shiny Pokemon, on by default

Gen 1 has no shininess of its own, but it has the four DVs Gen 2 reads to
decide it -- and the engine already ships that reading (Stats.isShiny, its
own comment calling it "the RBY virtual shiny", allowlisted for mods
precisely so an indicator mod can call it). Nothing new is stored on a
Pokemon and nothing migrates: every save already contains the answer, and
this starts drawing it. Random DVs land on the pattern 1 in 8192, which is
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 with no second copy of the truth to drift. mon.shiny
is a cache written from the DVs, never read as the source.

The roll goes in Pokemon.new -- every wild, gift, starter and traded mon is
built there, and it is before the battle bakes its sprite, which
battle.started is already too late for. It draws from the mod's own random
stream so installing this does not shift the sequence damage rolls and
encounter slots come out of. Trainers stay ordinary by themselves: the
engine pins their DVs, as the real games do.

The models are genuinely recoloured, as part of the extraction. Each
species is decoded once, packed as usual, then recoloured and packed again
as NNNs.dsm. The colours are Stadium's own HSL slide (hue in degrees,
saturation and lightness on a -8..+8 scale at 12.5% a step); five species
carry an explicit colour table instead, because Stadium gives them a real
alternate texture that no single slide reproduces -- Jigglypuff's body must
stay pink while its irises rotate to green.

Extraction is the right moment because StadiumFx's generated frames are
still marked there and the packer drops the marker: it is the last point a
flame is distinguishable from a hide. A shiny Charizard has a shiny hide
and an ordinary fire. The normal packs are written BEFORE the recolour, so
they come out byte-identical and stadium_extract_test still diffs all 151
against the Python oracle unchanged -- no format change, no DSM4, no second
implementation to keep in step. REV goes to 3 so an existing cache rebuilds.

Flat art is tinted instead, because the engine bakes a species palette into
a cache with no notion of which individual is drawn. The tint comes from
that species' own slide rather than a generic gold. A multiply can only
darken, so species whose shiny is lighter read quieter there than on the
model; the status page's star is the mode-proof mark.

Tests: 58 assertions in tests/shiny_test.lua, including the colour
transform against 640 real colour pairs lifted from the verified texture
set, the DV model, the read side, and the end-to-end through the engine's
own constructor. stadium_extract_test gains --mod (worktrees have neither
the ROM nor the packs, both gitignored) and now also checks that every
shiny pack is the same length as its twin and actually differs.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
DramaticShape
2026-08-08 12:12:25 -04:00
parent 121c87b629
commit a3fb18a589
19 changed files with 3773 additions and 34 deletions
+33 -1
View File
@@ -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