mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-18 03:35:56 +02:00
so many bugs i cannot even breathe
This commit is contained in:
+5
-3
@@ -305,9 +305,11 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
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-- HP medicine: fill the bar in the still-open picker first, then print
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-- and close, the order item_effects.asm .doneHealing runs in
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-- (SFX_HEAL_HP -> UpdateHPBar2 -> RedrawPartyMenu prints the message).
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-- picker is nil for every other item and for in-battle use, which keeps
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-- the pop-then-print path below. #252
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if picker and extra and extra.healedFrom and target then
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-- Only a keepOpen picker is still on the stack to animate: every other
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-- item, and every in-battle use, popped it in PartyMenu before onSwitch,
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-- and takes the pop-then-print path below -- which is the path that
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-- spends the battle turn. #252, #379
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if picker and picker.keepOpen and extra and extra.healedFrom and target then
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picker:animateTo(target, extra.healedFrom, function()
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showMessages(game, payload, closePicker)
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end)
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@@ -486,7 +486,10 @@ end
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function OakSpeech:advance()
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self.step = self.step + 1
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self.picFlip = false
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-- picFlip belongs to the pic, not to the step: OakSpeechText2 prints 2A
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-- and 2B over one flipped NIDORINO with no redraw between them
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-- (oak_speech.asm:80-83), so a pic-less step must not un-mirror what is
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-- still on screen; only applyPic and the demo step may change it (#397)
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local steps = self.steps
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if not steps then
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-- enter() builds steps; keep a path for callers that advance early
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+24
-15
@@ -351,18 +351,23 @@ function PartyMenu:update(dt)
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end })
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return
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elseif action == "flash" then -- FLASH lights dark tunnels
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-- start_sub_menus.asm .flash: PrintText _FlashLightsAreaText, then
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-- GBPalWhiteOutWithDelay3 + jp .goBackToMap
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-- start_sub_menus.asm .flash: PrintText _FlashLightsAreaText runs
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-- with the party menu still on screen, and only then
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-- GBPalWhiteOutWithDelay3 + jp .goBackToMap. So the message reads
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-- over the menu, and the cave is lit when the blink hands the
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-- screen back, never under the text (#385).
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local ow = self.game.overworld
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local TextBox = require("src.render.TextBox")
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local Transition = require("src.render.Transition")
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self.game.stack:pop()
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ow.dark = false
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self.game.save.flashLit = true
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self.game.stack:push(TextBox.new(self.game,
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self.game.data.text._FlashLightsAreaText
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or Strings("A blinding FLASH\nlights the area!"), function()
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self.game.stack:push(Transition.whiteFlash(self.game))
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self:close()
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-- setDark, not a bare field write: ADVANCED carries the darkness
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-- in a baked atlas, so lighting the cave rebuilds it (#383)
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self.game.stack:push(Transition.whiteFlash(self.game, nil,
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function() ow:setDark(false) end))
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end))
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return
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elseif action == "surf" then
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@@ -377,9 +382,11 @@ function PartyMenu:update(dt)
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local reason = ow:useSurfFieldMove()
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local Transition = require("src.render.Transition")
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if reason == "ok" then
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self.game.stack:pop() -- close the party menu (jp .goBackToMap)
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-- UseItem prints _SurfingGotOnText with the party menu still up;
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-- GBPalWhiteOutWithDelay3 + jp .goBackToMap only follow it, so
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-- trySurf closes this menu when its text does (#385)
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local fx, fy = ow.player:facingCell()
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ow:trySurf(fx, fy)
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ow:trySurf(fx, fy, function() self:close() end)
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return
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end
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if reason == "dismount" then
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@@ -410,9 +417,10 @@ function PartyMenu:update(dt)
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-- .cannotStopSurfing prints _SurfingNoPlaceToGetOffText but
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-- never zeroes wActionResultOrTookBattleTurn, so unlike the
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-- other refusals the menu still closes afterwards
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-- (GBPalWhiteOutWithDelay3 + .goBackToMap)
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self.game.stack:pop()
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-- (GBPalWhiteOutWithDelay3 + .goBackToMap), and the text prints
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-- over the still-open menu like every other .loop refusal (#385)
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self.game.stack:push(TextBox.new(self.game, txt, function()
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self:close()
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self.game.stack:push(Transition.whiteFlash(self.game))
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end))
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return
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@@ -454,18 +462,19 @@ function PartyMenu:update(dt)
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local Transition = require("src.render.Transition")
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local def = self.game.data.pokemon[mon.species]
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local name = mon.nickname or def.name
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self.game.stack:pop() -- close the party menu (jp .goBackToMap)
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ow.strengthActive = true
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local t1 = (self.game.data.text._UsedStrengthText
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or Strings("{RAM:wNameBuffer} used\nSTRENGTH.")):gsub("{RAM:wNameBuffer}", name)
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local t2 = (self.game.data.text._CanMoveBouldersText
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or Strings("{RAM:wNameBuffer} can\nmove boulders.")):gsub("{RAM:wNameBuffer}", name)
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-- like surf (#320): the blink belongs UNDER the texts, not as a
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-- flashbang on the empty map after them; the stack only updates
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-- the top state, so the flash holds until the texts close
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self.game.stack:push(Transition.whiteFlash(self.game))
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-- like surf (#320, #385): both texts print with the party menu
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-- still on screen, and the blink IS the menu closing afterwards,
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-- not a flashbang on the empty map
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self.game.stack:push(TextBox.new(self.game, t1, function()
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self.game.stack:push(TextBox.new(self.game, t2))
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self.game.stack:push(TextBox.new(self.game, t2, function()
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self:close()
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self.game.stack:push(Transition.whiteFlash(self.game))
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end))
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end, { auto = { sound = function()
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return require("src.core.Sound").playCry(self.game.data, mon.species)
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end } }))
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+14
-9
@@ -22,13 +22,17 @@ TitleState.isOpaque = true
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-- LOGO2 blue / LOGO1 red (issue #133). A trailing trueColor zone leaves the
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-- overlay's DMG black unshaded while the logo and title mon keep title pals.
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--
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-- ROM SuperPal whites are often {255,239,255}. Under RED++, LOGO2/MEWMON
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-- come from the GBC pack (pure white) while Blue's LOGO1 stays on the ROM
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-- pack (#128), so the version-ribbon row reads as a pink band. Force that
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-- slot to pure white; ink colors (Blue/Red "Version" text) stay intact.
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local function withPureWhite(pal)
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-- Every title SuperPal shares color 0 on hardware (sgb_palettes.asm: LOGO1,
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-- LOGO2 and MEWMON all start RGB 31,29,31), so the ribbon band's white has to
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-- be the neighbouring zones' white. Under RED++, LOGO2/MEWMON come from the
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-- GBC pack (pure white) while Blue's LOGO1 stays on the ROM pack (#128) and
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-- the row reads as a pink band; taking LOGO2's white fixes that without
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-- forcing pure white in SGB, where a brighter band drew two faint lines
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-- across the title (#373). Ink colors (Blue/Red "Version" text) stay intact.
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local function withWhiteOf(pal, ref)
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if not pal then return nil end
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return { { 255, 255, 255 }, pal[2], pal[3], pal[4] }
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if not (ref and ref[1]) then return pal end
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return { ref[1], pal[2], pal[3], pal[4] }
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end
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function TitleState:sgbPalettes(game)
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@@ -46,9 +50,10 @@ function TitleState:sgbPalettes(game)
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P.zone(logoPal, 9, 8, 10, 8),
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}
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else
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local logoPal = P.pal(game.data, "LOGO2")
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z = {
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P.zone(P.pal(game.data, "LOGO2"), 0, 0, 19, 7),
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P.zone(withPureWhite(P.pal(game.data, "LOGO1")), 0, 8, 19, 9),
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P.zone(logoPal, 0, 0, 19, 7),
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P.zone(withWhiteOf(P.pal(game.data, "LOGO1"), logoPal), 0, 8, 19, 9),
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P.zone(P.pal(game.data, "MEWMON"), 0, 10, 19, 17),
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}
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end
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@@ -427,7 +432,7 @@ end
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-- the version ribbon at (7,8), Red's title art as OAM at px (82,80),
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-- the title mon in the 7x7 box at tile (5,10), copyright on row 17.
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-- Yellow (title_yellow.asm): logo (2,1), speech bubble (6,4), Pikachu
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-- (4,8) 12x9 — no version ribbon, no cycling mon, no Red OAM.
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-- (4,8) 12x9 -- no version ribbon, no cycling mon, no Red OAM.
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function TitleState:draw()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.rectangle("fill", 0, 0, 160, 144)
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