented in")
w("-- the header of lib/ShinyPalette.lua.")
w("--")
w("-- Stadium does not ship a second set of textures for a shiny Pokemon. It")
w("-- slides the colours it already has in HSL: a hue rotation in degrees,")
w("-- plus saturation and lightness on a quantized -8..+8 scale where one")
w("-- step is 12.5% (so +-8 is +-100%, exactly GIMP's Hue-Saturation range --")
w("-- s = -8 is full greyscale, l = +8 is white).")
w("--")
w("-- FIVE SPECIES ARE DIFFERENT. Clefairy, Clefable, Jigglypuff, Wigglytuff")
w("-- and Gyarados get a genuine alternate texture in Stadium, because no")
w("-- single slide can produce their shiny: Jigglypuff's body must stay pink")
w("-- while its irises rotate to green, and one rotation moves both or")
w("-- neither. Those five carry `lut` -- an explicit before/after colour")
w("-- mapping sampled from the verified texture pairs, listing only the")
w("-- colours that actually change. A colour absent from the table is left")
w("-- exactly as it was.")
w("--")
w("-- hueRange is the min/max hue a NON-shiny nicknamed mon can slide to in")
w("-- Stadium (derived from the trainer ID and the nickname). Carried for")
w("-- reference; nothing reads it today.")
w("")
w("return {")
n_slide = n_lut = n_entries = 0
for dex in sorted(V):
e = V[dex]
hr = e["hue_range"]
w(" [%d] = {" % int(dex))
w(' name = "%s",' % e["name"])
w(" hueRange = { min = %d, max = %d }," % (hr["min"], hr["max"]))
if e["special_texture"]:
n_lut += 1
lut = lut_for(dex)
n_entries += len(lut)
w(" -- Stadium ships a real alternate texture for this one; %d"
% len(lut))
w(" -- colours move, every other colour stays exactly as it was.")
w(" lut = {")
row = []
for src in sorted(lut):
dst = lut[src]
row.append("[0x%02X%02X%02X]=0x%02X%02X%02X,"
% (src[0], src[1], src[2], dst[0], dst[1], dst[2]))
if len(row) == 4:
w(" " + " ".join(row))
row = []
if row:
w(" " + " ".join(row))
w(" },")
else:
n_slide += 1
h = e["hsl"]
w(" slide = { h = %d, l = %d, s = %d }," % (h["h"], h["l"], h["s"]))
w(" },")
w("}")
os.makedirs(os.path.dirname(OUT), exist_ok=True)
open(OUT, "w", encoding="utf-8").write("\n".join(lines) + "\n")
print("wrote", OUT)
print("slide species:", n_slide, " lut species:", n_lut,
" lut entries:", n_entries)
print("bytes:", os.path.getsize(OUT))