mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 00:02:23 +02:00
so many bugs i cannot even breathe
This commit is contained in:
+126
-40
@@ -740,10 +740,17 @@ function BattleState:buildScreen(id, ...)
|
||||
end
|
||||
|
||||
-- insert a wait for the HP bars to finish draining (UpdateHPBar):
|
||||
-- the queue holds until every battler's displayed HP catches up
|
||||
function BattleState:drainNext()
|
||||
-- the queue holds until every battler's displayed HP catches up.
|
||||
-- `stopAt` pins how far that battler's bar may drain on this row. A
|
||||
-- multi-hit move takes every strike off the model while the turn is still
|
||||
-- being queued, so an unpinned row would drain straight to the
|
||||
-- post-last-hit HP and the later strikes would animate nothing (#394);
|
||||
-- ApplyDamageToEnemyPokemon runs UpdateHPBar2 once per strike inside the
|
||||
-- wNumAttacksLeft loop (engine/battle/core.asm:4727).
|
||||
function BattleState:drainNext(battler, stopAt)
|
||||
self.nextInsert = (self.nextInsert or 0) + 1
|
||||
table.insert(self.queue, self.nextInsert, { drain = true })
|
||||
table.insert(self.queue, self.nextInsert,
|
||||
{ drain = true, battler = battler, stopAt = stopAt })
|
||||
end
|
||||
|
||||
-- One frame of the HP-bar drain (engine/gfx/hp_bar.asm UpdateHPBar):
|
||||
@@ -752,14 +759,22 @@ end
|
||||
function BattleState:stepHPDrain()
|
||||
local busy = false
|
||||
for _, b in ipairs({ self.player, self.enemy }) do
|
||||
if b and b.shownHP and b.shownHP ~= b.mon.hp then
|
||||
local step = math.max(1, b.mon.stats.hp) / 96
|
||||
if b.shownHP > b.mon.hp then
|
||||
b.shownHP = math.max(b.mon.hp, b.shownHP - step)
|
||||
else
|
||||
b.shownHP = math.min(b.mon.hp, b.shownHP + step)
|
||||
if b and b.shownHP then
|
||||
-- drainFloor is the stop the running row carries (see drainNext)
|
||||
local goal = b.mon.hp
|
||||
if b.drainFloor and b.drainFloor > goal
|
||||
and b.shownHP >= b.drainFloor then
|
||||
goal = b.drainFloor
|
||||
end
|
||||
if b.shownHP ~= goal then
|
||||
local step = math.max(1, b.mon.stats.hp) / 96
|
||||
if b.shownHP > goal then
|
||||
b.shownHP = math.max(goal, b.shownHP - step)
|
||||
else
|
||||
b.shownHP = math.min(goal, b.shownHP + step)
|
||||
end
|
||||
busy = busy or b.shownHP ~= goal
|
||||
end
|
||||
busy = busy or b.shownHP ~= b.mon.hp
|
||||
end
|
||||
end
|
||||
return busy
|
||||
@@ -837,6 +852,8 @@ function BattleState:updateQueue()
|
||||
if self.draining then
|
||||
if self:stepHPDrain() then return true end
|
||||
self.draining = nil
|
||||
if self.player then self.player.drainFloor = nil end
|
||||
if self.enemy then self.enemy.drainFloor = nil end
|
||||
end
|
||||
-- a move animation holds the queue until it finishes; its screen
|
||||
-- effects (SE_*) and per-row sounds route into the fx layer as they
|
||||
@@ -875,6 +892,7 @@ function BattleState:updateQueue()
|
||||
end
|
||||
if item.drain then
|
||||
self.draining = true
|
||||
if item.battler then item.battler.drainFloor = item.stopAt end
|
||||
return true
|
||||
end
|
||||
if item.wait then
|
||||
@@ -1380,6 +1398,7 @@ function BattleState:update(dt)
|
||||
for _, b in ipairs({ self.player, self.enemy }) do
|
||||
if b then
|
||||
if b.shownHP then b.shownHP = b.mon.hp end
|
||||
b.drainFloor = nil
|
||||
b.shownStatus = b.mon.status
|
||||
end
|
||||
end
|
||||
@@ -2154,6 +2173,31 @@ local function startPicKind(pf, kind)
|
||||
pf.hidden = nil
|
||||
end
|
||||
|
||||
-- PredefShakeScreenHorizontally (engine/gfx/screen_effects.asm): the window
|
||||
-- jumps right by b for 5 frames then home for 4, b counting down to 1.
|
||||
-- b = 8 for SE_SHAKE_SCREEN and the heavy applying-attack shake, b = 2 for
|
||||
-- the light one.
|
||||
local function fastShakeProg(b)
|
||||
local prog = {}
|
||||
for i = b, 1, -1 do
|
||||
prog[#prog + 1] = { dx = i, frames = 5 }
|
||||
prog[#prog + 1] = { dx = 0, frames = 4 }
|
||||
end
|
||||
return prog
|
||||
end
|
||||
|
||||
-- AnimationShakeScreenHorizontallySlow (engine/battle/animations.asm:526):
|
||||
-- rWX creeps 1px right every 2 frames b times, then back down to 0, c times
|
||||
-- over. Silent -- this is the non-damaging move's feedback.
|
||||
local function slowShakeProg(b, c)
|
||||
local prog = {}
|
||||
for _ = 1, c do
|
||||
for i = 1, b do prog[#prog + 1] = { dx = i, frames = 2 } end
|
||||
for i = b - 1, 0, -1 do prog[#prog + 1] = { dx = i, frames = 2 } end
|
||||
end
|
||||
return prog
|
||||
end
|
||||
|
||||
-- Route one AnimPlayer event into the fx layer. Frame counts and
|
||||
-- amplitudes are the routines' own (engine/battle/animations.asm;
|
||||
-- shakes: engine/gfx/screen_effects.asm).
|
||||
@@ -2195,14 +2239,7 @@ function BattleState:applyAnimEffect(ev)
|
||||
|
||||
-- ---------------------------------------------- screen shakes
|
||||
elseif e == "SE_SHAKE_SCREEN" then
|
||||
-- PredefShakeScreenHorizontally b=8: the window jumps right by b
|
||||
-- for 5 frames then home for 4, b counting down 8..1
|
||||
local prog = {}
|
||||
for b = 8, 1, -1 do
|
||||
prog[#prog + 1] = { dx = b, frames = 5 }
|
||||
prog[#prog + 1] = { dx = 0, frames = 4 }
|
||||
end
|
||||
fx.shakeProg = prog
|
||||
fx.shakeProg = fastShakeProg(8)
|
||||
elseif e == "SE_ROCK_SLIDE_SHAKE" then
|
||||
-- DoRockSlideSpecialEffects: 1px horizontal then vertical rumble
|
||||
fx.shakeProg = { { dx = 1, frames = 5 }, { dx = 0, frames = 4 },
|
||||
@@ -2299,34 +2336,77 @@ function BattleState:applyAnimEffect(ev)
|
||||
-- battler.substituteHP is set (MoveEffects raises it with the move)
|
||||
end
|
||||
|
||||
-- The target's post-animation hit feedback (PlayApplyingAttackAnimation,
|
||||
-- engine/battle/animations.asm:475): the player's damaging moves blink
|
||||
-- the ENEMY pic; the enemy's damaging moves shake the screen vertically
|
||||
-- (ShakeScreenVertically -> PredefShakeScreenVertically b=8: the window
|
||||
-- drops by b for 3 frames then home for 3, b counting down) -- the
|
||||
-- player's pic never blinks. Damage sound with either. A hold keeps
|
||||
-- The post-animation applying-attack feedback (PlayApplyingAttackAnimation
|
||||
-- -> AnimationTypePointerTable, engine/battle/animations.asm:475-524).
|
||||
-- hit.animType is wAnimationType, 1..6:
|
||||
-- 1 enemy damaging, no added effect ShakeScreenVertically (b=8)
|
||||
-- 2 enemy damaging, added effect fast horizontal shake, b=8
|
||||
-- 3 enemy non-damaging slow horizontal shake, b=6, c=2
|
||||
-- 4 player damaging, no added effect BlinkEnemyMonSprite
|
||||
-- 5 player damaging, added effect fast horizontal shake, b=2
|
||||
-- 6 player non-damaging slow horizontal shake, b=3, c=2
|
||||
-- Types 3 and 6 are silent; the rest open with PlayApplyingAttackSound,
|
||||
-- which is the damage sound hit.sfx already carries. Only 1 and 4 were
|
||||
-- implemented, so every move with an added effect blinked (or shook
|
||||
-- vertically) instead of shaking sideways and every status move showed
|
||||
-- nothing at all -- Bubblebeam, Confusion, Hypnosis (#354). A hold keeps
|
||||
-- the queue still until the effect finishes.
|
||||
function BattleState:applyHitFx(hit)
|
||||
if hit.blink then
|
||||
self.fx = self.fx or {}
|
||||
if hit.blink.isPlayer then
|
||||
local prog = {}
|
||||
for b = 8, 1, -1 do
|
||||
prog[#prog + 1] = { dy = b, frames = 3 }
|
||||
prog[#prog + 1] = { dy = 0, frames = 3 }
|
||||
end
|
||||
self.fx.shakeProg = prog
|
||||
self.waitFrames = 48 -- the predef blocks until the shake settles
|
||||
else
|
||||
self.fx.blink = { target = hit.blink, frames = 20 }
|
||||
self.waitFrames = 20
|
||||
end
|
||||
end
|
||||
self.fx = self.fx or {}
|
||||
-- rows queued before animType existed carry only the blink target
|
||||
local t = hit.animType
|
||||
if not t and hit.blink then t = hit.blink.isPlayer and 1 or 4 end
|
||||
if hit.sfx then
|
||||
require("src.core.Sound").play(self.data, hit.sfx)
|
||||
end
|
||||
if not t or not self:animationsOn() then return end
|
||||
if t == 1 then
|
||||
-- PredefShakeScreenVertically b=8: the window drops by b for 3 frames
|
||||
-- then home for 3, b counting down
|
||||
local prog = {}
|
||||
for b = 8, 1, -1 do
|
||||
prog[#prog + 1] = { dy = b, frames = 3 }
|
||||
prog[#prog + 1] = { dy = 0, frames = 3 }
|
||||
end
|
||||
self.fx.shakeProg = prog
|
||||
self.waitFrames = 48 -- the predef blocks until the shake settles
|
||||
elseif t == 2 then
|
||||
self.fx.shakeProg = fastShakeProg(8)
|
||||
self.waitFrames = 72
|
||||
elseif t == 3 then
|
||||
self.fx.shakeProg = slowShakeProg(6, 2)
|
||||
self.waitFrames = 48
|
||||
elseif t == 4 then
|
||||
if hit.blink then
|
||||
self.fx.blink = { target = hit.blink, frames = 20 }
|
||||
self.waitFrames = 20
|
||||
end
|
||||
elseif t == 5 then
|
||||
self.fx.shakeProg = fastShakeProg(2)
|
||||
self.waitFrames = 18
|
||||
elseif t == 6 then
|
||||
self.fx.shakeProg = slowShakeProg(3, 2)
|
||||
self.waitFrames = 24
|
||||
end
|
||||
end
|
||||
|
||||
-- Primary status effects whose pokered handler ends in
|
||||
-- PlayCurrentMoveAnimation2 (engine/battle/effects.asm:1448), which sets
|
||||
-- wAnimationType 6 on the player's turn and 3 on the enemy's: sleep,
|
||||
-- poison, confuse, disable and the primary stat-down effects. Every other
|
||||
-- primary effect goes through PlayCurrentMoveAnimation and leaves the type
|
||||
-- at 0 (no applying animation): paralysis (FreezeBurnParalyzeEffect),
|
||||
-- leech seed, the stat-UP effects, Splash. Side-effect stat drops are
|
||||
-- skipped too -- UpdateLoweredStatDone bails out for them because the
|
||||
-- damaging move's own type 2/5 shake already played.
|
||||
local SLOW_SHAKE_EFFECTS = {
|
||||
SLEEP_EFFECT = true, POISON_EFFECT = true, CONFUSION_EFFECT = true,
|
||||
DISABLE_EFFECT = true,
|
||||
ATTACK_DOWN1_EFFECT = true, DEFENSE_DOWN1_EFFECT = true,
|
||||
DEFENSE_DOWN2_EFFECT = true, SPEED_DOWN1_EFFECT = true,
|
||||
ACCURACY_DOWN1_EFFECT = true,
|
||||
}
|
||||
|
||||
-- AnimateSendingOutMon (core.asm:6801-6838): the mon grows out of the
|
||||
-- ball -- a 3-frame ball beat, 4 frames of the pic at 3/7 scale (a 3x3
|
||||
-- block of its 7x7 tiles), 5 frames at 5/7 (5x5), then full size.
|
||||
@@ -2910,6 +2990,8 @@ function BattleState:performMove(user, target, moveInst, isCalled)
|
||||
-- (AlreadyAsleep / NothingHappened / ButItFailed print with no anim)
|
||||
if primaryEffectFailed(msgs) then
|
||||
self:cancelMoveAnim()
|
||||
elseif SLOW_SHAKE_EFFECTS[move.effect] and self.moveAnimRow then
|
||||
self.moveAnimRow.hit = { animType = user.isPlayer and 6 or 3 }
|
||||
end
|
||||
for _, m in ipairs(msgs) do
|
||||
self:sayNext(m)
|
||||
@@ -2963,6 +3045,10 @@ function BattleState:continueBide(user, target)
|
||||
self:sayNext(Strings("But, it failed!"))
|
||||
return
|
||||
end
|
||||
-- .UnleashEnergy (core.asm:3501-3529) re-points wPlayerMoveNum at BIDE
|
||||
-- and rejoins HandleIfPlayerMoveMissed, so BIDE's own animation plays
|
||||
-- here, after UnleashedEnergyText and before the damage (#375)
|
||||
self:animNext("BIDE", user.isPlayer)
|
||||
self:applyDamage(target, dmg)
|
||||
if target.mon.hp <= 0 then self:onFaint(target) end
|
||||
end
|
||||
@@ -2987,7 +3073,7 @@ function BattleState:applyDamage(target, dmg)
|
||||
end
|
||||
local dealt = math.min(dmg, target.mon.hp)
|
||||
target.mon.hp = target.mon.hp - dealt
|
||||
if dealt > 0 then self:drainNext() end -- animate the bar down
|
||||
if dealt > 0 then self:drainNext(target, target.mon.hp) end -- animate the bar down
|
||||
if target.bideTurns then
|
||||
target.bideDamage = (target.bideDamage or 0) + dealt
|
||||
end
|
||||
|
||||
@@ -186,7 +186,15 @@ function EffectRegistry.runDamaging(battle, ctx, record)
|
||||
-- hitRow carries the blink instead.
|
||||
local hitSfx = info.typeMult > 10 and "Super_Effective"
|
||||
or info.typeMult < 10 and "Not_Very_Effective" or "Damage"
|
||||
-- GetPlayerAnimationType / GetEnemyAnimationType (engine/battle/core.asm
|
||||
-- :3159 / :5555): wAnimationType is 4 (blink the enemy pic) or 1 (shake
|
||||
-- the screen vertically) for a damaging move with no added effect, and
|
||||
-- 5 / 2 (a horizontal shake) as soon as the move HAS one -- which is why
|
||||
-- Bubblebeam and Confusion shake instead of blinking (#354)
|
||||
local added = move.effect ~= nil and move.effect ~= "NO_ADDITIONAL_EFFECT"
|
||||
local hitFx = { sfx = hitSfx,
|
||||
animType = user.isPlayer and (added and 5 or 4)
|
||||
or (added and 2 or 1),
|
||||
blink = battle:animationsOn() and target or nil }
|
||||
|
||||
local totalDealt = 0
|
||||
|
||||
@@ -609,10 +609,16 @@ MoveEffects.full = {
|
||||
},
|
||||
|
||||
BIDE_EFFECT = {
|
||||
-- BideEffect (effects.asm:764-789) is a ResidualEffects2 entry: the
|
||||
-- storing turn plays XSTATITEM_ANIM (XSTATITEM_DUPLICATE_ANIM on the
|
||||
-- enemy side) and never BIDE's own animation, which belongs to the
|
||||
-- release turn in .UnleashEnergy (#375)
|
||||
perform = function(ctx)
|
||||
local user = ctx.user
|
||||
user.bideTurns = ctx.rng(2, 3)
|
||||
user.bideDamage = 0
|
||||
ctx.battle:cancelMoveAnim()
|
||||
ctx.anim(user.isPlayer and "XSTATITEM_ANIM" or "XSTATITEM_DUPLICATE_ANIM")
|
||||
ctx.say(Strings("%s\nis storing energy!", displayName(user)))
|
||||
end,
|
||||
},
|
||||
|
||||
+34
-3
@@ -55,6 +55,14 @@ local currentMusic
|
||||
local pendingBuf -- a current-gen buffer popped from the worker but not yet
|
||||
-- queued because the Source was momentarily full
|
||||
|
||||
-- Music holds playback while a fanfare owns the music channels (#398).
|
||||
-- Pausing the Source is not enough on its own: this module is what starts a
|
||||
-- chip song (immediately on the sync path, on the first worker buffer on the
|
||||
-- threaded one), so a song that begins during a jingle would come up
|
||||
-- underneath it. Music.duckForFanfare sets the hold, Music releases it when
|
||||
-- the jingle ends.
|
||||
local musicHeld = false
|
||||
|
||||
-- ---------------------------------------------------------------------------
|
||||
-- worker management
|
||||
-- ---------------------------------------------------------------------------
|
||||
@@ -148,7 +156,7 @@ local function playMusicSync(data, header, allowLoops)
|
||||
currentMusic = { source = source, engine = engine, threaded = false,
|
||||
started = true, finished = false }
|
||||
fillSync(MUSIC_FILL_INITIAL)
|
||||
source:play()
|
||||
if not musicHeld then source:play() end
|
||||
return source
|
||||
end
|
||||
|
||||
@@ -222,7 +230,7 @@ local function updateThreaded()
|
||||
end
|
||||
end
|
||||
end
|
||||
if not m.started then
|
||||
if not m.started and not musicHeld then
|
||||
if (MUSIC_BUFFER_COUNT - m.source:getFreeBufferCount()) > 0 then
|
||||
pcall(function() m.source:play() end)
|
||||
m.started = true
|
||||
@@ -245,7 +253,7 @@ end
|
||||
-- pause/resume behavior.
|
||||
function ChipAudio.ensureMusicPlaying()
|
||||
local m = currentMusic
|
||||
if not m or m.finished then return end
|
||||
if not m or m.finished or musicHeld then return end
|
||||
if m.threaded then
|
||||
if not m.started then return end
|
||||
local ok, playing = pcall(function() return m.source:isPlaying() end)
|
||||
@@ -263,6 +271,18 @@ function ChipAudio.ensureMusicPlaying()
|
||||
end
|
||||
end
|
||||
|
||||
-- Silence the song for the length of a fanfare and start whatever was held
|
||||
-- back once it ends. Held state outlives a song change: Music.play may swap
|
||||
-- songs while the jingle is still sounding.
|
||||
function ChipAudio.holdMusic(held)
|
||||
held = not not held
|
||||
if held == musicHeld then return end
|
||||
musicHeld = held
|
||||
if held then return end
|
||||
ChipAudio.update()
|
||||
ChipAudio.ensureMusicPlaying()
|
||||
end
|
||||
|
||||
-- Threaded playMusic returns an empty QueueableSource and only calls
|
||||
-- Source:play once the first worker buffer lands (~1 frame later). Until
|
||||
-- then Source:isPlaying is false -- callers that treat that as "song over"
|
||||
@@ -303,6 +323,17 @@ function ChipAudio.invalidate()
|
||||
if workerReady and cmdCh then cmdCh:push({ cmd = "invalidate" }) end
|
||||
end
|
||||
|
||||
-- End the worker thread. LOVE waits for every live love.thread before the
|
||||
-- process exits and the worker's command loop only returns on "quit", so
|
||||
-- skipping this leaves the process running after the window is gone (#339).
|
||||
function ChipAudio.shutdown()
|
||||
ChipAudio.stopMusic()
|
||||
if workerReady and cmdCh then cmdCh:push({ cmd = "quit" }) end
|
||||
if worker then pcall(function() worker:wait() end) end
|
||||
worker, cmdCh, outCh = nil, nil, nil
|
||||
workerReady = false
|
||||
end
|
||||
|
||||
-- Runtime mix for one hardware channel (1..4). Takes effect on the next
|
||||
-- synthesized buffer (live music) and on any SFX/cry rendered after the call.
|
||||
function ChipAudio.setChannelVolume(hw, scale)
|
||||
|
||||
@@ -85,6 +85,7 @@ local function fanfareActive()
|
||||
local ok, playing = pcall(src.isPlaying, src)
|
||||
if ok and playing then return true end
|
||||
state.fanfare = nil
|
||||
require("src.core.ChipAudio").holdMusic(false)
|
||||
return false
|
||||
end
|
||||
|
||||
@@ -94,6 +95,9 @@ end
|
||||
function Music.duckForFanfare(src)
|
||||
if not src then return end
|
||||
state.fanfare = src
|
||||
-- ChipAudio is what starts a chip song, so the pause below cannot hold one
|
||||
-- that has not started yet (nor one Music.play swaps in mid-jingle) (#398)
|
||||
require("src.core.ChipAudio").holdMusic(true)
|
||||
if state.source then
|
||||
local ok, playing = pcall(state.source.isPlaying, state.source)
|
||||
if ok and playing then
|
||||
|
||||
@@ -111,6 +111,9 @@ local function played(kind, name, species)
|
||||
Runtime.emit("sound.played", { kind = kind, name = name, species = species })
|
||||
end
|
||||
|
||||
-- returns the started source (nil headless, or when the def failed to load)
|
||||
-- so callers that block on a fanfare like the original's
|
||||
-- PlaySoundWaitForCurrent -> WaitForSoundToFinish can poll it
|
||||
function Sound.play(data, name)
|
||||
local sfx = data.audio and data.audio.sfx
|
||||
local def = sfx and sfx[name]
|
||||
@@ -120,6 +123,7 @@ function Sound.play(data, name)
|
||||
require("src.core.Music").duckForFanfare(src)
|
||||
end
|
||||
played("sfx", name)
|
||||
return src
|
||||
end
|
||||
|
||||
-- Play a move's sound with its MoveSoundTable pitch/tempo modifiers
|
||||
|
||||
@@ -6,7 +6,7 @@ local RomImporter = {}
|
||||
RomImporter.__index = RomImporter
|
||||
|
||||
-- Cache generation tag; bump to force every imported version to re-extract.
|
||||
local CACHE_FORMAT = "rom-cache-v7:"
|
||||
local CACHE_FORMAT = "rom-cache-v8:"
|
||||
-- The completion marker is written under each version's cache prefix
|
||||
-- (rom-cache.complete for Red, blue/rom-cache.complete for Blue).
|
||||
local MARKER_PATH = "rom-cache.complete"
|
||||
|
||||
@@ -35,6 +35,48 @@ PaletteFX.MODE_LABELS = {
|
||||
}
|
||||
PaletteFX.mode = "gbc"
|
||||
|
||||
-- ------- dark-cave state (wMapPalOffset)
|
||||
--
|
||||
-- Unlike the per-frame shadeMap further down, this outlives a frame: ADVANCED
|
||||
-- resolves real colour per tile and BAKES it (tileset atlas, sprite sheets),
|
||||
-- so FadePal2's shift has to reach those bakes and their cache keys rather
|
||||
-- than a shader (#383). OverworldState owns it: armed before the map's atlas
|
||||
-- is built, cleared by FLASH.
|
||||
local darkWorld = false
|
||||
|
||||
-- returns true when the flag actually changed, so the caller can rebuild
|
||||
function PaletteFX.setDarkWorld(on)
|
||||
on = on and true or false
|
||||
if darkWorld == on then return false end
|
||||
darkWorld = on
|
||||
return true
|
||||
end
|
||||
|
||||
function PaletteFX.darkWorld() return darkWorld end
|
||||
|
||||
-- cache-key suffix for anything baked under the dark shift
|
||||
function PaletteFX.darkKey() return darkWorld and "#dark" or "" end
|
||||
|
||||
-- FadePal2 sets rOBP0 = `dc 3,3,3,2` as well as rBGP, so EVERY OBJ colour a
|
||||
-- sprite can carry lands on shade 3: the player, trainers and item balls are
|
||||
-- black silhouettes until FLASH (#383). Applied to whatever 4-colour OBP the
|
||||
-- active mode resolved, with a distinct cache group so the lit and dark bakes
|
||||
-- of one sheet never collide in SpriteRenderer's obpCache.
|
||||
function PaletteFX.darkObp(colors, group)
|
||||
if not (colors and darkWorld) then return colors, group end
|
||||
return PaletteFX.permute(colors, PaletteFX.DARK_BGP), tostring(group) .. "dark"
|
||||
end
|
||||
|
||||
-- the same shift folded into a baked 8-group world palette array (ADVANCED)
|
||||
local function darkGroups(groups)
|
||||
if not (groups and darkWorld) then return groups end
|
||||
local out = {}
|
||||
for i = 1, #groups do
|
||||
out[i] = PaletteFX.permute(groups[i], PaletteFX.DARK_BGP)
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
-- Classic DMG pea-soup greens (#9BBC0F / #8BAC0F / #306230 / #0F380F)
|
||||
PaletteFX.CLASSIC = {
|
||||
{ 155, 188, 15 }, { 139, 172, 15 }, { 48, 98, 48 }, { 15, 56, 15 },
|
||||
@@ -93,9 +135,13 @@ end
|
||||
-- Red bake with a Blue one and one version would show the other's colors.
|
||||
-- Yellow: same Red OBJ green as above until Yellow-specific tables land.
|
||||
function PaletteFX.ogObj()
|
||||
if GameVersion.isBlue() then return PaletteFX.GBC_OBJ_BLUE, "gbcobj_blue" end
|
||||
if GameVersion.isYellow() then return PaletteFX.GBC_OBJ, "gbcobj" end
|
||||
return PaletteFX.GBC_OBJ, "gbcobj"
|
||||
if GameVersion.isBlue() then
|
||||
return PaletteFX.darkObp(PaletteFX.GBC_OBJ_BLUE, "gbcobj_blue")
|
||||
end
|
||||
if GameVersion.isYellow() then
|
||||
return PaletteFX.darkObp(PaletteFX.GBC_OBJ, "gbcobj")
|
||||
end
|
||||
return PaletteFX.darkObp(PaletteFX.GBC_OBJ, "gbcobj")
|
||||
end
|
||||
|
||||
-- The DMG object ramp every mode except OG RED bakes onto overworld sprites,
|
||||
@@ -114,7 +160,7 @@ PaletteFX.OBP0_SHADES = {
|
||||
}
|
||||
|
||||
function PaletteFX.dmgObj()
|
||||
return PaletteFX.OBP0_SHADES, "obp0"
|
||||
return PaletteFX.darkObp(PaletteFX.OBP0_SHADES, "obp0")
|
||||
end
|
||||
|
||||
local INV_MAP = { [0] = 3, [1] = 2, [2] = 1, [3] = 0 }
|
||||
@@ -503,7 +549,7 @@ function PaletteFX.worldGroupColors(data, tileset, mapId, playerCellY)
|
||||
local w = pack and pack.world
|
||||
local base = w and w.groupColors[tileset]
|
||||
if not base then return nil end
|
||||
if not w.roofGroup[tileset] then return base end
|
||||
if not w.roofGroup[tileset] then return darkGroups(base) end
|
||||
local roofMapId = mapId
|
||||
if mapId == ROUTE_6_SAFFRON.mapId and playerCellY
|
||||
and playerCellY < ROUTE_6_SAFFRON.cellYBelow then
|
||||
@@ -511,7 +557,7 @@ function PaletteFX.worldGroupColors(data, tileset, mapId, playerCellY)
|
||||
end
|
||||
local roofMap = data and data.maps and data.maps[roofMapId]
|
||||
local roof = roofMap and w.roofByMapIndex[roofMap.index]
|
||||
if not roof then return base end
|
||||
if not roof then return darkGroups(base) end
|
||||
local out = {}
|
||||
for i = 1, 8 do out[i] = base[i] end
|
||||
-- LoadTownPalette only overwrites W2_BgPaletteData + $32, i.e. colors 1
|
||||
@@ -521,7 +567,7 @@ function PaletteFX.worldGroupColors(data, tileset, mapId, playerCellY)
|
||||
-- material's 2 middle shades are town-specific
|
||||
local base4 = base[ROOF_GROUP + 1]
|
||||
out[ROOF_GROUP + 1] = { base4[1], roof[1], roof[2], base4[4] }
|
||||
return out
|
||||
return darkGroups(out)
|
||||
end
|
||||
|
||||
-- an overworld sprite's resolved 4-color OBJ palette (ColorOverworldSprite),
|
||||
@@ -552,7 +598,7 @@ function PaletteFX.spriteObp(spriteDef, seed)
|
||||
for i = 1, #seed do h = (h * 31 + seed:byte(i)) % 4294967296 end
|
||||
group = h % 4
|
||||
end
|
||||
return w.spritePalettes[group], group
|
||||
return PaletteFX.darkObp(w.spritePalettes[group], group)
|
||||
end
|
||||
|
||||
-- GetHealthBarColor (home/palettes.asm) on the standard 48px bar
|
||||
|
||||
+18
-4
@@ -437,12 +437,26 @@ function Renderer:drawTiltedWorld(zoneList, sx, sy, wox, woy, target)
|
||||
return true
|
||||
end
|
||||
|
||||
-- clamp a scissor rect to the viewport box
|
||||
local function scissorClamped(x, y, w, h, ox, oy, vpw, vph)
|
||||
-- Clamp a scissor rect to the viewport box, then round it outward to whole
|
||||
-- framebuffer pixels. love.graphics.setScissor truncates x, y, w and h to
|
||||
-- pixels independently, so a rect with fractional unit edges (Android's
|
||||
-- non-integer DPI puts fitScale/dpi in Sx/Sy) loses up to a pixel per side
|
||||
-- and two adjacent SGB zones stop sharing an edge: the letterbox clear shows
|
||||
-- through as a horizontal seam at every zone boundary (#373). Rounding
|
||||
-- outward makes neighbours overlap by at most one row instead -- the overlap
|
||||
-- redraws the same canvas pixels one palette later, and past the canvas edge
|
||||
-- there is nothing to draw. The half pixel keeps LOVE's truncation on the
|
||||
-- snapped edge rather than one short of it.
|
||||
local function scissorClamped(x, y, w, h, ox, oy, vpw, vph, dpiX, dpiY)
|
||||
local x2, y2 = math.min(x + w, ox + vpw), math.min(y + h, oy + vph)
|
||||
x, y = math.max(x, ox), math.max(y, oy)
|
||||
if x2 <= x or y2 <= y then return false end
|
||||
love.graphics.setScissor(x, y, x2 - x, y2 - y)
|
||||
dpiX, dpiY = dpiX or 1, dpiY or 1
|
||||
local px1, py1 = math.floor(x * dpiX), math.floor(y * dpiY)
|
||||
local px2, py2 = math.ceil(x2 * dpiX), math.ceil(y2 * dpiY)
|
||||
love.graphics.setScissor((px1 + 0.5) / dpiX, (py1 + 0.5) / dpiY,
|
||||
(px2 - px1 + 0.5) / dpiX,
|
||||
(py2 - py1 + 0.5) / dpiY)
|
||||
return true
|
||||
end
|
||||
|
||||
@@ -572,7 +586,7 @@ function Renderer:endFrame(zones, worldZones)
|
||||
if not plain then PaletteFX.sendColors(shader, z.colors) end
|
||||
if scissorClamped(bx + z.x * zoneSx, by + z.y * zoneSy,
|
||||
z.w * zoneSx, z.h * zoneSy,
|
||||
boxX, boxY, boxW, boxH) then
|
||||
boxX, boxY, boxW, boxH, dpiX, dpiY) then
|
||||
love.graphics.draw(canvas, bx, by, 0, sx, sy)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -135,7 +135,10 @@ local function blitFrame(image, quad, x, y, flip, redraw)
|
||||
end
|
||||
end
|
||||
|
||||
function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
|
||||
-- topHalf blits only the upper 8 rows of the frame: FishingAnim overwrites the
|
||||
-- bottom tile row of the standing frames with the fishing pose art, which the
|
||||
-- caller then draws itself through :drawTile (Player:draw, #384)
|
||||
function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip, topHalf)
|
||||
local x = math.floor(px - camX)
|
||||
local y = math.floor(py - camY) - 4
|
||||
local image = self.image
|
||||
@@ -190,7 +193,39 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
|
||||
flip = true
|
||||
end
|
||||
local quad = self.frames[frame] or self.frames[0]
|
||||
if topHalf then
|
||||
self.halfFrames = self.halfFrames or {}
|
||||
if not self.halfFrames[frame] then
|
||||
local iw, ih = self.image:getDimensions()
|
||||
self.halfFrames[frame] = love.graphics.newQuad(0, frame * 16, 16, 8, iw, ih)
|
||||
end
|
||||
quad = self.halfFrames[frame]
|
||||
end
|
||||
blitFrame(image, quad, x, y, flip, redraw)
|
||||
end
|
||||
|
||||
-- Blit a loose 16-wide fx tile at screen (x, y) wearing THIS sprite's OBJ
|
||||
-- palette, mirroring the mode branches in :draw above. The fishing pose row
|
||||
-- overwrites the sheet's own tiles in VRAM in the original, so it has to be
|
||||
-- recolored and OG-RED-redrawn exactly like the sheet rather than blitted as
|
||||
-- raw DMG shades (#384).
|
||||
function SpriteRenderer:drawTile(path, x, y, flip)
|
||||
local image, redraw = getImage(path), false
|
||||
if self.def.trueColor then
|
||||
PaletteFX.markTrueColor(x, y, 16, 8)
|
||||
elseif PaletteFX.usesGbcPack() then
|
||||
local colors, group = PaletteFX.spriteObp(self.def, self.seed)
|
||||
if colors then image = getObpImage(path, colors, group) end
|
||||
elseif PaletteFX.usesSpriteObp() and PaletteFX.spriteRedrawPassActive() then
|
||||
image, redraw = getObpImage(path, PaletteFX.ogObj()), true
|
||||
else
|
||||
image = getObpImage(path, PaletteFX.dmgObj())
|
||||
end
|
||||
local iw, ih = image:getDimensions()
|
||||
self.tileQuads = self.tileQuads or {}
|
||||
self.tileQuads[path] = self.tileQuads[path]
|
||||
or love.graphics.newQuad(0, 0, iw, ih, iw, ih)
|
||||
blitFrame(image, self.tileQuads[path], x, y, flip, redraw)
|
||||
end
|
||||
|
||||
return SpriteRenderer
|
||||
|
||||
@@ -402,8 +402,15 @@ end
|
||||
-- the route's own default roof (Vermilion's) throughout.
|
||||
local gbcAtlasCache = {}
|
||||
|
||||
-- Cache suffix for a map's RED++ bake. A dark cave folds FadePal2 into the
|
||||
-- palette worldGroupColors hands the bake (#383), so the lit and dark bakes of
|
||||
-- one map are different images and must not share a key.
|
||||
local function gbcKeyFor(mapId)
|
||||
return "#gbc:" .. mapId .. PaletteFX.darkKey()
|
||||
end
|
||||
|
||||
local function getGbcAtlas(imagePath, tilesetId, mapId, perRow, data)
|
||||
local key = imagePath .. "#gbc:" .. mapId
|
||||
local key = imagePath .. gbcKeyFor(mapId)
|
||||
if gbcAtlasCache[key] ~= nil then return gbcAtlasCache[key] or nil end
|
||||
local img = false
|
||||
if love.image and love.image.newImageData then
|
||||
@@ -473,7 +480,7 @@ function TileRenderer.new(map, data)
|
||||
self.gbcAtlas = true
|
||||
-- also recolors the animated water/flower entries below, so they
|
||||
-- match the atlas's static tiles instead of showing raw grayscale
|
||||
gbcCtx = { tilesetId = map.tileset.id, mapId = map.id, key = "#gbc:" .. map.id,
|
||||
gbcCtx = { tilesetId = map.tileset.id, mapId = map.id, key = gbcKeyFor(map.id),
|
||||
groupColors = PaletteFX.worldGroupColors(data, map.tileset.id, map.id, nil) }
|
||||
-- ...and feeds the color-0-keyed single tiles the feet overdraw needs
|
||||
-- (see getKeyedTile): same source image and palette groups, so keep the
|
||||
@@ -481,6 +488,7 @@ function TileRenderer.new(map, data)
|
||||
gbcCtx.imagePath = map.tileset.image
|
||||
gbcCtx.perRow = map.tileset.tilesPerRow
|
||||
self.gbcCtx = gbcCtx
|
||||
self.gbcAtlasKey = map.tileset.image .. gbcCtx.key
|
||||
self.gbcKeyed = {}
|
||||
end
|
||||
end
|
||||
@@ -582,7 +590,7 @@ local function ensureWaterBorderFill(self)
|
||||
local groupColors = PaletteFX.worldGroupColors(
|
||||
self.data, map.tileset.id, map.id, nil)
|
||||
colors = group and groupColors and groupColors[group + 1] or nil
|
||||
gbcKey = "#gbc:" .. map.id
|
||||
gbcKey = gbcKeyFor(map.id)
|
||||
end
|
||||
local textures = getShiftVariants(map.tileset.image, perRow, WATER_TILE,
|
||||
colors, gbcKey)
|
||||
@@ -913,8 +921,9 @@ function TileRenderer:release()
|
||||
self.gbcCtx = nil
|
||||
end
|
||||
if self.gbcAtlas and self.image then
|
||||
local key = self.map.tileset.image .. "#gbc:" .. self.map.id
|
||||
local key = self.gbcAtlasKey or (self.map.tileset.image .. gbcKeyFor(self.map.id))
|
||||
if gbcAtlasCache[key] == self.image then gbcAtlasCache[key] = nil end
|
||||
self.gbcAtlasKey = nil
|
||||
safeRelease(self.image)
|
||||
self.image = nil
|
||||
self.gbcAtlas = nil
|
||||
|
||||
@@ -84,6 +84,15 @@ O.coins = O.mainData + 685 -- 2B BCD
|
||||
-- (wWalkBikeSurfState) + 10 = 359, so 685 + 359 = 1044 as well.
|
||||
O.townVisited = O.mainData + 1044 -- 2B (flag_array NUM_CITY_MAPS)
|
||||
O.eventFlags = O.mainData + 1104 -- 320B (flag_array NUM_EVENTS = 2560 bits)
|
||||
-- Progress bits vanilla keeps OUTSIDE wEventFlags that this port still spells
|
||||
-- as save.flags entries (#396). Offsets walk forward from wTownVisitedFlag
|
||||
-- over the same ram/wram.asm declaration run the 60-byte gap above sums:
|
||||
-- +29 wStatusFlags1, +35 wStatusFlags4, +41 wElite4Flags,
|
||||
-- +44 wCompletedInGameTradeFlags.
|
||||
O.statusFlags1 = O.townVisited + 29 -- 1B
|
||||
O.statusFlags4 = O.townVisited + 35 -- 1B
|
||||
O.elite4Flags = O.townVisited + 41 -- 1B
|
||||
O.tradeFlags = O.townVisited + 44 -- 2B (flag_array NUM_NPC_TRADES)
|
||||
-- Play time (wPlayTimeHours/Maxed/Minutes/Seconds/Frames) lives INSIDE the
|
||||
-- sMainData window (wMainDataStart..wMainDataEnd is copied verbatim into
|
||||
-- SRAM), 1866 bytes past wMainDataStart -- reached from the checksum-verified
|
||||
@@ -314,6 +323,34 @@ local BADGE_BY_BIT = {
|
||||
local BADGE_BY_BIT_SET = {}
|
||||
for _, name in pairs(BADGE_BY_BIT) do BADGE_BY_BIT_SET[name] = true end
|
||||
|
||||
-- save.flags names whose vanilla home is NOT wEventFlags (#396: exporting a
|
||||
-- save and importing it back made the Saffron gate guards thirsty again,
|
||||
-- because BIT_GAVE_SAFFRON_GUARDS_DRINK is a wStatusFlags1 bit and nothing
|
||||
-- carried it). Bit numbers are constants/ram_constants.asm; the trade bits
|
||||
-- are wWhichTrade, which engine/events/in_game_trades.asm uses to index
|
||||
-- wCompletedInGameTradeFlags, i.e. the data/events/trades.asm row order the
|
||||
-- port's `trade` command takes 1-based.
|
||||
local EXTRA_FLAG_BITS = {
|
||||
EVENT_GOT_OLD_ROD = { O.statusFlags1, 3 },
|
||||
EVENT_GOT_GOOD_ROD = { O.statusFlags1, 4 },
|
||||
EVENT_GOT_SUPER_ROD = { O.statusFlags1, 5 },
|
||||
EVENT_GAVE_GUARDS_DRINK = { O.statusFlags1, 6 },
|
||||
EVENT_GOT_LAPRAS = { O.statusFlags4, 0 },
|
||||
EVENT_STARTED_ELITE_4 = { O.elite4Flags, 1 },
|
||||
EVENT_TRADED_NIDORINO_FOR_NIDORINA = { O.tradeFlags, 0 },
|
||||
EVENT_TRADED_ABRA_FOR_MR_MIME = { O.tradeFlags, 1 },
|
||||
EVENT_TRADED_PONYTA_FOR_SEEL = { O.tradeFlags, 3 },
|
||||
EVENT_TRADED_SPEAROW_FOR_FARFETCHD = { O.tradeFlags, 4 },
|
||||
EVENT_TRADED_SLOWBRO_FOR_LICKITUNG = { O.tradeFlags, 5 },
|
||||
EVENT_TRADED_POLIWHIRL_FOR_JYNX = { O.tradeFlags, 6 },
|
||||
EVENT_TRADED_RAICHU_FOR_ELECTRODE = { O.tradeFlags, 7 },
|
||||
EVENT_TRADED_VENONAT_FOR_TANGELA = { O.tradeFlags, 8 },
|
||||
EVENT_TRADED_NIDORAN_M_FOR_NIDORAN_F = { O.tradeFlags, 9 },
|
||||
}
|
||||
|
||||
-- port-local name -> the wEventFlags name it means (#396)
|
||||
local FLAG_ALIAS = { EVENT_RECEIVED_BIKE_VOUCHER = "EVENT_GOT_BIKE_VOUCHER" }
|
||||
|
||||
-- STATUS_* bits (constants/battle_constants.asm): 0-2 sleep-turns-left,
|
||||
-- 3 PSN, 4 BRN, 5 FRZ, 6 PAR
|
||||
local STATUS_BIT = { PSN = 3, BRN = 4, FRZ = 5, PAR = 6 }
|
||||
@@ -671,6 +708,14 @@ function GenSave.decode(bytes, data, opts)
|
||||
end
|
||||
end
|
||||
|
||||
-- the same progress under names that are not wEventFlags bits (#396)
|
||||
for name, spec in pairs(EXTRA_FLAG_BITS) do
|
||||
if bitGet(bytes, spec[1], spec[2]) then save.flags[name] = true end
|
||||
end
|
||||
for portName, vanillaName in pairs(FLAG_ALIAS) do
|
||||
if save.flags[vanillaName] then save.flags[portName] = true end
|
||||
end
|
||||
|
||||
-- FLY destinations. wTownVisitedFlag's bit index IS the town's map index:
|
||||
-- engine/items/town_map.asm BuildFlyLocationsList loads the 16-bit value
|
||||
-- into de and rotates it right one bit per iteration with b counting up
|
||||
@@ -794,6 +839,19 @@ function GenSave.encode(save, data, template)
|
||||
local bitIdx = events.byName[name]
|
||||
if bitIdx then bitSet(buf, O.eventFlags, bitIdx, true) end
|
||||
end
|
||||
for portName, vanillaName in pairs(FLAG_ALIAS) do
|
||||
local bitIdx = events.byName[vanillaName]
|
||||
if bitIdx and save.flags[portName] then bitSet(buf, O.eventFlags, bitIdx, true) end
|
||||
end
|
||||
end
|
||||
|
||||
-- Non-wEventFlags progress, written both ways: this port's save is the only
|
||||
-- authority for these names, so a flag it does not hold must clear the
|
||||
-- template's bit rather than survive in the export (#396).
|
||||
if save.flags then
|
||||
for name, spec in pairs(EXTRA_FLAG_BITS) do
|
||||
bitSet(buf, spec[1], spec[2], save.flags[name] and true or false)
|
||||
end
|
||||
end
|
||||
|
||||
-- FLY destinations back into wTownVisitedFlag (see the decode note), so a
|
||||
|
||||
+14
-2
@@ -225,11 +225,23 @@ function Commands.give_item(ctx, itemId, count, gotText)
|
||||
ctx.game.stringBuffer = def and def.name or itemId
|
||||
-- the jingle rides the box -- Sound.play routes fanfares through
|
||||
-- Music.duckForFanfare, like PlaySoundWaitForCurrent
|
||||
require("src.core.Sound").play(ctx.game.data,
|
||||
(def and def.keyItem) and "Get_Key_Item" or "Get_Item1")
|
||||
local Sound = require("src.core.Sound")
|
||||
local jingle = (def and def.keyItem) and "Get_Key_Item" or "Get_Item1"
|
||||
if gotText ~= false then
|
||||
-- the gift texts carry the jingle as a trailing text command
|
||||
-- (sound_get_item_1 / sound_get_key_item -> home/text.asm
|
||||
-- TextCommand_SOUND), so it only fires once the last page has typed
|
||||
-- out, blocks on WaitForSoundToFinish, and AfterDisplayingTextID's
|
||||
-- button wait runs after it (#374)
|
||||
ctx.textOpts = ctx.textOpts or {}
|
||||
ctx.textOpts.auto = {
|
||||
sound = function() return Sound.play(ctx.game.data, jingle) end,
|
||||
wait = true,
|
||||
}
|
||||
Commands.show_text(ctx, gotText
|
||||
or Strings("{PLAYER} got\n%s!", ctx.game.stringBuffer))
|
||||
else
|
||||
Sound.play(ctx.game.data, jingle)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
+5
-3
@@ -305,9 +305,11 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
|
||||
-- HP medicine: fill the bar in the still-open picker first, then print
|
||||
-- and close, the order item_effects.asm .doneHealing runs in
|
||||
-- (SFX_HEAL_HP -> UpdateHPBar2 -> RedrawPartyMenu prints the message).
|
||||
-- picker is nil for every other item and for in-battle use, which keeps
|
||||
-- the pop-then-print path below. #252
|
||||
if picker and extra and extra.healedFrom and target then
|
||||
-- Only a keepOpen picker is still on the stack to animate: every other
|
||||
-- item, and every in-battle use, popped it in PartyMenu before onSwitch,
|
||||
-- and takes the pop-then-print path below -- which is the path that
|
||||
-- spends the battle turn. #252, #379
|
||||
if picker and picker.keepOpen and extra and extra.healedFrom and target then
|
||||
picker:animateTo(target, extra.healedFrom, function()
|
||||
showMessages(game, payload, closePicker)
|
||||
end)
|
||||
|
||||
@@ -486,7 +486,10 @@ end
|
||||
|
||||
function OakSpeech:advance()
|
||||
self.step = self.step + 1
|
||||
self.picFlip = false
|
||||
-- picFlip belongs to the pic, not to the step: OakSpeechText2 prints 2A
|
||||
-- and 2B over one flipped NIDORINO with no redraw between them
|
||||
-- (oak_speech.asm:80-83), so a pic-less step must not un-mirror what is
|
||||
-- still on screen; only applyPic and the demo step may change it (#397)
|
||||
local steps = self.steps
|
||||
if not steps then
|
||||
-- enter() builds steps; keep a path for callers that advance early
|
||||
|
||||
+24
-15
@@ -351,18 +351,23 @@ function PartyMenu:update(dt)
|
||||
end })
|
||||
return
|
||||
elseif action == "flash" then -- FLASH lights dark tunnels
|
||||
-- start_sub_menus.asm .flash: PrintText _FlashLightsAreaText, then
|
||||
-- GBPalWhiteOutWithDelay3 + jp .goBackToMap
|
||||
-- start_sub_menus.asm .flash: PrintText _FlashLightsAreaText runs
|
||||
-- with the party menu still on screen, and only then
|
||||
-- GBPalWhiteOutWithDelay3 + jp .goBackToMap. So the message reads
|
||||
-- over the menu, and the cave is lit when the blink hands the
|
||||
-- screen back, never under the text (#385).
|
||||
local ow = self.game.overworld
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local Transition = require("src.render.Transition")
|
||||
self.game.stack:pop()
|
||||
ow.dark = false
|
||||
self.game.save.flashLit = true
|
||||
self.game.stack:push(TextBox.new(self.game,
|
||||
self.game.data.text._FlashLightsAreaText
|
||||
or Strings("A blinding FLASH\nlights the area!"), function()
|
||||
self.game.stack:push(Transition.whiteFlash(self.game))
|
||||
self:close()
|
||||
-- setDark, not a bare field write: ADVANCED carries the darkness
|
||||
-- in a baked atlas, so lighting the cave rebuilds it (#383)
|
||||
self.game.stack:push(Transition.whiteFlash(self.game, nil,
|
||||
function() ow:setDark(false) end))
|
||||
end))
|
||||
return
|
||||
elseif action == "surf" then
|
||||
@@ -377,9 +382,11 @@ function PartyMenu:update(dt)
|
||||
local reason = ow:useSurfFieldMove()
|
||||
local Transition = require("src.render.Transition")
|
||||
if reason == "ok" then
|
||||
self.game.stack:pop() -- close the party menu (jp .goBackToMap)
|
||||
-- UseItem prints _SurfingGotOnText with the party menu still up;
|
||||
-- GBPalWhiteOutWithDelay3 + jp .goBackToMap only follow it, so
|
||||
-- trySurf closes this menu when its text does (#385)
|
||||
local fx, fy = ow.player:facingCell()
|
||||
ow:trySurf(fx, fy)
|
||||
ow:trySurf(fx, fy, function() self:close() end)
|
||||
return
|
||||
end
|
||||
if reason == "dismount" then
|
||||
@@ -410,9 +417,10 @@ function PartyMenu:update(dt)
|
||||
-- .cannotStopSurfing prints _SurfingNoPlaceToGetOffText but
|
||||
-- never zeroes wActionResultOrTookBattleTurn, so unlike the
|
||||
-- other refusals the menu still closes afterwards
|
||||
-- (GBPalWhiteOutWithDelay3 + .goBackToMap)
|
||||
self.game.stack:pop()
|
||||
-- (GBPalWhiteOutWithDelay3 + .goBackToMap), and the text prints
|
||||
-- over the still-open menu like every other .loop refusal (#385)
|
||||
self.game.stack:push(TextBox.new(self.game, txt, function()
|
||||
self:close()
|
||||
self.game.stack:push(Transition.whiteFlash(self.game))
|
||||
end))
|
||||
return
|
||||
@@ -454,18 +462,19 @@ function PartyMenu:update(dt)
|
||||
local Transition = require("src.render.Transition")
|
||||
local def = self.game.data.pokemon[mon.species]
|
||||
local name = mon.nickname or def.name
|
||||
self.game.stack:pop() -- close the party menu (jp .goBackToMap)
|
||||
ow.strengthActive = true
|
||||
local t1 = (self.game.data.text._UsedStrengthText
|
||||
or Strings("{RAM:wNameBuffer} used\nSTRENGTH.")):gsub("{RAM:wNameBuffer}", name)
|
||||
local t2 = (self.game.data.text._CanMoveBouldersText
|
||||
or Strings("{RAM:wNameBuffer} can\nmove boulders.")):gsub("{RAM:wNameBuffer}", name)
|
||||
-- like surf (#320): the blink belongs UNDER the texts, not as a
|
||||
-- flashbang on the empty map after them; the stack only updates
|
||||
-- the top state, so the flash holds until the texts close
|
||||
self.game.stack:push(Transition.whiteFlash(self.game))
|
||||
-- like surf (#320, #385): both texts print with the party menu
|
||||
-- still on screen, and the blink IS the menu closing afterwards,
|
||||
-- not a flashbang on the empty map
|
||||
self.game.stack:push(TextBox.new(self.game, t1, function()
|
||||
self.game.stack:push(TextBox.new(self.game, t2))
|
||||
self.game.stack:push(TextBox.new(self.game, t2, function()
|
||||
self:close()
|
||||
self.game.stack:push(Transition.whiteFlash(self.game))
|
||||
end))
|
||||
end, { auto = { sound = function()
|
||||
return require("src.core.Sound").playCry(self.game.data, mon.species)
|
||||
end } }))
|
||||
|
||||
+14
-9
@@ -22,13 +22,17 @@ TitleState.isOpaque = true
|
||||
-- LOGO2 blue / LOGO1 red (issue #133). A trailing trueColor zone leaves the
|
||||
-- overlay's DMG black unshaded while the logo and title mon keep title pals.
|
||||
--
|
||||
-- ROM SuperPal whites are often {255,239,255}. Under RED++, LOGO2/MEWMON
|
||||
-- come from the GBC pack (pure white) while Blue's LOGO1 stays on the ROM
|
||||
-- pack (#128), so the version-ribbon row reads as a pink band. Force that
|
||||
-- slot to pure white; ink colors (Blue/Red "Version" text) stay intact.
|
||||
local function withPureWhite(pal)
|
||||
-- Every title SuperPal shares color 0 on hardware (sgb_palettes.asm: LOGO1,
|
||||
-- LOGO2 and MEWMON all start RGB 31,29,31), so the ribbon band's white has to
|
||||
-- be the neighbouring zones' white. Under RED++, LOGO2/MEWMON come from the
|
||||
-- GBC pack (pure white) while Blue's LOGO1 stays on the ROM pack (#128) and
|
||||
-- the row reads as a pink band; taking LOGO2's white fixes that without
|
||||
-- forcing pure white in SGB, where a brighter band drew two faint lines
|
||||
-- across the title (#373). Ink colors (Blue/Red "Version" text) stay intact.
|
||||
local function withWhiteOf(pal, ref)
|
||||
if not pal then return nil end
|
||||
return { { 255, 255, 255 }, pal[2], pal[3], pal[4] }
|
||||
if not (ref and ref[1]) then return pal end
|
||||
return { ref[1], pal[2], pal[3], pal[4] }
|
||||
end
|
||||
|
||||
function TitleState:sgbPalettes(game)
|
||||
@@ -46,9 +50,10 @@ function TitleState:sgbPalettes(game)
|
||||
P.zone(logoPal, 9, 8, 10, 8),
|
||||
}
|
||||
else
|
||||
local logoPal = P.pal(game.data, "LOGO2")
|
||||
z = {
|
||||
P.zone(P.pal(game.data, "LOGO2"), 0, 0, 19, 7),
|
||||
P.zone(withPureWhite(P.pal(game.data, "LOGO1")), 0, 8, 19, 9),
|
||||
P.zone(logoPal, 0, 0, 19, 7),
|
||||
P.zone(withWhiteOf(P.pal(game.data, "LOGO1"), logoPal), 0, 8, 19, 9),
|
||||
P.zone(P.pal(game.data, "MEWMON"), 0, 10, 19, 17),
|
||||
}
|
||||
end
|
||||
@@ -427,7 +432,7 @@ end
|
||||
-- the version ribbon at (7,8), Red's title art as OAM at px (82,80),
|
||||
-- the title mon in the 7x7 box at tile (5,10), copyright on row 17.
|
||||
-- Yellow (title_yellow.asm): logo (2,1), speech bubble (6,4), Pikachu
|
||||
-- (4,8) 12x9 — no version ribbon, no cycling mon, no Red OAM.
|
||||
-- (4,8) 12x9 -- no version ribbon, no cycling mon, no Red OAM.
|
||||
function TitleState:draw()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.rectangle("fill", 0, 0, 160, 144)
|
||||
|
||||
@@ -174,4 +174,14 @@ function Check.download()
|
||||
cmdCh:push({ cmd = "download" })
|
||||
end
|
||||
|
||||
-- End the worker thread. Its command loop sits in Channel:demand(), which
|
||||
-- never returns on its own, and LOVE waits for every live love.thread before
|
||||
-- the process exits (#339).
|
||||
function Check.shutdown()
|
||||
if cmdCh then cmdCh:push({ cmd = "quit" }) end
|
||||
if worker then pcall(function() worker:wait() end) end
|
||||
worker, cmdCh, stateCh = nil, nil, nil
|
||||
workerReady = false
|
||||
end
|
||||
|
||||
return Check
|
||||
|
||||
@@ -128,6 +128,23 @@ FieldDefaults.FIELD = {
|
||||
-- the one-shot flag the gate's pass text is gated on; a gate a mod adds
|
||||
-- gets "PASSED_<mapId>" instead of this pre-v2 spelling
|
||||
badgeGates = { ROUTE_22_GATE = { passedFlag = "PASSED_ROUTE22_GATE" } },
|
||||
-- the Rocket Hideout lift gates the floor callbacks stamp shut
|
||||
-- (scripts/RocketHideoutB1F.asm / RocketHideoutB4F.asm
|
||||
-- ...DoorCallbackScript); seeds caches imported before the manifest
|
||||
-- carried them, which left both gates standing open (#372)
|
||||
cardKeyDoors = {
|
||||
closedDoors = {
|
||||
ROCKET_HIDEOUT_B1F = {
|
||||
{ block = 0x54, bx = 12, by = 8, open = 0x0e,
|
||||
event = "EVENT_BEAT_ROCKET_HIDEOUT_1_TRAINER_4" },
|
||||
},
|
||||
ROCKET_HIDEOUT_B4F = {
|
||||
{ block = 0x2d, bx = 12, by = 5, open = 0x0e,
|
||||
events = { "EVENT_BEAT_ROCKET_HIDEOUT_4_TRAINER_0",
|
||||
"EVENT_BEAT_ROCKET_HIDEOUT_4_TRAINER_1" } },
|
||||
},
|
||||
},
|
||||
},
|
||||
-- VermilionGymSetDoorTile opens the motorized door once both locks are hit
|
||||
hiddenExtras = {
|
||||
-- PrintTrashText bins (#188); seeds stale caches missing the key
|
||||
|
||||
+166
-144
@@ -65,6 +65,16 @@ local ROD_OAM = {
|
||||
right = { dx = 16, dy = 4, tile = 1, flip = true }, -- dbsprite 11, 10, 0, 0, $fe, XFLIP
|
||||
}
|
||||
|
||||
-- field.darkMaps (home/overworld.asm's dark-map check): the floors that run
|
||||
-- with wMapPalOffset = 6 until FLASH
|
||||
local function isDarkMap(mapId)
|
||||
local darkDef = Game.data.field.darkMaps
|
||||
for _, m in ipairs(darkDef and darkDef.maps or {}) do
|
||||
if m == mapId then return true end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- object_event spawn filter (toggleable_objects, items taken, beaten
|
||||
-- static encounters), shared by the current map's real NPCs and the
|
||||
-- visual-only ghosts on connected neighbor maps
|
||||
@@ -188,8 +198,50 @@ function OverworldState:enter(mapId, x, y, facing)
|
||||
-- survives save/load: a loaded game may start inside a building whose
|
||||
-- exit mat is a LAST_MAP warp
|
||||
self.lastOutdoor = Game.save.lastOutdoor
|
||||
self.justWarped = false
|
||||
self:setMap(mapId, x, y, facing, { via = "boot" })
|
||||
-- boot/load: derive the flag from the tile the save left us standing on,
|
||||
-- like MapEntryAfterBattle's IsPlayerStandingOnWarp, so a game saved on a
|
||||
-- door mat can still walk straight back out (issue #378)
|
||||
self:refreshStandingOnWarp()
|
||||
end
|
||||
|
||||
-- Silph Co card key doors + Rocket Hideout elevator gates: the .blk
|
||||
-- layouts ship with the doorways open; each floor's map script stamps
|
||||
-- the closed door block on load until its unlock event is set
|
||||
-- (scripts/SilphCo2F.asm SilphCo2FGateCallbackScript et al., closed
|
||||
-- blocks $54/$5f/$20; scripts/RocketHideoutB1F.asm +
|
||||
-- RocketHideoutB4F.asm ...DoorCallbackScript, closed blocks $54/$2d over
|
||||
-- the lift doorway). A door opens on its single `event`, or on `events`
|
||||
-- when every listed flag must be set (Rocket Hideout B4F's lift gate
|
||||
-- needs both guard trainers beaten -- CheckBothEventsSet). The callbacks
|
||||
-- run whenever BIT_CUR_MAP_LOADED_1 is set, which is map load AND the end
|
||||
-- of a battle on that map (home/trainers.asm EndTrainerBattle), so the
|
||||
-- gate opens with SFX_GO_INSIDE the moment the last guard falls (#372).
|
||||
function OverworldState:stampClosedDoors()
|
||||
local closedDoors = FieldDefaults.fieldValue(Game.data, "cardKeyDoors",
|
||||
"closedDoors")
|
||||
local floorDoors = self.map and closedDoors and closedDoors[self.map.id]
|
||||
if not floorDoors then return end
|
||||
local stamped, unlocked = false, false
|
||||
for _, door in ipairs(floorDoors) do
|
||||
local open
|
||||
if door.events then
|
||||
open = true
|
||||
for _, ev in ipairs(door.events) do
|
||||
if not Game.save.flags[ev] then open = false break end
|
||||
end
|
||||
else
|
||||
open = Game.save.flags[door.event]
|
||||
end
|
||||
local want = open and door.open or door.block
|
||||
if self.map:blockAt(door.bx, door.by) ~= want then
|
||||
self.map:setBlock(door.bx, door.by, want)
|
||||
stamped = true
|
||||
if open then unlocked = true end
|
||||
end
|
||||
end
|
||||
if stamped then self.map.renderer:rebuild() end
|
||||
if unlocked then require("src.core.Sound").play(Game.data, "Go_Inside") end
|
||||
end
|
||||
|
||||
function OverworldState:setMap(mapId, x, y, facing, opts)
|
||||
@@ -222,6 +274,13 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
|
||||
self.tileAnimOverride.tileset.animation = self.tileAnimOverride.animation
|
||||
self.tileAnimOverride = nil
|
||||
end
|
||||
-- ADVANCED bakes colour into the tileset atlas, so the dark-cave shift has
|
||||
-- to be armed before that atlas is built for this map (#383); self.dark is
|
||||
-- settled below, once the map record is in hand.
|
||||
if PaletteFX.setDarkWorld(isDarkMap(mapId) and not Game.save.flashLit)
|
||||
and PaletteFX.usesGbcPack() then
|
||||
MapLoader.invalidateAll()
|
||||
end
|
||||
self.map = MapLoader.load(Game.data, mapId)
|
||||
-- STRENGTH deactivates on every real map load (home/overworld.asm
|
||||
-- EnterMap -> ResetUsingStrengthOutOfBattleBit clears BIT_STRENGTH_ACTIVE
|
||||
@@ -241,38 +300,7 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
|
||||
self.map.renderer:rebuild()
|
||||
self.cutBlocks[mapId] = nil
|
||||
end
|
||||
-- Silph Co card key doors + Rocket Hideout elevator gates: the .blk
|
||||
-- layouts ship with the doorways open; each floor's map script stamps
|
||||
-- the closed door block on load until its unlock event is set
|
||||
-- (scripts/SilphCo2F.asm SilphCo2FGateCallbackScript et al., closed
|
||||
-- blocks $54/$5f/$20; scripts/RocketHideoutB1F.asm +
|
||||
-- RocketHideoutB4F.asm ...DoorCallbackScript, closed blocks $54/$2d over
|
||||
-- the lift doorway). A door opens on its single `event`, or on `events`
|
||||
-- when every listed flag must be set (Rocket Hideout B4F's lift gate
|
||||
-- needs both guard trainers beaten -- CheckBothEventsSet).
|
||||
local closedDoors = FieldDefaults.fieldValue(Game.data, "cardKeyDoors",
|
||||
"closedDoors")
|
||||
local floorDoors = closedDoors and closedDoors[mapId]
|
||||
if floorDoors then
|
||||
local stamped = false
|
||||
for _, door in ipairs(floorDoors) do
|
||||
local open
|
||||
if door.events then
|
||||
open = true
|
||||
for _, ev in ipairs(door.events) do
|
||||
if not Game.save.flags[ev] then open = false break end
|
||||
end
|
||||
else
|
||||
open = Game.save.flags[door.event]
|
||||
end
|
||||
local want = open and door.open or door.block
|
||||
if self.map:blockAt(door.bx, door.by) ~= want then
|
||||
self.map:setBlock(door.bx, door.by, want)
|
||||
stamped = true
|
||||
end
|
||||
end
|
||||
if stamped then self.map.renderer:rebuild() end
|
||||
end
|
||||
self:stampClosedDoors()
|
||||
-- forced dismount only where riding is disallowed (IsBikeRidingAllowed,
|
||||
-- home/overworld.asm: bike_riding_tilesets.asm tilesets plus the
|
||||
-- ROUTE_23/INDIGO_PLATEAU map exceptions)
|
||||
@@ -294,18 +322,11 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
|
||||
-- Rock Tunnel darkness (wMapPalOffset, home/overworld.asm): dark
|
||||
-- until FLASH is used; the light persists between the tunnel floors
|
||||
-- and resets once outside
|
||||
local darkDef = Game.data.field.darkMaps
|
||||
self.dark = false
|
||||
if darkDef then
|
||||
local isDark = false
|
||||
for _, m in ipairs(darkDef.maps) do
|
||||
if m == mapId then isDark = true break end
|
||||
end
|
||||
if isDark then
|
||||
self.dark = not Game.save.flashLit
|
||||
else
|
||||
Game.save.flashLit = nil
|
||||
end
|
||||
if isDarkMap(mapId) then
|
||||
self:setDark(not Game.save.flashLit)
|
||||
else
|
||||
Game.save.flashLit = nil
|
||||
self:setDark(false)
|
||||
end
|
||||
if Game.data.field.flyWarps[mapId] then
|
||||
Game.save.visited = Game.save.visited or {}
|
||||
@@ -576,17 +597,19 @@ function OverworldState:sgbWorldZones()
|
||||
return zones
|
||||
end
|
||||
|
||||
-- Whether the dark-map shade shift (PaletteFX.DARK_BGP, armed in drawWorld)
|
||||
-- can actually reach this frame's world pass. It cannot in RED++: that mode
|
||||
-- bakes real per-tile colour into the tileset atlas and sgbWorldZones returns
|
||||
-- an EMPTY zone list above, so the world blits with no shade-remap shader at
|
||||
-- all and there is no palette left to permute. Only then does fxDark
|
||||
-- composite the darkness by hand (#322).
|
||||
function OverworldState:darkNeedsOverlay()
|
||||
if not self.dark then return false end
|
||||
local renderer = self.map and self.map.renderer
|
||||
return PaletteFX.usesGbcPack() and renderer ~= nil
|
||||
and renderer.gbcAtlas ~= nil
|
||||
-- wMapPalOffset, the one piece of state both halves of the darkness read:
|
||||
-- drawWorld arms PaletteFX.DARK_BGP off self.dark for the shade-remapped
|
||||
-- modes, and PaletteFX.setDarkWorld feeds the bakes ADVANCED does instead of
|
||||
-- shading (tileset atlas, sprite sheets) plus their cache keys. A bake cannot
|
||||
-- be re-shaded in place, so a change there rebuilds every resident map --
|
||||
-- every dark floor, not just this one, since FLASH lights them all (#383).
|
||||
function OverworldState:setDark(on)
|
||||
on = on and true or false
|
||||
self.dark = on
|
||||
if PaletteFX.setDarkWorld(on) and PaletteFX.usesGbcPack() and self.map then
|
||||
MapLoader.invalidateAll()
|
||||
self:reloadMap(self.map.id, "dark")
|
||||
end
|
||||
end
|
||||
|
||||
function OverworldState:npcByIndex(index)
|
||||
@@ -795,6 +818,15 @@ function OverworldState:update(dt)
|
||||
if ca.onDone then ca.onDone() end
|
||||
end
|
||||
end
|
||||
-- fishing pose tail: the rod is already gone, the pose holds for the
|
||||
-- frames the original spends unwinding the item menu (#384)
|
||||
if self.fishPose then
|
||||
self.fishPose = self.fishPose - 1
|
||||
if self.fishPose <= 0 then
|
||||
self.fishPose = nil
|
||||
self.player.fishing = nil
|
||||
end
|
||||
end
|
||||
-- Yellow's companion hopping up onto the Poke Center counter owns the
|
||||
-- world for its arc, the same way the heal machine below does (#417)
|
||||
if self.pikaHop then
|
||||
@@ -961,19 +993,33 @@ function OverworldState:dirHeld()
|
||||
or input:isDown("left") or input:isDown("right")
|
||||
end
|
||||
|
||||
-- The warp cell the player WARPED IN on is inert until they physically step
|
||||
-- off it: standing on it, or bonking a wall/edge from it, must not re-fire a
|
||||
-- warp (CheckWarpsNoCollision's arrival-disable; see setMap where
|
||||
-- warpEntryCell/justWarped are set and onStepComplete where they clear).
|
||||
-- Both stand-still warp triggers -- the map-edge exit (checkEdgeExit) and the
|
||||
-- blocked-step collision warp (handleInput) -- must consult this, or a corner
|
||||
-- staircase whose warp tile sits on the map edge (Red's-house (7,1)) bounces
|
||||
-- floors every input frame (issue #230).
|
||||
function OverworldState:onWarpArrivalCell()
|
||||
if self.justWarped then return true end
|
||||
local entry = self.warpEntryCell
|
||||
return entry ~= nil and self.player.cellX == entry.x
|
||||
and self.player.cellY == entry.y
|
||||
-- BIT_STANDING_ON_WARP (wMovementFlags): the warp under the player's feet may
|
||||
-- only fire from a collision -- the blocked-step warp (handleInput) and the
|
||||
-- map-edge exit (checkEdgeExit) -- while this flag is set. pokered clears it
|
||||
-- on every completed step, sets it again when that step lands on a warp
|
||||
-- square, then clears it once more when the square is a warp-activating tile
|
||||
-- that is not also a door tile (CheckWarpsNoCollisionLoop ->
|
||||
-- IsPlayerStandingOnDoorTileOrWarpTile, engine/overworld/player_state.asm);
|
||||
-- onStepComplete maintains it. ClearVariablesOnEnterMap does not clear
|
||||
-- wMovementFlags, so the flag rides through the warp itself: a house door
|
||||
-- tile ($1B) leaves it set, so you land on the interior mat still able to
|
||||
-- walk back out on that same tile (issue #378), while a staircase tile
|
||||
-- ($1A/$1C) clears it and cannot bounce you between floors (issue #230).
|
||||
function OverworldState:canCollisionWarp()
|
||||
return self.standingOnWarp == true
|
||||
end
|
||||
|
||||
-- Re-derive the flag from the tile under the player, the way a completed step
|
||||
-- does (and the way MapEntryAfterBattle's IsPlayerStandingOnWarp does after a
|
||||
-- battle): a door tile keeps it, a stair/ladder warp tile clears it.
|
||||
function OverworldState:refreshStandingOnWarp()
|
||||
local p = self.player
|
||||
self.standingOnWarp = false
|
||||
if self.map:warpAtCell(p.cellX, p.cellY)
|
||||
and not (self.map:isWarpTileCell(p.cellX, p.cellY)
|
||||
and not self.map:isDoorTileCell(p.cellX, p.cellY)) then
|
||||
self.standingOnWarp = true
|
||||
end
|
||||
end
|
||||
|
||||
function OverworldState:handleInput()
|
||||
@@ -1017,9 +1063,9 @@ function OverworldState:handleInput()
|
||||
local result, why = self.player:tryMove(dir, self.map, self.entities)
|
||||
-- a collision while standing on a warp square fires the warp when the
|
||||
-- extra check passes (CheckWarpsCollision: route-gate doorways, dock
|
||||
-- entrances, ...) -- but never on the inert cell we just warped in on
|
||||
-- (issue #230), which the completed-step path guards the same way.
|
||||
if result == "blocked" and not self:onWarpArrivalCell() then
|
||||
-- entrances, ...), and only while BIT_STANDING_ON_WARP is set (issue
|
||||
-- #230), which the map-edge path guards the same way.
|
||||
if result == "blocked" and self:canCollisionWarp() then
|
||||
local w = Warp.onCollision(self.map, Game.data.field.warpCarpets,
|
||||
self.player.cellX, self.player.cellY, dir)
|
||||
if w then
|
||||
@@ -1175,11 +1221,11 @@ function OverworldState:checkEdgeExit(dir)
|
||||
|
||||
local w = Warp.onEdge(self.map, p.cellX, p.cellY, dir)
|
||||
if w then
|
||||
-- ...but not while still standing on the warp cell we just arrived on
|
||||
-- (issue #230): fall through so pushing into the edge bonks (SFX +
|
||||
-- walk-in-place) instead of instantly re-warping. A real step onto an
|
||||
-- exit-carpet edge cleared warpEntryCell first, so those still fire.
|
||||
if self:onWarpArrivalCell() then return false end
|
||||
-- ...but only with BIT_STANDING_ON_WARP set: a staircase tile clears it,
|
||||
-- so pushing into the edge beside one bonks (SFX + walk-in-place) instead
|
||||
-- of bouncing floors (issue #230), while the door mat you warped in on
|
||||
-- keeps it and exits on that same tile (issue #378).
|
||||
if not self:canCollisionWarp() then return false end
|
||||
self:takeWarp(w.def)
|
||||
return true
|
||||
end
|
||||
@@ -1405,6 +1451,7 @@ function OverworldState:goFishing(rod)
|
||||
-- the bobber waits a beat before the verdict (the original's
|
||||
-- FishingInit dot animation); the rod pose draws in the meantime
|
||||
self.fishing = { facing = self.player.facing }
|
||||
self.player.fishing = true
|
||||
Game.stack:push(TextBox.new(Game, ". . .", function()
|
||||
-- FishingAnim (engine/overworld/player_animations.asm) holds
|
||||
-- BIT_LEDGE_OR_FISHING -- the rod OAM and the fishing pose -- through
|
||||
@@ -1412,12 +1459,20 @@ function OverworldState:goFishing(rod)
|
||||
-- must NOT vanish with the dots box (#321).
|
||||
if not enc then
|
||||
Game.stack:push(TextBox.new(Game, Strings("Not even a nibble!"), function()
|
||||
-- the rod OAM goes out with the verdict box (res BIT_LEDGE_OR_FISHING
|
||||
-- straight after PrintText) but the player keeps the patched tiles
|
||||
-- until the overworld reloads them a few frames later
|
||||
-- (RestoreScreenTilesAndReloadTilePatterns, home/palettes.asm ->
|
||||
-- ReloadMapSpriteTilePatterns, home/reload_sprites.asm) -- #384
|
||||
self.fishing = nil
|
||||
self.fishPose = 10
|
||||
end))
|
||||
return
|
||||
end
|
||||
Game.stack:push(TextBox.new(Game, Strings("Oh!\nIt's a bite!"), function()
|
||||
-- the bite goes straight into battle, which reloads the sprite tiles
|
||||
self.fishing = nil
|
||||
self.player.fishing = nil
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
local battle = BattleState.newWild(Game, enc.species, enc.level, { hooked = true })
|
||||
if Game.save.safari and Map.inRegion(self.map.def, "SAFARI", "SAFARI_ZONE") then
|
||||
@@ -2098,25 +2153,26 @@ end
|
||||
-- Gen 1 has no confirmation prompt: using SURF gets straight on
|
||||
-- (_SurfingGotOnText, item_effects.asm .surf). Called from the party
|
||||
-- menu's SURF action (via useSurfFieldMove) once the facing tile has been
|
||||
-- confirmed to be water -- there is no overworld A-press hook.
|
||||
function OverworldState:trySurf(fx, fy)
|
||||
-- confirmed to be water -- there is no overworld A-press hook. onClose is
|
||||
-- that menu's own close, called when the got-on text ends (see below).
|
||||
function OverworldState:trySurf(fx, fy, onClose)
|
||||
local mon = self:partyKnows("SURF")
|
||||
if not mon then return end
|
||||
local name = mon.nickname or Game.data.pokemon[mon.species].name
|
||||
local p = self.player
|
||||
local text = (Game.data.text._SurfingGotOnText or Strings("{PLAYER} got on\n{RAM:wNameBuffer}!"))
|
||||
:gsub("{RAM:wNameBuffer}", name)
|
||||
-- GBPalWhiteOutWithDelay3 runs while the got-on text is still up
|
||||
-- (start_sub_menus.asm .surf), so the blink reads as a text flash
|
||||
-- instead of a flashbang on the empty map (#320). The flash sits
|
||||
-- under the textbox on the stack: only the top state updates, so it
|
||||
-- holds its frames until the text closes. surfing (and the sprite
|
||||
-- swap) only applies when the step happens -- no paddling on land.
|
||||
Game.stack:push(require("src.render.Transition").whiteFlash(Game))
|
||||
-- UseItem prints the got-on text with the party menu still on screen and
|
||||
-- GBPalWhiteOutWithDelay3 + .goBackToMap only run after it
|
||||
-- (start_sub_menus.asm .surf), so the text reads over the menu and the
|
||||
-- blink is the menu closing, not a flashbang on the empty map (#320,
|
||||
-- #385). The mount rides the blink, so nothing paddles on land.
|
||||
Game.stack:push(TextBox.new(Game, text, function()
|
||||
if onClose then onClose() end
|
||||
p.surfing = true
|
||||
require("src.core.Music").setSurfing(Game.data, true)
|
||||
self:stepForwardOrCrossEdge(p.facing)
|
||||
Game.stack:push(require("src.render.Transition").whiteFlash(Game, nil,
|
||||
function() self:stepForwardOrCrossEdge(p.facing) end))
|
||||
end))
|
||||
end
|
||||
|
||||
@@ -3050,18 +3106,16 @@ function OverworldState:onStepComplete()
|
||||
entry = nil
|
||||
end
|
||||
-- The arrival disable is POSITIONAL: warpEntryCell above is the whole
|
||||
-- test. justWarped only records that an arrival happened (it still
|
||||
-- backs onWarpArrivalCell's bonk guard for issue #230), so consuming a
|
||||
-- completed step with it swallowed the warp under the player's feet,
|
||||
-- which is why a second ladder one cell from the first did nothing
|
||||
-- (Seafoam B3F has warp tiles on (25,3) and (25,4)) -- issue #265.
|
||||
-- pokered has no such counter: every completed step runs
|
||||
-- CheckWarpsNoCollision (home/overworld.asm), and BIT_STANDING_ON_WARP,
|
||||
-- the flag the bonk path needs, is only set by
|
||||
-- CheckWarpsNoCollisionLoop itself or by IsPlayerStandingOnWarp from
|
||||
-- MapEntryAfterBattle, never on a plain warp arrival -- which is
|
||||
-- exactly what warpEntryCell reproduces.
|
||||
self.justWarped = false
|
||||
-- test. Consuming a completed step with a one-shot "just warped" counter
|
||||
-- instead swallowed the warp under the player's feet, which is why a
|
||||
-- second ladder one cell from the first did nothing (Seafoam B3F has warp
|
||||
-- tiles on (25,3) and (25,4)) -- issue #265. pokered has no such counter:
|
||||
-- every completed step runs CheckWarpsNoCollision (home/overworld.asm).
|
||||
-- That same step is where BIT_STANDING_ON_WARP is maintained: cleared
|
||||
-- before the check (home/overworld.asm:324), set again while standing on a
|
||||
-- warp square, then cleared once more when the square is a warp-activating
|
||||
-- tile that is not a door tile (IsPlayerStandingOnDoorTileOrWarpTile).
|
||||
self:refreshStandingOnWarp()
|
||||
if entry then
|
||||
-- still standing on the warp we arrived through; do not re-trigger it
|
||||
else
|
||||
@@ -3499,6 +3553,10 @@ function OverworldState:afterBattle(result, battle)
|
||||
{ save = Game.save, healTarget = self:healPoint() })
|
||||
self:warpToHealPoint(evolutions)
|
||||
else
|
||||
-- EndTrainerBattle sets BIT_CUR_MAP_LOADED_1 (home/trainers.asm), which
|
||||
-- re-runs the floor's door callback: beating the last Rocket Hideout guard
|
||||
-- opens the lift gate without leaving the map (#372)
|
||||
self:stampClosedDoors()
|
||||
-- throwing the last SAFARI BALL ends the game
|
||||
if Game.save.safari and Game.save.safari.balls <= 0 then
|
||||
self:safariGameOver(Strings("PA: You're out of\nSAFARI BALLs!"))
|
||||
@@ -3632,12 +3690,12 @@ function OverworldState:startWarpTo(mapId, x, y, facing, onDone, opts)
|
||||
self.arriveWarp = nil
|
||||
Game.stack:push(Transition.new(Game, function()
|
||||
self:setMap(mapId, x, y, facing or "down", opts)
|
||||
self.justWarped = true
|
||||
-- The warp we land ON stays inert until we physically step off it, so a
|
||||
-- warp whose destination cell is itself a warp cannot bounce us straight
|
||||
-- back (elevator cars, stacked stair/door mats). This generalizes the
|
||||
-- one-step justWarped guard, which only skipped the very next frame's
|
||||
-- check and so let a mon walked back onto the pad re-trigger it.
|
||||
-- The warp we land ON stays inert for the completed-step check until we
|
||||
-- physically step off it, so a warp whose destination cell is itself a
|
||||
-- warp cannot bounce us straight back (elevator cars, stacked stair/door
|
||||
-- mats). BIT_STANDING_ON_WARP is deliberately NOT touched here:
|
||||
-- ClearVariablesOnEnterMap leaves wMovementFlags alone, so the flag the
|
||||
-- departing tile set rides through the warp (issue #378).
|
||||
self.warpEntryCell = { x = x, y = y }
|
||||
-- Fly/Teleport/Dig/Escape-Rope landings poof the player back in
|
||||
-- (player_animations.asm EnterMapAnim). Blackouts and ordinary
|
||||
@@ -3663,8 +3721,8 @@ function OverworldState:startWarpTo(mapId, x, y, facing, onDone, opts)
|
||||
-- PlayerStepOutFromDoor (engine/overworld/auto_movement.asm): any
|
||||
-- warp that lands on a door tile auto-steps south once, indoor or
|
||||
-- outdoor. Auto-walk leaves the mat, so the arrival disable
|
||||
-- (warpEntryCell / justWarped) is unnecessary -- and would let you
|
||||
-- stand on the door without re-entering if you hold back into it.
|
||||
-- (warpEntryCell) is unnecessary -- and would let you stand on the
|
||||
-- door without re-entering if you hold back into it.
|
||||
-- The walk-out is a simulated d-pad press (wSimulatedJoypadStates),
|
||||
-- not a forced move, so it obeys collision: on a landing with a
|
||||
-- solid cell south of the door (the mansion stair landings back
|
||||
@@ -3673,7 +3731,6 @@ function OverworldState:startWarpTo(mapId, x, y, facing, onDone, opts)
|
||||
if self.map:isDoorTileCell(self.player.cellX, self.player.cellY) then
|
||||
if Collision.canMove(self.map, self.entities, self.player, "down") then
|
||||
self.warpEntryCell = nil
|
||||
self.justWarped = false
|
||||
self:scriptMove(self.player, "down", 1)
|
||||
else
|
||||
self.player.facing = "down"
|
||||
@@ -4116,23 +4173,6 @@ function OverworldState:drawWorld()
|
||||
end
|
||||
end
|
||||
|
||||
-- Rock Tunnel darkness. The original never cuts a window of light around
|
||||
-- the player: it shifts the BG palette for the WHOLE screen (wMapPalOffset
|
||||
-- = 6 -> home/fade.asm LoadGBPal -> FadePal2 `dc 3,3,3,2`) and FLASH shifts
|
||||
-- it back (#322). PaletteFX.DARK_BGP does that for every shade-remapped
|
||||
-- mode, armed at the top of drawWorld. RED++ is the one mode with no
|
||||
-- palette left to shift -- TileRenderer bakes true colour into the tileset
|
||||
-- atlas and sgbWorldZones hands the blit an EMPTY zone list, so no shader
|
||||
-- runs over the world at all -- so there the darkness is composited instead:
|
||||
-- a flat veil over the whole world view (surveying still cannot peek past
|
||||
-- it) at the 85/255 brightness FadePal2 leaves DMG white on.
|
||||
local function fxDark()
|
||||
if not self:darkNeedsOverlay() then return end
|
||||
love.graphics.setColor(0, 0, 0, 1 - 85 / 255)
|
||||
love.graphics.rectangle("fill", 0, 0, vw, vh)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
-- the FLY bird sweeping off with the player
|
||||
local function fxBird()
|
||||
if not self.flyAnim then return end
|
||||
@@ -4210,7 +4250,7 @@ function OverworldState:drawWorld()
|
||||
return PaletteFX.pal(Game.data, self:paletteNameFor(map or self.map))
|
||||
end,
|
||||
fx = { heal = fxHeal, dust = fxDust, cutTree = fxCutTree,
|
||||
emote = fxEmote, dark = fxDark, bird = fxBird, rod = fxRod },
|
||||
emote = fxEmote, bird = fxBird, rod = fxRod },
|
||||
}
|
||||
-- Draw every active field FX into the finished scene. `project(wx, wy)`
|
||||
-- maps a world point to canvas pixels (nil when it is behind the
|
||||
@@ -4261,17 +4301,6 @@ function OverworldState:drawWorld()
|
||||
if self.fishing then
|
||||
at(fxRod, self.player.px + 8, self.player.py + 16)
|
||||
end
|
||||
-- Rock Tunnel darkness is a screen-space veil, not a ground object:
|
||||
-- draw it flat over the finished scene like the tilt path. It fills
|
||||
-- the view in world-pixel units, so it only needs the scale, and it is
|
||||
-- only needed at all in the mode whose palette cannot carry the
|
||||
-- darkening itself (see fxDark).
|
||||
if self:darkNeedsOverlay() then
|
||||
love.graphics.push()
|
||||
love.graphics.scale(scale, scale)
|
||||
fxDark()
|
||||
love.graphics.pop()
|
||||
end
|
||||
end
|
||||
override = Pipelines.drawWorld(pipelineId, ctx)
|
||||
-- world post-processes (a miniature-diorama blur, a colour grade) fold
|
||||
@@ -4334,7 +4363,6 @@ function OverworldState:drawWorld()
|
||||
fxDust()
|
||||
fxCutTree()
|
||||
fxEmote()
|
||||
fxDark()
|
||||
fxBird()
|
||||
fxRod()
|
||||
else
|
||||
@@ -4423,12 +4451,6 @@ function OverworldState:drawWorld()
|
||||
self:billboard(fx, fy, vw, vh, zoneColorsAt(zones, fx, fy), false, fxRod)
|
||||
end
|
||||
|
||||
-- Rock Tunnel darkness is a screen-space veil, not a ground object --
|
||||
-- draw it flat into the upright canvas so it darkens the final
|
||||
-- composited scene uniformly. It no-ops unless this mode needs the
|
||||
-- composited fallback (see fxDark).
|
||||
fxDark()
|
||||
|
||||
Game.renderer:endUprightPass()
|
||||
end
|
||||
|
||||
|
||||
+29
-1
@@ -42,6 +42,20 @@ function Player.new(data, cx, cy, facing)
|
||||
local ok, img = pcall(love.graphics.newImage, fx.shadow.path)
|
||||
self.shadowImg = ok and img or nil
|
||||
end
|
||||
-- FishingAnim (engine/overworld/player_animations.asm) patches tiles
|
||||
-- $02/$06/$0a -- the bottom tile row of each standing frame -- with
|
||||
-- RedFishingTiles before it parks the rod OAM, so the rod stroke meets a
|
||||
-- pair of hands instead of ending in mid air (#384)
|
||||
if fx then
|
||||
local function posePath(name)
|
||||
local def = fx[name]
|
||||
return def and def.path or nil
|
||||
end
|
||||
local pose = { down = posePath("redFishFront"), up = posePath("redFishBack") }
|
||||
pose.left = posePath("redFishSide")
|
||||
pose.right = pose.left -- the side pose mirrors like the sprite (OAM_XFLIP)
|
||||
if pose.down or pose.up or pose.left then self.fishTiles = pose end
|
||||
end
|
||||
self.cellX, self.cellY = cx, cy
|
||||
self.px, self.py = cx * 16, cy * 16
|
||||
self.facing = facing or "down"
|
||||
@@ -231,7 +245,10 @@ function Player:pose()
|
||||
py = py - math.floor((total - self.spinFrames) * 24 / total)
|
||||
end
|
||||
end
|
||||
local sprite = (self.surfing and self.surfSprite)
|
||||
-- RodResponse (engine/items/item_effects.asm) zeroes wWalkBikeSurfState
|
||||
-- across FishingAnim, so casting from the water shows the on-foot sheet
|
||||
local sprite = (self.fishing and self.sprite)
|
||||
or (self.surfing and self.surfSprite)
|
||||
or (self.onBike and self.bikeSprite) or self.sprite
|
||||
return sprite, self.px, py, facing, phase, flip, hopping
|
||||
end
|
||||
@@ -263,6 +280,17 @@ function Player:draw(camX, camY)
|
||||
love.graphics.draw(self.shadowImg, sx + 16, sy + 16, 0, -1, -1)
|
||||
end
|
||||
end
|
||||
-- Fishing pose: the standing frame with its bottom tile row swapped for
|
||||
-- RedFishingTiles, which is where the hands and the near half of the rod
|
||||
-- live; the far half is the rod OAM OverworldState draws (FishingRodOAM,
|
||||
-- engine/overworld/player_animations.asm) -- #384
|
||||
local fishTile = self.fishing and self.fishTiles and self.fishTiles[facing]
|
||||
if fishTile then
|
||||
sprite:draw(px, py, camX, camY, facing, 0, false, true)
|
||||
sprite:drawTile(fishTile, math.floor(px - camX),
|
||||
math.floor(py - camY) - 4 + 8, facing == "right")
|
||||
return
|
||||
end
|
||||
sprite:draw(px, py, camX, camY, facing, phase, flip)
|
||||
end
|
||||
|
||||
|
||||
Reference in New Issue
Block a user