CLOSES #1211, CLOSES #1228, CLOSES #1229, CLOSES #1232, CLOSES #1251, CLOSES #1265, CLOSES #1267, CLOSES #1276, CLOSES #1279, CLOSES #1282, CLOSES #1293, CLOSES #1296, CLOSES #1303, CLOSES #1329, CLOSES #1338, CLOSES #1341, CLOSES #1343, CLOSES #1344, CLOSES #1368, CLOSES #1385, CLOSES #1388, CLOSES #1389, CLOSES #1391

This commit is contained in:
bryanthaboi
2026-08-16 08:55:40 -04:00
parent 65128e13a4
commit 1151c188a7
50 changed files with 2835 additions and 276 deletions
+124 -38
View File
@@ -14,6 +14,7 @@
local Font = require("src.render.Font")
local Strings = require("src.core.Strings")
local Theme = require("src.ui.Theme")
local DexEntryMenu = {}
DexEntryMenu.__index = DexEntryMenu
@@ -36,6 +37,62 @@ local function resolveArgs(speciesOrOpts)
return speciesOrOpts, false
end
local function ownedFor(game, def, forceOwned)
return forceOwned
or (game.save.pokedex and game.save.pokedex.owned[def.id]) or false
end
-- home/text.asm:245 (<PAGE>), home/text.asm:204 (<DEXEND>)
local function descPages(game, def, forceOwned)
local e = def.dexEntry or {}
local owned = ownedFor(game, def, forceOwned)
local text = owned and e.text and game.data.text[e.text] or nil
if not text then return nil end
local pages = {}
for chunk in (text .. "\f"):gmatch("(.-)\f") do
local lines = {}
for line in (chunk:gsub("\v", "\n") .. "\n"):gmatch("(.-)\n") do
lines[#lines + 1] = line
end
while #lines > 0 and lines[#lines] == "" do table.remove(lines) end
if #lines > 0 then pages[#pages + 1] = lines end
end
if #pages == 0 then return nil end
local last = pages[#pages]
last[#last] = last[#last] .. "."
return pages
end
-- engine/gfx/load_pokedex_tiles.asm: gfx/pokedex/pokedex.png, codes $60..$71
local frameCache = {}
local function frameSheet(game)
local fx = game.data.field and game.data.field.overworldFx
local def = fx and fx.pokedexFrame
local path = def and def.path
if not path then return nil end
local hit = frameCache[path]
if hit ~= nil then return hit or nil end
local ok, img = pcall(love.graphics.newImage, path)
if not ok or not img then
frameCache[path] = false
return nil
end
local iw, ih = img:getDimensions()
local quads = {}
for i = 0, 17 do
quads[i] = love.graphics.newQuad((i % 3) * 8,
math.floor(i / 3) * 8, 8, 8, iw, ih)
end
frameCache[path] = { img = img, quads = quads }
return frameCache[path]
end
-- engine/menus/pokedex.asm:601
local DIVIDER = {
0x68, 0x69, 0x6B, 0x69, 0x6B, 0x69, 0x6B, 0x69, 0x6B, 0x6B,
0x6B, 0x6B, 0x69, 0x6B, 0x69, 0x6B, 0x69, 0x6B, 0x69, 0x6A,
}
function DexEntryMenu.new(game, speciesOrOpts, onDone)
local species, forceOwned = resolveArgs(speciesOrOpts)
local self = setmetatable({ game = game, forceOwned = forceOwned,
@@ -43,13 +100,14 @@ function DexEntryMenu.new(game, speciesOrOpts, onDone)
self.def = game.data.pokemon[species]
local path, trueColor = require("src.pokemon.Sprites").path(
game.data, species, "front", { kind = "dex" })
-- `path and pcall(...)` truncates to one value, so img was always nil and
-- every dex page drew without its pic (#307); the guard has to be a
-- statement for pcall's second return to survive.
-- pcall's second return has to survive the guard (#307)
local ok, img = false, nil
if path then ok, img = pcall(love.graphics.newImage, path) end
self.sprite = ok and img or nil
self.spriteTrueColor = self.sprite and trueColor or false
self.page = 1
local pages = descPages(game, self.def, forceOwned)
self.pageCount = pages and #pages or 1
require("src.core.Sound").playCry(game.data, species)
return self
end
@@ -57,6 +115,11 @@ end
function DexEntryMenu:update(dt)
local input = self.game.input
if input:wasPressed("a") or input:wasPressed("b") then
-- home/text.asm:245
if self.page < (self.pageCount or 1) then
self.page = self.page + 1
return
end
self.game.stack:pop()
if self.onDone then self.onDone() end
end
@@ -64,64 +127,87 @@ end
function DexEntryMenu:draw()
DexEntryMenu.render(self.game, self.def, self.sprite, self.forceOwned,
self.spriteTrueColor)
self.spriteTrueColor, self.page)
end
-- Static entry-page renderer, shared with the printer stand-in
-- (src/core/Printer.lua renders the same page into a PNG the way
-- PrintPokedexEntry rendered it to the Game Boy Printer).
function DexEntryMenu.render(game, def, sprite, forceOwned, trueColor)
-- engine/menus/pokedex.asm:399
function DexEntryMenu.render(game, def, sprite, forceOwned, trueColor, page)
page = page or 1
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
local frame = frameSheet(game)
if frame then
local function tile(code, tx, ty)
love.graphics.draw(frame.img, frame.quads[code - 0x60], tx * 8, ty * 8)
end
-- engine/menus/pokedex.asm:418
for tx = 1, 18 do
tile(0x64, tx, 0)
tile(0x6f, tx, 17)
end
for ty = 1, 16 do
tile(0x66, 0, ty)
tile(0x67, 19, ty)
end
tile(0x63, 0, 0)
tile(0x65, 19, 0)
tile(0x6c, 0, 17)
tile(0x6e, 19, 17)
-- engine/menus/pokedex.asm:445
for tx = 0, 19 do
tile(DIVIDER[tx + 1], tx, 9)
end
end
if sprite then
local y = math.max(0, 60 - sprite:getHeight())
love.graphics.draw(sprite, 8, y)
-- a full-color pic has to sit out the SGB recolor, so mark its bounds
-- for the unshaded pass (#350). The printer path leaves trueColor nil:
-- it renders to its own PNG canvas, and a mark left behind there would
-- bleed into the next real frame.
-- engine/menus/pokedex.asm:503, home/pokemon.asm:96 (flipped)
local w, h = sprite:getDimensions()
local x = 8 + math.floor((8 - w / 8) / 2) * 8
local y = 8 + (7 - h / 8) * 8
love.graphics.draw(sprite, x + w, y, 0, -1, 1)
-- the unshaded pass needs the pic bounds (#350)
if trueColor then
require("src.render.PaletteFX").markTrueColor(8, y, sprite:getDimensions())
require("src.render.PaletteFX").markTrueColor(x, y, w, h)
end
end
love.graphics.setColor(0, 0, 0, 1)
Font.draw(def.name, 72, 8)
-- engine/menus/pokedex.asm:454
Font.draw(def.name, 72, 16)
local e = def.dexEntry or {}
-- English R/B prints only the kind string (hlcoord 9,4 PlaceString).
-- PokeText ("#"/POKéMON) is an unreferenced JPN leftover in pokedex.asm;
-- appending " POKéMON" here clipped longer kinds ("LIZARD POKé").
Font.draw(e.kind or "?", 72, 20)
-- engine/menus/pokedex.asm:468, kind string only (PokeText is unreferenced)
Font.draw(e.kind or "?", 72, 32)
-- same number width as the list (constants.dexDigits), so a dex past 999
-- prints the extra digit everywhere at once
local digits = (game.data.constants or {}).dexDigits or 3
Font.draw(Strings("No.") .. ("%0" .. digits .. "d"):format(def.dex or 0), 72, 32)
local owned = forceOwned
or (game.save.pokedex and game.save.pokedex.owned[def.id])
-- height/weight print only once owned, like the description
-- (pokedex.asm: "if the pokemon has not been owned, don't print the
-- height, weight, or description")
-- engine/menus/pokedex.asm:478
Font.draw(Strings("No.") .. ("%0" .. digits .. "d"):format(def.dex or 0),
16, 64)
local owned = ownedFor(game, def, forceOwned)
-- engine/menus/pokedex.asm:449, numbers only once owned
if owned and e.heightFt then
-- feet/inches use the dex screen's /″ glyphs ("HT ???″" in
-- pokedex.asm; the tiles come from gfx/pokedex/pokedex.png via
-- engine/gfx/load_pokedex_tiles.asm)
if e.heightM then
Font.draw((Strings("GR. %.1fm", e.heightM):gsub("(%d)%.(%d)", "%1,%2")), 72, 44)
Font.draw((Strings("GEW. %.1fkg", e.weightKg or 0):gsub("(%d)%.(%d)", "%1,%2")), 72, 54)
Font.draw((Strings("GR. %.1fm", e.heightM):gsub("(%d)%.(%d)", "%1,%2")), 72, 48)
Font.draw((Strings("GEW. %.1fkg", e.weightKg or 0):gsub("(%d)%.(%d)", "%1,%2")), 72, 64)
else
Font.draw(Strings("HT %d%02d″", e.heightFt, e.heightIn or 0), 72, 44)
Font.draw(Strings("WT %.1flb", (e.weight or 0) / 10), 72, 54)
Font.draw(Strings("HT %d%02d″", e.heightFt, e.heightIn or 0), 72, 48)
Font.draw(Strings("WT %.1flb", (e.weight or 0) / 10), 72, 64)
end
end
local text = owned and e.text and game.data.text[e.text] or nil
local y = 72
if text then
for line in (text:gsub("\v", "\n"):gsub("\f", "\n") .. "\n"):gmatch("(.-)\n") do
if y > 132 then break end
Font.draw(line, 8, y)
y = y + 10
local pages = descPages(game, def, forceOwned)
if pages then
-- engine/menus/pokedex.asm:568
local lines = pages[page] or pages[#pages]
for i, line in ipairs(lines) do
Font.draw(line, 8, 72 + i * 16)
end
-- home/text.asm:245
if page < #pages then
Font.drawCode(Theme.moreArrow, 144, 128)
end
else
Font.draw(Strings("Data unknown."), 8, y)
Font.draw(Strings("Data unknown."), 8, 88)
end
love.graphics.setColor(1, 1, 1, 1)
end
+112
View File
@@ -0,0 +1,112 @@
-- PKMN LEAGUE hall-of-fame viewer (engine/menus/league_pc.asm:1)
local Font = require("src.render.Font")
local Strings = require("src.core.Strings")
local HallOfFame = require("src.ui.HallOfFame")
local LeaguePC = {}
LeaguePC.__index = LeaguePC
LeaguePC.isOpaque = true
-- constants/pokemon_data_constants.asm:65
local CAPACITY = 50
-- SGB: SET_PAL_POKEMON_WHOLE_SCREEN per mon (engine/menus/league_pc.asm:95)
function LeaguePC:sgbPalettes(game)
local P = require("src.render.PaletteFX")
local mon = self:currentMon()
local c = mon and P.monPal(game.data, mon.species)
if c then return { P.whole(c) } end
return P.wholeNamed(game.data, "MEWMON")
end
function LeaguePC.new(game, onDone)
local self = setmetatable({}, LeaguePC)
self.game = game
self.onDone = onDone
self.teams = (game.save and game.save.hallOfFame) or {}
self.teamIndex = math.max(1, #self.teams - CAPACITY + 1)
self.monIndex = 1
self.sprites = {}
self.spriteTrueColor = {}
self:loadMon()
return self
end
function LeaguePC:currentMon()
local team = self.teams[self.teamIndex]
return team and team[self.monIndex] or nil
end
function LeaguePC:loadMon()
local mon = self:currentMon()
if not mon then return end
local species = mon.species
if self.sprites[species] == nil then
local path, trueColor = require("src.pokemon.Sprites").path(
self.game.data, species, "front", { kind = "hof" })
local ok, img = false, nil
if path then ok, img = pcall(love.graphics.newImage, path) end
self.sprites[species] = ok and img or false
self.spriteTrueColor[species] = (ok and img and trueColor) or false
end
require("src.core.Sound").playCry(self.game.data, species)
end
function LeaguePC:close()
self.game.stack:pop()
if self.onDone then self.onDone() end
end
function LeaguePC:update(dt)
local input = self.game.input
if input:wasPressed("b") then
self:close()
return
end
if input:wasPressed("a") then
if not self:currentMon() then
self:close()
return
end
local team = self.teams[self.teamIndex]
if self.monIndex < #team then
self.monIndex = self.monIndex + 1
elseif self.teamIndex < #self.teams then
self.teamIndex = self.teamIndex + 1
self.monIndex = 1
else
self:close()
return
end
self:loadMon()
end
end
function LeaguePC:draw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
local mon = self:currentMon()
if not mon then return end
local img = self.sprites[mon.species]
if img then
-- engine/menus/league_pc.asm:98 (hlcoord 12, 5)
local w, h = img:getDimensions()
local x = 96 + math.floor((8 - w / 8) / 2) * 8
local y = 40 + (7 - h / 8) * 8
love.graphics.draw(img, x, y)
if self.spriteTrueColor[mon.species] then
require("src.render.PaletteFX").markTrueColor(x, y, w, h)
end
end
-- engine/movie/hall_of_fame.asm:159
HallOfFame.drawMonInfo(self, mon)
-- engine/menus/league_pc.asm:102
Font.drawBox(0, 13, 20, 4)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(Strings("HALL OF FAME No"), 1 * 8, 15 * 8)
Font.draw(("%3d"):format(self.teamIndex), 16 * 8, 15 * 8)
love.graphics.setColor(1, 1, 1, 1)
end
return LeaguePC
+11 -1
View File
@@ -79,7 +79,16 @@ end
function NamingScreen:enter()
if self.presets and #self.presets > 0 then
local Menu = require("src.ui.Menu")
local items = { { label = Strings("NEW NAME") } }
-- engine/movie/oak_speech/oak_speech2.asm:1
self.choosing = true
self.isOpaque = false
local items = { {
label = Strings("NEW NAME"),
onSelect = function()
self.choosing = nil
self.isOpaque = nil
end,
} }
for _, preset in ipairs(self.presets) do
table.insert(items, {
label = preset,
@@ -193,6 +202,7 @@ function NamingScreen:update(dt)
end
function NamingScreen:draw()
if self.choosing then return end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
love.graphics.setColor(0, 0, 0, 1)
+32 -15
View File
@@ -220,6 +220,20 @@ function TownMap.new(game, opts)
-- the player's current location (guard: overworld may not be running)
local mapId = game.overworld and game.overworld.map and game.overworld.map.id
self.playerLoc = mapId and self.byMap[mapId] or nil
-- engine/items/town_map.asm:347
do
local playerSprites = (game.data.field and game.data.field.playerSprites)
or {}
local sprites = game.data.sprites or {}
local red = sprites[playerSprites.walk or "SPRITE_RED"]
or sprites.SPRITE_RED
local ok, img = pcall(love.graphics.newImage, red and red.image)
if ok and img then
self.playerSheet = img
self.playerQuad = love.graphics.newQuad(0, 0, 16, 16,
img:getDimensions())
end
end
self.sel = 1
-- LoadTownMap_Fly always opens with hl on wFlyLocationsList[0], the FIRST
-- fly destination (PALLET_TOWN), never the player's current town (#795).
@@ -345,18 +359,16 @@ function TownMap:draw()
love.graphics.setColor(1, 1, 1, 1)
return
end
-- the player's current location blinks (slow phase). Paint it with a
-- palette-safe DARK shade (red 0), not red: this screen composites through
-- the TOWNMAP SGB shade-remap shader (PaletteFX.shader), which keys ONLY on
-- the red channel, and a red-0.75 dot lands in the c1 bucket = TOWNMAP
-- {165,214,255}, the exact light-blue used for the water and the town-square
-- fill, so the marker was drawn but recolored invisible (#152). Red 0 -> c3
-- {25,16,16} = a solid dark "you are here" dot, visible on land and water.
-- engine/items/town_map.asm:347; fallback dot stays red 0 for PaletteFX (#152)
if self.playerLoc and self.blink < 20 then
local x, y = markerXY(self.playerLoc)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", x + 2, y + 2, 4, 4)
love.graphics.setColor(1, 1, 1, 1)
if self.playerSheet then
love.graphics.draw(self.playerSheet, self.playerQuad, x - 4, y - 3)
else
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", x + 2, y + 2, 4, 4)
love.graphics.setColor(1, 1, 1, 1)
end
end
-- blinking cursor on the selected location. markerXY is the 8x8 cell's
-- top-left; the cursor asset is a 16x16 hollow frame centered on its own
@@ -389,11 +401,16 @@ function TownMap:draw()
drawSquare(loc)
end
if self.playerLoc and self.blink < 20 then
-- palette-safe dark, same red-channel shade-remap reason as the primary
-- grid path above (#152); stale-asset builds hit this fallback square
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", self.playerLoc.x * 8 + 2,
self.playerLoc.y * 8 + 2, 4, 4)
-- engine/items/town_map.asm:347; fallback dot stays red 0 for PaletteFX (#152)
if self.playerSheet then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.playerSheet, self.playerQuad,
self.playerLoc.x * 8 - 4, self.playerLoc.y * 8 - 3)
else
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", self.playerLoc.x * 8 + 2,
self.playerLoc.y * 8 + 2, 4, 4)
end
end
if selected and self.blink % 16 < 10 then
love.graphics.setColor(0, 0, 0, 1)
+34 -38
View File
@@ -49,6 +49,9 @@ BattleState.isOpaque = true
-- the victory jingle can keep looping through the post-win prompts.
local MESSAGE_FRAMES = 48
-- engine/battle/effect_commands.asm:6661
local MOVE_DELAY_FRAMES = 40
-- home/hm_moves.asm:17-25 IsHMMove's .HMMoves.
local HM_MOVES = {
CUT = true, FLY = true, SURF = true, STRENGTH = true, FLASH = true,
@@ -239,15 +242,8 @@ function BattleState.new(game, opts)
self.menuIndex = 1
self.moveIndex = 1
self.picCache = {}
-- Which side's pic box the tilemap has been left EMPTY in. BattleBGEffect_
-- ReturnMon's last row (what swallows a mon into a thrown ball) and
-- MonFaintedAnimation both clear the box and neither puts anything back: it
-- stays blank until something DRAWS a pic into it, which on the cart is only
-- ever a send-out (ShowSetEnemyMonAndSendOutAnimation / SendOutPlayerMon).
-- Without this latch the pic came back the instant the animation let go of
-- the screen, so a caught mon stood there through "Gotcha!" and a fainted one
-- popped back up for its own faint line. See stepAnim for why it is latched
-- at those two moments rather than off the runner's own last frame.
-- Which side's pic box stays EMPTY until a send-out redraws it: a catch
-- latches from stepAnim (data/moves/animations.asm:379), a faint from the slide.
self.picHidden = { player = false, enemy = false }
-- engine/battle/sliding_intro.asm: 72 frames of the two halves sliding in
-- from opposite sides before the first message.
@@ -1050,10 +1046,10 @@ function BattleState:afterAnimFor(side)
return "ANIM_PLAYER_DAMAGE"
end
function BattleState:animForMove(moveId, side)
function BattleState:animForMove(moveId, side, param)
local key = self.anims and self.anims.moves and self.anims.moves[moveId]
local started = self:startAnim(key, {
turn = self:turnFor(side), animId = moveId, isMove = true,
turn = self:turnFor(side), animId = moveId, isMove = true, param = param,
})
if started then
-- BattleAnimRunScript (anim_commands.asm:55-72): after the move script
@@ -1091,14 +1087,22 @@ function BattleState:animForId(idName, side, param)
})
end
-- data/moves/animations.asm:379
function BattleState:latchCaughtPic()
local anim = self.anim
if anim and anim.animId == "ANIM_THROW_POKE_BALL"
and self.ballThrow and self.ballThrow.caught then
self.picHidden.enemy = true
end
end
-- One logic frame of a running animation. B cuts it short, the way holding B
-- pages a text box.
function BattleState:stepAnim(input)
if not self.anim then return end
if input and (input:wasPressed("b") or input:wasPressed("start")) then
-- Cut short: the BG effects never reached their own last step, so the
-- tilemap is whatever they had got to and nothing is latched -- the
-- explicit latches (a catch) are the only ones that survive a skip.
-- Cut short: only the explicit latches (a caught mon) survive a skip.
self:latchCaughtPic()
self.anim = nil
-- Cart still reaches the after-anim arm after a move script ends; a skip
-- of the move should not drop the hit shake that follows it.
@@ -1106,6 +1110,7 @@ function BattleState:stepAnim(input)
return self:endSendOutAnim()
end
if not self.anim:step() then
self:latchCaughtPic()
-- pokegold data/moves/animations.asm .Click: anim_keepsprites means
-- the OAM outlives the script, so keep the runner for drawing too.
if not self.anim.keepSprites then self.anim = nil end
@@ -1391,16 +1396,14 @@ function BattleState:advanceQueue()
end
if event.text then
self.message = event.text
-- Lines that must not hold the queue for A/B:
-- move UsedMoveText -> text_end, then moveanim
-- level GrewToLevel is text_end (battle.asm:336-343), then the stats
-- box's WaitPressAorB is the real hold
-- experience keeps the wait: _ExpPointsText ends in `prompt`
-- (common_1.asm:1660-1665). update() runs stepExpAnim before that wait,
-- so the bar crawls under the line and A dismisses it before the battle
-- can end.
-- move/level lines do not hold for A/B (battle.asm:336-343); experience
-- keeps the wait (common_1.asm:1660-1665).
if event.kind == "move" or event.kind == "level" then
self.messageTimer = 0
-- engine/battle/effect_commands.asm:1958-1961
if event.kind == "move" and event.missed then
self.messageDelay = MOVE_DELAY_FRAMES
end
else
self.messageTimer = MESSAGE_FRAMES
end
@@ -1422,17 +1425,12 @@ function BattleState:advanceQueue()
if event.waitSfx then self.waitSfx = event.sfx end
end
end
-- The move's own animation plays over its "used X!" line, which is where
-- PlayBattleAnim sits in the effect command list. Its after-anim (the hit
-- shake) is chained by animForMove / stepAnim, matching BattleAnimRunScript.
-- BattleCommand_MoveAnimNoSub (engine/battle/effect_commands.asm:1958) opens
-- with `ld a, [wAttackMissed] / and a / jp nz, BattleCommand_MoveDelay`: a
-- move that missed burns the delay and plays nothing. Battle:markMissed sets
-- event.missed on every wAttackMissed path.
-- engine/battle/effect_commands.asm:1958: a missed move burns the delay
-- and plays nothing; the after-anim chain is animForMove / stepAnim's.
if event.kind == "move" and not event.missed then
self.afterAnimPlayed = nil
self.pendingAfterAnim = nil
if not self:animForMove(event.move, event.side) then
if not self:animForMove(event.move, event.side, event.animParam) then
-- BATTLE SCENE off skips the move script but still runs wBattleAfterAnim
-- (anim_commands.asm:55-72 .disabled fallthrough).
local options = self.game and self.game.options
@@ -1854,6 +1852,11 @@ function BattleState:update(_dt)
-- (core.asm:6881-6888), with that line still on screen. Run the crawl
-- before any PromptButton wait so the bar does not sit frozen until A.
if self:stepExpAnim() then return end
-- engine/battle/effect_commands.asm:6661
if (self.messageDelay or 0) > 0 then
self.messageDelay = self.messageDelay - 1
return
end
if self.messageTimer > 0 then
if self.tutorial then
-- PromptButton waits for the button; the tutorial cannot press it, so
@@ -2463,14 +2466,6 @@ function BattleState:pushCaught(enemy, itemId)
local save = self.save
self.battle.over = true
self.battle.outcome = "caught"
-- The mon is INSIDE the ball from here on. BattleAnim_ThrowPokeBall's caught
-- arm ends on the return-mon BG effect, which leaves the enemy pic box
-- cleared, and PokeBallEffect never draws a frontpic again -- there is no
-- send-out left in a battle that is already over. Latched here as well as
-- from the animation's own last step so that a throw the player skipped with
-- B (BattleAnimRunScript has no such skip; this port does) cannot put the
-- caught mon back on the field for the "Gotcha!" line.
self.picHidden.enemy = true
-- PokeBallEffect's FRIEND_BALL arm: the caught mon's happiness is set to
-- FRIEND_BALL_HAPPINESS (200) instead of the base 70. That is the ball's
-- whole effect; its catch rate is a plain ball's. It applies on the box
@@ -2932,6 +2927,7 @@ function BattleState:useItem(itemId)
-- wThrownBallWobbleCount 0, then `predef PlayBattleAnim`. Everything
-- pushed above is drained only once the ball has finished wobbling.
self:startBallAnim(self:ballAnimParam(itemId), itemId)
if caught and not self.anim then self.picHidden.enemy = true end
self.message = nil
self.messageTimer = 0
self.phase = "resolving"
+4 -18
View File
@@ -144,12 +144,7 @@ function PokedexMenu.new(game, opts)
self.game = game
self.save = opts.save or (game and game.save)
local data = game and game.data or {}
-- Held, not just read into the fields below. CRY resolves its sample
-- through data.audio.cries and AREA resolves nests and landmark names
-- through data.maps / data.landmarks, and every one of those reads
-- `self.data` -- which nothing assigned, so `cries` folded to nil, playCry
-- returned before it reached Sound, and the button did nothing at all.
-- Taken by reference so a mod's merged cry or landmark is the one used.
-- engine/pokedex/pokedex.asm:447
self.data = data
self.dex = opts.pokedex or data.gen2Pokedex
self.pokemon = opts.pokemon or data.pokemon
@@ -866,15 +861,6 @@ function PokedexMenu:drawArea()
self:text(region == "kanto" and "KANTO" or "JOHTO", 1, 1)
local G = love.graphics
local table_ = self.data and self.data.landmarks
local byIndex = self.landmarkByIndex
if not byIndex then
byIndex = {}
for _, entry in pairs((table_ and table_.landmarks) or {}) do
if entry and entry.index then byIndex[entry.index] = entry end
end
self.landmarkByIndex = byIndex
end
if #nests == 0 then
-- A species with no grass, water or roamer entry in this region. The cart
@@ -883,11 +869,11 @@ function PokedexMenu:drawArea()
return
end
-- Blinking markers, the way the cart flashes its OBJs.
-- engine/pokegear/pokegear.asm:2427
local on = ((self.areaBlink or 0) % 32) < 20
if cells and on then
for _, index in ipairs(nests) do
local mark = byIndex[index]
local mark = Nests.landmark(self.data, index)
if mark and mark.x and mark.y then
G.setColor(0, 0, 0, 1)
G.rectangle("fill", mark.x - 2, mark.y - 2, 5, 5)
@@ -900,7 +886,7 @@ function PokedexMenu:drawArea()
-- Name the first one in words as well as on the map: the flashing dot is
-- unreadable at this size on a modern display, and the landmark name is what
-- a player actually wants off this screen.
local first = byIndex[nests[1]]
local first = Nests.landmark(self.data, nests[1])
if first and first.name then
local name = tostring(first.name):gsub("\n", " ")
self:text(name, 1, 16)