bug squashing

# Closed issues

CLOSES #17: Incorrect Character Visuals (Only with GBC filter)
CLOSES #23: Could you allow the player to change the order of the moves
CLOSES #24: Evolution music not playing during evolution
CLOSES #26: Standing on door glitch
CLOSES #27: Battle Intro text automatically continues
CLOSES #29: Visual bug when zoomed out
CLOSES #32: Team Rocket recruiter doesn't battle with you unless you speak with him first
CLOSES #33: Developer/Debug Console
CLOSES #35: Professor Oak's introduction Inaccuracies
CLOSES #36: Missing Pokemon Dex entries when picking starter + Rival Pathing issues
CLOSES #39: Guy who stops player from skipping brock doesn't bring you to brock's gym + doesn't leave once you've beaten brock
CLOSES #40: Bill cutscene is broken
CLOSES #41: Ticket guy failing to be a Ticket guy
CLOSES #42: S.S. anne odd behavior + Missing sailing away animation
CLOSES #43: Dig Attack animation appears to be glitched
CLOSES #44: Pokeball flashing doesn't appear to be accurate
CLOSES #45: Inaccurate Cut Animation
CLOSES #46: Dugtrio i caught in diglett cave has two of the same move
CLOSES #47: Rival ignores player in Lavender Tower
CLOSES #48: Healing pad in lavender tower does not function
CLOSES #49: Incorrect dialogue with parched security guard
CLOSES #50: (Game Breaking!) Rocket grunt guarding poster refuses to move
CLOSES #51: Badges showing up as items I can deposit in PC
CLOSES #52: Visual bug on Celadon Department Store roof (Red Filter)
CLOSES #54: Visual issue on route 15 + Fuchsia City
CLOSES #56: Running animation missing
CLOSES #57: Safari Zone does not display steps while you are inside of it
CLOSES #58: (Game Breaking!) Softlock at cycling road gate
CLOSES #59: Bike visual issues
CLOSES #60: Cycling road not forcing you to get on your bike
CLOSES #61: No keycard doors in Silph Co.
CLOSES #63: Missing teleporter animation
CLOSES #64: Inaccurate spinning
CLOSES #65: Reimplement unused Silph Co. Chief and Professor Oak trainer battles
This commit is contained in:
bryanthaboi
2026-07-22 08:18:13 -04:00
parent 2c2a5a4220
commit 15029d811f
38 changed files with 1318 additions and 134 deletions
+3
View File
@@ -5,6 +5,7 @@
-- has no cancel; the flash always completes).
local Font = require("src.render.Font")
local Music = require("src.core.Music")
local EvolutionState = {}
EvolutionState.__index = EvolutionState
@@ -39,6 +40,7 @@ function EvolutionState.new(game, mon, newSpecies, onDone)
self.newSprite = frontSprite(game, newSpecies)
self.t = 0
self.done = false
Music.play(game.data, Music.special(game.data, "evolution"))
return self
end
@@ -57,6 +59,7 @@ function EvolutionState:update(dt)
("Congratulations!\nYour %s\nevolved into\n%s!")
:format(self.oldName, newName),
function()
Music.restoreMap(game.data)
game.stack:pop() -- the evolution screen itself
if self.onDone then self.onDone() end
end))
+56 -6
View File
@@ -16,6 +16,11 @@ local OakSpeech = {}
OakSpeech.__index = OakSpeech
OakSpeech.isOpaque = true
-- FadeInIntroPic runs a 6-step palette fade; MovePicLeft wipes the mon
-- sprite in from the right. Both play out before the beat's text prints.
local FADE_FRAMES = 24
local WIPE_FRAMES = 32
-- naming presets are boot config (field.boot.namePresets), which a total
-- conversion replaces; the Red/Blue lists remain the fallback
local function namePresets(game, who, fallback)
@@ -93,16 +98,23 @@ function OakSpeech:say(key, next)
end
local STEPS = {
-- 1. Oak's welcome
-- 1. Oak's welcome (Oak's pic fades in first, FadeInIntroPic)
function(self)
self.pic = self.oakPic
self:say("_OakSpeechText1", function() self:advance() end)
self:revealPic("fade", function()
self:say("_OakSpeechText1", function() self:advance() end)
end)
end,
-- 2. NIDORINO show-off, with its cry
-- 2. NIDORINO show-off: the front sprite is mirrored horizontally
-- (LoadFlippedFrontSpriteByMonIndex) and wipes in from the right
-- (MovePicLeft), then its cry sounds and the text prints
function(self)
self.pic = self.demoPic
Sound.playCry(self.game.data, self.demoSpecies)
self:say("_OakSpeechText2A", function() self:advance() end)
self.picFlip = true
self:revealPic("wipe", function()
Sound.playCry(self.game.data, self.demoSpecies)
self:say("_OakSpeechText2A", function() self:advance() end)
end)
end,
-- 3. the rest of the world-of-POKéMON spiel
function(self)
@@ -175,8 +187,21 @@ function OakSpeech:lastPageLines(key)
return ok and lines or nil
end
-- Reveal the current pic over `dur` frames, then run `next`. Ticked from
-- update() while OakSpeech is the top state (before the beat's text box is
-- pushed), so the fade/wipe plays out ahead of the text like the ROM.
function OakSpeech:revealPic(kind, next)
self.picReveal = {
kind = kind,
t = 0,
dur = kind == "fade" and FADE_FRAMES or WIPE_FRAMES,
next = next,
}
end
function OakSpeech:advance()
self.step = self.step + 1
self.picFlip = false
local fn = STEPS[self.step]
if fn then
fn(self)
@@ -205,6 +230,15 @@ end
-- ClearScreenArea / wUpdateSpritesEnabled; ld c, 50)
-- frames 79-102 GBFadeOutToWhite (3 palettes x 8 frames)
function OakSpeech:update(dt)
local r = self.picReveal
if r then
r.t = r.t + 1
if r.t >= r.dur then
self.picReveal = nil
if r.next then r.next() end
end
return
end
if not self.shrink then return end
local s = self.shrink
s.frame = s.frame + 1
@@ -238,7 +272,23 @@ function OakSpeech:draw()
local w, h = self.pic:getDimensions()
local x = 48 + math.floor((8 - w / 8) / 2) * 8
local y = 32 + (7 - h / 8) * 8
love.graphics.draw(self.pic, x, y)
local reveal = self.picReveal
local off = 0
if reveal and reveal.kind == "fade" then
-- FadeInIntroPic: ramp the pic's alpha up over the fade window
love.graphics.setColor(1, 1, 1, math.min(1, reveal.t / reveal.dur))
elseif reveal and reveal.kind == "wipe" then
-- MovePicLeft: the pic slides in from the right edge to its spot
off = math.floor((160 - x) * (1 - math.min(1, reveal.t / reveal.dur)))
end
if self.picFlip then
-- LoadFlippedFrontSpriteByMonIndex mirrors the front sprite
-- horizontally (wSpriteFlipped): draw with a negative x scale
love.graphics.draw(self.pic, x + off + w, y, 0, -1, 1)
else
love.graphics.draw(self.pic, x + off, y)
end
love.graphics.setColor(1, 1, 1, 1)
end
if self.walkVisible and self.walkSheet then
-- ResetPlayerSpriteData: Y screen pos $3c, X screen pos $40
+7 -1
View File
@@ -99,7 +99,13 @@ end
local function deposit(game)
local pc = game.save.pcItems
local inv = game.save.inventory
game.stack:push(ListMenu.new(game, "DEPOSIT ITEM", buildItems(game, inv), {
local Bag = require("src.inventory.Bag")
-- badges live in save.inventory alongside items but are not depositable
local depositable = {}
for id, count in pairs(inv) do
if not Bag.isBadge(id) then depositable[id] = count end
end
game.stack:push(ListMenu.new(game, "DEPOSIT ITEM", buildItems(game, depositable), {
onChoose = function(item, list)
askQuantity(game, list, inv[item.value] or 1, item.value, function(qty)
if pcFull(game, pc, item.value) then
+19
View File
@@ -4,6 +4,7 @@
-- item list runs through the ui.start_menu.items hook before the menu
-- opens, so mods insert or remove rows without patching this file.
local Font = require("src.render.Font")
local Logger = require("src.core.Logger")
local Menu = require("src.ui.Menu")
local Runtime = require("src.mods.Runtime")
@@ -126,6 +127,24 @@ function StartMenu.new(game)
baseUpdate(self, dt)
game.save.startMenuIndex = self.index
end
-- inside the Safari Zone the start menu also shows remaining steps and
-- SAFARI BALLs (PrintSafariZoneSteps): a 9x5 border at the top-left with
-- "steps/500" and "BALL xx"
if game.save.safari then
local baseDraw = menu.draw
menu.draw = function(self)
baseDraw(self)
local safari = game.save.safari
Font.drawBox(0, 0, 9, 5)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(("%3d"):format(math.floor(safari.steps or 0)), 8, 8)
Font.draw("/500", 32, 8)
Font.draw("BALL", 8, 24)
Font.draw(("%2d"):format(math.floor(safari.balls or 0)), 48, 24)
love.graphics.setColor(1, 1, 1, 1)
end
end
return menu
end