CLOSES #1181, CLOSES #1212, CLOSES #1214, CLOSES #1224, CLOSES #1230, CLOSES #1249, CLOSES #1271, CLOSES #1272, CLOSES #1273, CLOSES #1298, CLOSES #1305, CLOSES #1307, CLOSES #1318, CLOSES #1328, CLOSES #1330, CLOSES #1331, CLOSES #1333, CLOSES #1334, CLOSES #1335, CLOSES #1340, CLOSES #1345, CLOSES #1346, CLOSES #1360, CLOSES #1362

This commit is contained in:
bryanthaboi
2026-08-16 06:41:56 -04:00
parent 3ee50a27c5
commit 12fdfa1e88
119 changed files with 2555 additions and 42186 deletions
+24 -15
View File
@@ -1969,8 +1969,11 @@ function OverworldState:tryBookshelf(fx, fy)
return true
end
if entry.screen then
-- Blue's house shelf opens the TOWN MAP (TownMapText)
pcall(Screens.push, Game, entry.screen)
-- engine/events/hidden_events/town_map.asm:1
Game.stack:push(TextBox.new(Game,
t[entry.text] or t._TownMapText
or romText(Game.data, "_TownMapText", "A TOWN MAP."),
function() pcall(Screens.push, Game, entry.screen) end))
return true
end
local kind = entry.kind
@@ -2136,14 +2139,17 @@ function OverworldState:tryHiddenObject(fx, fy)
for _, h in ipairs(extras.pcTiles[self.map.id] or {}) do
if h.x == fx and h.y == fy and (not h.facing or h.facing == facing) then
if self.map.id == "REDS_HOUSE_2F" then
-- The player's bedroom PC is the one location in Red/Blue whose PC
-- callback is OpenRedsPC (engine/events/hidden_objects/players_pc.asm),
-- which runs the PlayerPC predef directly -- item storage, no
-- SOMEONE'S/BILL'S PC main menu (DisplayPCMainMenu). Every other
-- pcTile is a Pokémon Center-style PC that shows the multi-PC menu. (#228)
-- OpenRedsPC (engine/events/hidden_objects/players_pc.asm) runs the
-- PlayerPC predef directly, no DisplayPCMainMenu (#228)
require("src.core.Sound").play(Game.data, "Turn_On_PC")
-- direct access: ExitPlayerPC rings SFX_TURN_OFF_PC (players_pc.asm, #960)
Screens.push(Game, "PlayerPC", { direct = true })
-- engine/menus/players_pc.asm:16
Game.stack:push(TextBox.new(Game,
(Game.data.text or {})._TurnedOnPC2Text
or romText(Game.data, "_TurnedOnPC2Text", "{PLAYER} turned on\nthe PC."),
function()
-- direct access: ExitPlayerPC rings SFX_TURN_OFF_PC (players_pc.asm, #960)
Screens.push(Game, "PlayerPC", { direct = true })
end, { instant = true }))
else
self:openPC()
end
@@ -2892,13 +2898,16 @@ function OverworldState:openPC(onDone)
done()
end
table.insert(items, { label = Strings("LOG OFF"), onSelect = logOff })
-- pokered sets BIT_NO_MENU_BUTTON_SOUND for the whole PC session
-- (engine/overworld/pokecenter_pc.asm / player_pc.asm); DisplayPCMainMenu
-- calls TextBoxBorder with c=14 (interior width, +2 for the border), so
-- tw here (total width) is 16
Game.stack:push(Menu.new(Game, items,
-- BIT_NO_MENU_BUTTON_SOUND for the whole PC session; DisplayPCMainMenu's
-- TextBoxBorder c=14 interior -> tw 16 (engine/overworld/pokecenter_pc.asm)
local menu = Menu.new(Game, items,
{ tx = 0, ty = 0, tw = 16, th = #items * 2 + 2, onCancel = logOff,
noSound = true }))
noSound = true })
-- engine/menus/pc.asm:5
Game.stack:push(TextBox.new(Game,
(Game.data.text or {})._TurnedOnPC1Text
or romText(Game.data, "_TurnedOnPC1Text", "{PLAYER} turned on\nthe PC."),
function() Game.stack:push(menu) end))
end
-- The PROF. OAK's PC session (engine/menus/oaks_pc.asm OpenOaksPC): the
+1 -1
View File
@@ -78,7 +78,7 @@ function StepEvents.poisonStep(party)
return { kind = "poisonFaint", fainted = fainted, hurt = hurt, blocks = true }
end
if #hurt > 0 then
-- .PlayPoisonSFX and the two-frame red flash, then `xor a`: no carry, so
-- .PlayPoisonSFX and the four-frame BG flash, then `xor a`: no carry, so
-- the step still counts and the wild roll still happens.
return { kind = "poisonHurt", hurt = hurt, blocks = false }
end
+35 -14
View File
@@ -2123,6 +2123,11 @@ function World:updateShake()
shake.phase = (shake.left % 2 == 0) and shake.amplitude or -shake.amplitude
end
-- engine/events/poisonstep_pals.asm:9
function World:poisonBGFlash()
self.poisonFlash = 4
end
-- Script_warp / Script_warpfacing: a raw destination CELL, distinct from the
-- warp_events World:takeWarp follows. `facing` is nil for `warp` and a
-- Movement direction for `warpfacing` (PLAYERSPRITESETUP_CUSTOM_FACING). A
@@ -2400,7 +2405,9 @@ end
function World:playMapMusic()
local data = self.game and self.game.data
if data and data.audio and data.audio.runtime and self.map then
Music.playMap(data, self.map.id)
-- SpecialMapMusic (home/audio.asm:397)
Music.playMap(data, self.map.id, nil,
FieldMoves.isSurfing(self.playerState))
end
end
@@ -3246,7 +3253,9 @@ function World:surfStartStep(mon)
self:applyPlayerState(FieldMoves.surfType(mon))
local audio = self.game and self.game.data and self.game.data.audio
if audio and audio.runtime and self.map then
Music.playMap(self.game.data, self.map.id)
-- SpecialMapMusic (home/audio.asm:397)
Music.playMap(self.game.data, self.map.id, nil,
FieldMoves.isSurfing(self.playerState))
end
if p.scriptStep then p:scriptStep(p.facing) end
self.fieldMove = { phase = "step" }
@@ -5363,7 +5372,9 @@ function World:runSurf(result)
self:applyPlayerState(result.state)
local audio = self.game and self.game.data and self.game.data.audio
if audio and audio.runtime and self.map then
Music.playMap(self.game.data, self.map.id)
-- SpecialMapMusic (home/audio.asm:397)
Music.playMap(self.game.data, self.map.id, nil,
FieldMoves.isSurfing(self.playerState))
end
if self.player and self.player.scriptStep then
self.player:scriptStep(self.player.facing)
@@ -8524,13 +8535,12 @@ function World:setMap(mapId, cx, cy, facing, opts)
-- rebuildPeople may have pooled fresh NPCs; give them their colors too.
self:applyPalettes()
local audio = self.game and self.game.data and self.game.data.audio
-- PlayMapMusicBike (home/audio.asm), which is the mapsetup every load uses:
-- a player still on the bike keeps the bike theme across the warp instead of
-- hearing the new map's song. Music.play dedupes the same label, so this is
-- safe on seamless edge crossings.
-- PlayMapMusicBike / SpecialMapMusic (home/audio.asm:335, :397): a biking
-- player keeps the bike theme; Music.play dedupes seamless edge crossings.
if audio and audio.runtime then
if not (FieldMoves.isBiking(self.playerState) and self:playBikeMusic()) then
Music.playMap(self.game.data, mapId)
Music.playMap(self.game.data, mapId, nil,
FieldMoves.isSurfing(self.playerState))
end
end
-- Fires with the map fully built and BEFORE the map's own scene script, so a
@@ -8912,14 +8922,13 @@ function World:movePlayer(dir)
if result == "moved"
and Permissions.surfable(map:cellCollision(p.targetX, p.targetY))
== "land" then
-- .ExitWater: GetOutOfWater writes PLAYER_NORMAL and runs
-- UpdatePlayerSprite BEFORE .DoStep, so the player is already off the
-- Lapras for the step that puts them on the beach, and PlayMapMusic then
-- swaps the surfing theme back for the map's own.
-- .ExitWater: GetOutOfWater writes PLAYER_NORMAL before .DoStep, then
-- PlayMapMusic swaps the surf theme back (home/audio.asm:308)
self:applyPlayerState(FieldMoves.PLAYER_NORMAL)
local audio = self.game and self.game.data and self.game.data.audio
if audio and audio.runtime then
Music.playMap(self.game.data, map.id)
Music.playMap(self.game.data, map.id, nil,
FieldMoves.isSurfing(self.playerState))
end
end
end
@@ -9159,7 +9168,7 @@ function World:countStep()
elseif event.kind == "poisonFaint" then
self:poisonFaintScript(event)
elseif event.kind == "poisonHurt" then
-- .PlayPoisonSFX alone: the sound and the two-frame red flash, no script.
-- .PlayPoisonSFX alone: the sound and the four-frame BG flash, no script.
CallAsm.run(self, "PlayPoisonSFX")
elseif event.kind == "repel" then
self:repelWoreOff()
@@ -10031,6 +10040,18 @@ function World:draw()
G.setColor(1, 1, 1, 1)
end
-- engine/events/poisonstep_pals.asm:9-42
if self.poisonFlash and self.poisonFlash > 0 then
self.poisonFlash = self.poisonFlash - 1
if GbcPalette.mode == "gbc" then
G.setColor(28 / 31, 21 / 31, 1, 0.55)
else
G.setColor(0, 0, 0, 0.45)
end
G.rectangle("fill", 0, 0, w, h)
G.setColor(1, 1, 1, 1)
end
-- FadeOutToWhite / FadeOutToBlack, held until a FadeInFrom* clears it. On
-- the cart the pair brackets a scripted cutscene's set change (the Elite Four
-- doors, the Radio Tower takeover, Lugia's chamber); the port has no