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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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a3fb18a589
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>
331 lines
13 KiB
Lua
331 lines
13 KiB
Lua
-- The shiny recolour: Stadium's own HSL slide, run over decoded texels.
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--
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-- THE COLOUR MODEL IS STADIUM'S, not an invention. The Stadium games do not
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-- ship a second set of textures for a shiny Pokemon; they convert the
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-- colours the model already has to HSL and slide them -- a hue rotation in
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-- degrees, plus saturation and lightness on a quantized integer scale of
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-- -8..+8 where 0 is no change. One step is 12.5%, so +-8 is +-100%: exactly
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-- the range of GIMP's Hue-Saturation sliders, which is where the 12.5%
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-- figure was measured. s = -8 is full greyscale, l = +8 is white.
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--
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-- That equivalence is why the maths below is GIMP's Hue-Saturation and not
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-- a plain additive offset:
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--
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-- saturation s' = s * (1 + k) multiplicative
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-- lightness l' = l * (1 + k) k < 0 scale toward black
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-- l' = l + k * (1 - l) k > 0 blend toward white
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--
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-- The multiplicative saturation is the reason this is safe to run over a
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-- whole texture rather than a masked region: a pixel with no saturation --
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-- an eye white, a tooth, a grey shadow -- is immune to BOTH the hue
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-- rotation and the saturation step, for free and by construction. Only the
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-- lightness step touches achromatic pixels, which is why the species
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-- carrying big l values (Golbat and Slowpoke at -6, Moltres at +5) are the
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-- ones worth looking at with human eyes.
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--
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-- FIVE SPECIES CANNOT BE SLID. Clefairy, Clefable, Jigglypuff, Wigglytuff
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-- and Gyarados get a real alternate texture in Stadium, because their shiny
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-- moves one region a long way and leaves another alone -- Jigglypuff's body
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-- stays pink while its irises go green -- and a single rotation moves
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-- everything or nothing.
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--
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-- Those five carry `lut` instead: an explicit before/after colour mapping,
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-- sampled from the verified texture pairs, listing only the colours that
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-- actually move. A first attempt drove them from a handful of per-region
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-- anchors and picked the nearest one per pixel, which is wrong in a way
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-- worth recording: with regions as far apart as Clefairy's pink body and
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-- its green ear tips, a dark red shadow pixel is "nearest" to the green and
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-- gets rotated 150 degrees the wrong way. The fixture caught it at a
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-- 124/255 channel error. An exact table is a few tens of kilobytes and has
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-- no such failure mode, so these five are data rather than algorithm.
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--
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-- WHY THIS RUNS AT EXTRACTION. The textures are already decoded to RGBA in
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-- memory at that moment (StadiumFragment.decodeTexture), and -- the part
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-- that matters -- generated effect frames are still distinguishable there.
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-- StadiumFx marks them `generated = true`, and the packer drops that field,
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-- so at runtime an additive flame can only be inferred back from the prim
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-- table. Recolouring a flame is wrong: a shiny Charizard has a shiny hide
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-- and an ordinary fire. Doing the work while the marker still exists means
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-- the discrimination is exact rather than reconstructed.
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--
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-- THE MEMO IS WHAT MAKES IT AFFORDABLE. These are N64 textures: a few
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-- hundred distinct colours across tens of thousands of texels. Converting
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-- per DISTINCT COLOUR instead of per pixel turns the inner loop into a
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-- table lookup, which is the difference between a pass that is felt during
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-- the install and one that is not.
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-- the mod namespace (see main.lua): V.require loads a sibling module
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local V = ...
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local ShinyPalette = {}
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local floor, min, max, abs = math.floor, math.min, math.max, math.abs
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local byte, char, concat = string.byte, string.char, table.concat
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-- ------- HSL
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local function rgbToHsl(r, g, b)
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r, g, b = r / 255, g / 255, b / 255
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local mx, mn = max(r, g, b), min(r, g, b)
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local l = (mx + mn) / 2
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if mx == mn then return 0, 0, l end -- achromatic: hue is undefined
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local d = mx - mn
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local s = l > 0.5 and d / (2 - mx - mn) or d / (mx + mn)
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local h
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if mx == r then
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h = (g - b) / d + (g < b and 6 or 0)
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elseif mx == g then
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h = (b - r) / d + 2
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else
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h = (r - g) / d + 4
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end
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return h * 60, s, l
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end
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local function hue2rgb(p, q, t)
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if t < 0 then t = t + 1 end
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if t > 1 then t = t - 1 end
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if t < 1 / 6 then return p + (q - p) * 6 * t end
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if t < 1 / 2 then return q end
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if t < 2 / 3 then return p + (q - p) * (2 / 3 - t) * 6 end
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return p
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end
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local function hslToRgb(h, s, l)
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if s <= 0 then
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local v = floor(l * 255 + 0.5)
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return v, v, v
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end
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h = (h % 360) / 360
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local q = l < 0.5 and l * (1 + s) or l + s - l * s
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local p = 2 * l - q
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return floor(hue2rgb(p, q, h + 1 / 3) * 255 + 0.5),
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floor(hue2rgb(p, q, h) * 255 + 0.5),
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floor(hue2rgb(p, q, h - 1 / 3) * 255 + 0.5)
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end
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-- GIMP's two curves, shared by the slide and the anchor paths so both
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-- reach the same colour from the same k.
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local function shiftSat(s, k)
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if k == 0 then return s end
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return max(0, min(1, s * (1 + k)))
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end
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local function shiftLight(l, k)
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if k == 0 then return l end
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if k < 0 then return max(0, l * (1 + k)) end
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return min(1, l + k * (1 - l))
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end
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-- ------- the two kinds of transform
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-- A whole-model slide: the 146 species Stadium recolours this way.
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local function slideFn(slide)
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local dh = slide.h or 0
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local ks = (slide.s or 0) * 0.125
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local kl = (slide.l or 0) * 0.125
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return function(r, g, b)
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local h, s, l = rgbToHsl(r, g, b)
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-- An achromatic pixel has no hue to rotate and no saturation to scale;
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-- only a lightness step can reach it. Returning early is not just
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-- speed, it is exactness: round-tripping grey through HSL and back can
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-- move it by a unit, and a tooth that drifts is a visible defect.
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if s <= 0 then
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if kl == 0 then return r, g, b end
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local v = floor(shiftLight(l, kl) * 255 + 0.5)
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return v, v, v
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end
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return hslToRgb(h + dh, shiftSat(s, ks), shiftLight(l, kl))
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end
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end
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-- An exact colour mapping: the five species Stadium gives a real second
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-- texture. A colour absent from the table is one the alternate texture left
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-- alone, so passing it straight through is the correct answer, not a
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-- fallback -- that is how Wigglytuff keeps its white belly and its black
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-- inner ears while its body moves to lilac.
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local function lutFn(lut)
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return function(r, g, b)
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local hit = lut[r * 65536 + g * 256 + b]
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if not hit then return r, g, b end
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return floor(hit / 65536) % 256, floor(hit / 256) % 256, hit % 256
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end
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end
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-- ------- the colour table
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--
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-- Loaded lazily and cached. Two paths on purpose: through the mod namespace
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-- when the mod is running, and straight off disk when it is not. The
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-- extraction byte-diff (tests/stadium_extract_test.lua) stubs V with only
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-- `require` and `mod.log`, and the recolour has to be exercisable under
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-- exactly that harness -- a colour transform that can only run inside a
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-- live LOVE process is a colour transform nobody will test.
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local colors = nil
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local function loadColors()
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if colors ~= nil then return colors or nil end
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if V and V.data then
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local ok, t = pcall(V.data, "shiny_colors")
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if ok and type(t) == "table" then colors = t; return colors end
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end
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local tries = { "data/shiny_colors.lua",
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"mods/DramaticShapeVoxelMod/data/shiny_colors.lua" }
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for _, p in ipairs(tries) do
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local chunk = loadfile(p)
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if chunk then
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local ok, t = pcall(chunk)
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if ok and type(t) == "table" then colors = t; return colors end
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end
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end
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colors = false -- cache the miss; do not retry the disk per species
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return nil
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end
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-- The spec for one dex number, or nil if we have nothing for it.
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function ShinyPalette.forDex(dex)
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local all = loadColors()
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return all and all[dex] or nil
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end
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-- Build the pixel transform for one species' spec, or nil when there is
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-- nothing to do.
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function ShinyPalette.transform(spec)
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if type(spec) ~= "table" then return nil end
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if spec.lut then
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if next(spec.lut) == nil then return nil end
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return lutFn(spec.lut)
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end
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local s = spec.slide
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if not s then return nil end
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if (s.h or 0) == 0 and (s.l or 0) == 0 and (s.s or 0) == 0 then return nil end
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return slideFn(s)
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end
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-- ------- the pass over one texture
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--
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-- Memoised per distinct colour (see the header). The key packs RGB into one
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-- integer because a table with 24-bit integer keys is a flat array probe,
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-- where a "r,g,b" string key would allocate on every pixel -- and allocation
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-- inside a multi-million-iteration loop is the whole cost.
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--
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-- Alpha is copied through untouched, never premultiplied and never
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-- recomputed: the transform is defined on colour alone, and a shiny
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-- Gastly's soft edge must stay exactly as soft as it was.
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function ShinyPalette.recolorTexels(rgba, fn)
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local n = #rgba
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if n == 0 or not fn then return rgba end
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local memo = {}
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local out, blocks = {}, {}
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local bi = 0
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for i = 1, n, 4 do
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local r, g, b, a = byte(rgba, i, i + 3)
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local key = r * 65536 + g * 256 + b
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local hit = memo[key]
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if not hit then
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local nr, ng, nb = fn(r, g, b)
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hit = { nr, ng, nb }
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memo[key] = hit
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end
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bi = bi + 1
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blocks[bi] = char(hit[1], hit[2], hit[3], a)
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-- flushed in blocks so the concat never walks a table with millions of
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-- one-texel strings in it
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if bi >= 4096 then
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out[#out + 1] = concat(blocks)
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blocks, bi = {}, 0
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end
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end
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if bi > 0 then out[#out + 1] = concat(blocks, "", 1, bi) end
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return concat(out)
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end
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-- ------- a tint, for the flat sprites
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--
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-- The 3D models get real recoloured texels. The 2D battle pics cannot: the
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-- engine bakes a species palette into a cached image keyed by path and
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-- palette name, and that cache has no idea which INDIVIDUAL is being drawn.
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-- What is available per-draw is the draw colour, which multiplies.
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--
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-- So the pic is tinted, and the tint is derived from the species' OWN shiny
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-- slide rather than being a generic gold: run a spread of reference colours
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-- through the real transform, take the mean ratio out to in, and that is
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-- the multiply that best stands in for it. A shiny Golbat leans green, a
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-- shiny Charizard goes dusky, and neither is a costume.
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--
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-- ITS ONE LIMIT, stated plainly: a multiply can only darken. Where a species'
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-- shiny is LIGHTER than its normal, the honest ratio is above 1 and gets
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-- clamped, so those come out under-shifted -- present, but quieter than the
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-- model. The floor keeps the darkest cases readable rather than muddy.
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local TINT_FLOOR = 0.45
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local tintCache = {}
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-- Mid-tone references across the wheel. Deliberately not greys: the slide
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-- is multiplicative in saturation, so a grey reference would report no
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-- change for every species and hand back a tint of 1,1,1.
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local REFS = {
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{ 200, 90, 70 }, { 200, 150, 70 }, { 190, 190, 80 }, { 90, 180, 90 },
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{ 80, 170, 170 }, { 80, 120, 200 }, { 140, 90, 190 }, { 190, 90, 150 },
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}
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function ShinyPalette.tintFor(dex)
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local hit = tintCache[dex]
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if hit ~= nil then return hit or nil end
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local fn = ShinyPalette.transform(ShinyPalette.forDex(dex))
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if not fn then tintCache[dex] = false; return nil end
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local sr, sg, sb, n = 0, 0, 0, 0
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for _, c in ipairs(REFS) do
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local r, g, b = fn(c[1], c[2], c[3])
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sr = sr + r / c[1]
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sg = sg + g / c[2]
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sb = sb + b / c[3]
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n = n + 1
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end
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local t = {
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max(TINT_FLOOR, min(1, sr / n)),
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max(TINT_FLOOR, min(1, sg / n)),
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max(TINT_FLOOR, min(1, sb / n)),
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}
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-- a tint that came out as no tint at all is worse than none: it costs a
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-- colour-hook wrap per draw and changes nothing
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if t[1] > 0.995 and t[2] > 0.995 and t[3] > 0.995 then
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tintCache[dex] = false
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return nil
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end
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tintCache[dex] = t
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return t
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end
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-- ------- the pass over one species' whole texture array
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-- Recolour `textures` in place, skipping the ones that must not move.
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--
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-- Two exclusions, both load-bearing:
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--
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-- generated / index == -1 StadiumFx's flipbook frames -- flames, beams,
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-- sparks. A shiny Pokemon has a shiny hide and
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-- an ordinary fire; tinting the attack effects
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-- would read as a bug. This marker exists ONLY
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-- here, which is why the recolour lives at
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-- extraction (see the header).
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-- w or h of zero a degenerate slot with nothing to transform.
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--
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-- Returns the number of textures actually touched, so the caller can tell a
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-- species that recoloured from one that silently did not.
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function ShinyPalette.recolorTextures(textures, spec)
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local fn = ShinyPalette.transform(spec)
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if not fn then return 0 end
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local touched = 0
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for i = 1, #textures do
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local t = textures[i]
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local skip = t.generated == true or t.index == -1
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or not t.w or not t.h or t.w == 0 or t.h == 0
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if not skip and t.rgba and #t.rgba > 0 then
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t.rgba = ShinyPalette.recolorTexels(t.rgba, fn)
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touched = touched + 1
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end
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end
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return touched
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end
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return ShinyPalette
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