mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 00:10:56 +02:00
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:
@@ -1,13 +1,16 @@
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function love.conf(t)
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local editor = os.getenv("POKEPORT_EDITOR") == "1"
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local developer = os.getenv("POKEPORT_DEV") == "1"
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if arg then
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for _, a in ipairs(arg) do
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if a == "--editor" then editor = true end
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if a == "--developer" then developer = true end
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end
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end
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-- main.lua runs in the same Lua state right after conf.lua; stash the
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-- decision in a global so it doesn't need to reparse `arg`.
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_G.POKEPORT_EDITOR_MODE = editor
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_G.POKEPORT_DEV_MODE = developer
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if editor then
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t.identity = os.getenv("POKEPORT_IDENTITY") or "pokemon-love2d-editor"
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@@ -0,0 +1,26 @@
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-- Celadon Chief House (scripts/CeladonChiefHouse.asm). The CHIEF is a
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-- talk-only NPC in the original ROM, and ChiefData (data/trainers/
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-- parties.asm) is an empty, unreferenced trainer entry. After the HALL
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-- OF FAME (EVENT_BEAT_CHAMPION_RIVAL) the CHIEF puts up a fight, using a
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-- reconstructed party for the otherwise-unused OPP_CHIEF class.
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return {
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talk = {
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TEXT_CELADONCHIEFHOUSE_CHIEF = {
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{ "face_player" }, -- 1
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{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 2
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{ "jump_if_false", 12 }, -- 3
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{ "check_flag", "EVENT_BEAT_CELADON_CHIEF" }, -- 4
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{ "jump_if_true", 12 }, -- 5
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{ "show_text", "So you've come to\nshut down my\noperation?\f"
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.. "TEAM ROCKET's\nCHIEF won't go\ndown so easy!" }, -- 6
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{ "start_battle", "trainer", "OPP_CHIEF", 1 }, -- 7
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{ "jump_if_false", "end" }, -- 8
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{ "set_flag", "EVENT_BEAT_CELADON_CHIEF" }, -- 9
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{ "show_text", "Gah! Even the\nCHIEF is no match\nfor you!\f"
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.. "TEAM ROCKET is\nfinished for\ngood!" }, -- 10
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{ "jump", "end" }, -- 11
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{ "show_text", "_CeladonChiefHouseChiefText" }, -- 12
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},
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},
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}
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@@ -5,10 +5,11 @@
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-- The escort choreography (SUPER_NERD1 walking the player to the
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-- museum, YOUNGSTER walking the player to the gym) is scripted NPC
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-- movement + a wPewterCityCurScript state machine that steers the
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-- player off-map; that part is already covered on this map by
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-- story5.lua's onStep gate (walks the player back a step at the
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-- east exit before EVENT_BEAT_BROCK). Here we only port the real
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-- YES/NO-branched flavor text these NPCs speak when talked to.
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-- player off-map; the YOUNGSTER's escort to the gym is handled on this
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-- map by story5.lua's onStep gate at the east exit (before
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-- EVENT_BEAT_BROCK), while the SUPER_NERD1 museum escort is not ported.
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-- Here we only port the real YES/NO-branched flavor text these NPCs
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-- speak when talked to.
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local M = {}
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+20
-17
@@ -19,32 +19,35 @@ local function starterBall(askText, species, choseFlag, ownBall,
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rivalBallX, rivalBall)
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return {
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{ "check_flag", "EVENT_GOT_STARTER" }, -- 1
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{ "jump_if_true", 19 }, -- 2
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{ "jump_if_true", 20 }, -- 2
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-- no picking until Oak has walked you in (OaksLabScript gating)
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{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" }, -- 3
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{ "jump_if_false", 19 }, -- 4
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{ "ask", askText }, -- 5
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{ "jump_if_false", 20 }, -- 6
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{ "give_pokemon", species, 5 }, -- 7
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{ "set_flag", "EVENT_GOT_STARTER" }, -- 8
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{ "set_flag", choseFlag }, -- 9
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{ "jump_if_false", 20 }, -- 4
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-- the Pokédex "new species" entry shows before the ask (predef
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-- StarterDex ahead of OaksLabYouWant...Text)
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{ "push_screen", "DexEntryMenu", species }, -- 5
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{ "ask", askText }, -- 6
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{ "jump_if_false", 21 }, -- 7
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{ "give_pokemon", species, 5 }, -- 8
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{ "set_flag", "EVENT_GOT_STARTER" }, -- 9
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{ "set_flag", choseFlag }, -- 10
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-- POKé BALLs are not handed out here in the original -- Oak gives
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-- them later, at OaksLabOak1Text's .give_poke_balls beat once the
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-- player has beaten the Route 22 rival (see TEXT_OAKSLAB_OAK1 below)
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{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 10
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{ "hide_object", "OAKS_LAB", ownBall }, -- 11
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{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 11
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{ "hide_object", "OAKS_LAB", ownBall }, -- 12
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-- the rival walks to the countering ball (around the furniture)
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{ "move_npc_to", 1, rivalBallX, 4 }, -- 12
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{ "face_object", 1, "up" }, -- 13
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{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 14
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{ "hide_object", "OAKS_LAB", rivalBall }, -- 15
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{ "move_npc_to", 1, rivalBallX, 4 }, -- 13
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{ "face_object", 1, "up" }, -- 14
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{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 15
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{ "hide_object", "OAKS_LAB", rivalBall }, -- 16
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{ "show_text", "_OaksLabRivalReceivedMonText",
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{ RAM = rivalBall == "OAKSLAB_CHARMANDER_POKE_BALL" and "CHARMANDER"
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or rivalBall == "OAKSLAB_SQUIRTLE_POKE_BALL" and "SQUIRTLE"
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or "BULBASAUR" } }, -- 16
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{ "jump", 20 }, -- 17
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{ "jump", 20 }, -- 18 (spacer)
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{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 19
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or "BULBASAUR" } }, -- 17
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{ "jump", 21 }, -- 18
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{ "jump", 21 }, -- 19 (spacer)
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{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 20
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}
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end
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@@ -10,15 +10,39 @@
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-- The girl, fisher and the four signs resolve automatically through the
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-- extracted text pointers (no script needed).
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-- Once the HALL OF FAME has been reached (EVENT_BEAT_CHAMPION_RIVAL, set
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-- alongside Commands.record_hall_of_fame) Oak offers the ProfOakData
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-- battle (data/trainers/parties.asm) -- three teams picked by the
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-- player's starter, mirroring the rival's type-advantage lineup, that go
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-- unused in the original ROM.
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return {
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talk = {
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TEXT_PALLETTOWN_OAK = {
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{ "face_player" }, -- 1
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{ "check_flag", "EVENT_GOT_STARTER" }, -- 2
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{ "jump_if_true", 6 }, -- 3
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{ "show_text", "_PalletTownOakHeyWaitDontGoOutText" },-- 4
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{ "jump", 7 }, -- 5
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{ "show_text", "_PalletTownOakItsUnsafeText" }, -- 6
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{ "check_flag", "EVENT_BEAT_CHAMPION_RIVAL" }, -- 2
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{ "jump_if_false", 20 }, -- 3
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{ "check_flag", "EVENT_BEAT_PROF_OAK" }, -- 4
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{ "jump_if_true", 20 }, -- 5
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{ "show_text", "OAK: So you want\nto test your\nskills on me?\f"
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.. "Very well! Let\nme show you what\na real trainer\ncan do!" }, -- 6
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{ "check_flag", "EVENT_CHOSE_BULBASAUR" }, -- 7
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{ "jump_if_false", 11 }, -- 8
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{ "start_battle", "trainer", "OPP_PROF_OAK", 3 }, -- 9 CHARIZARD
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{ "jump", 16 }, -- 10
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{ "check_flag", "EVENT_CHOSE_SQUIRTLE" }, -- 11
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{ "jump_if_false", 15 }, -- 12
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{ "start_battle", "trainer", "OPP_PROF_OAK", 2 }, -- 13 VENUSAUR
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{ "jump", 16 }, -- 14
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{ "start_battle", "trainer", "OPP_PROF_OAK", 1 }, -- 15 BLASTOISE
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{ "jump_if_false", "end" }, -- 16
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{ "set_flag", "EVENT_BEAT_PROF_OAK" }, -- 17
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{ "show_text", "OAK: Impressive!\nYou truly are a\nPOKéMON MASTER!" }, -- 18
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{ "jump", "end" }, -- 19
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{ "check_flag", "EVENT_GOT_STARTER" }, -- 20
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{ "jump_if_true", 24 }, -- 21
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{ "show_text", "_PalletTownOakHeyWaitDontGoOutText" }, -- 22
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{ "jump", "end" }, -- 23
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{ "show_text", "_PalletTownOakItsUnsafeText" }, -- 24
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},
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},
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}
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+140
-26
@@ -133,22 +133,70 @@ M.BLUES_HOUSE = {
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M.BILLS_HOUSE = {
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talk = {
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TEXT_BILLSHOUSE_BILL_POKEMON = {
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{ "check_flag", "EVENT_GOT_SS_TICKET" }, -- 1
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{ "jump_if_true", 13 }, -- 2
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{ "show_text", "_BillsHouseBillImNotAPokemonText" }, -- 3
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{ "show_text", "_BillsHouseBillNoYouGottaHelpText" }, -- 4
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-- the cell-separator PC throws its switch
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-- (bills_house_pc.asm BillsHouseInitiatedText: SFX_SWITCH)
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{ "play_sound", "Switch" }, -- 5
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{ "show_text", "_BillsHouseBillThankYouText" }, -- 6
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-- BillsHouseBillPokemonText: "I'm not a POKéMON!", a YES/NO choice
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-- (NO only adds "No, you gotta help!" before rejoining the YES
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-- path), then the "get in the TELEPORTER" line and the monster
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-- walking into the cell-separator machine
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-- (BillsHousePokemonWalkToMachineScript: up 3, or around the player
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-- when they stand in the way facing down), where it is hidden and
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-- EVENT_BILL_SAID_USE_CELL_SEPARATOR arms the PC at (1,4) -- see
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-- OverworldState.billsHousePC for the separator itself.
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TEXT_BILLSHOUSE_BILL_POKEMON = function(game, ow, npc, done)
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local TextBox = require("src.render.TextBox")
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local t = game.data.text
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local function toMachine()
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game.stack:push(TextBox.new(game,
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t._BillsHouseBillUseSeparationSystemText
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or "When I'm in the\nTELEPORTER, run\nthe Cell\nSeparation System!", function()
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local function entered()
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local Commands = require("src.script.Commands")
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Commands.hide_object({ game = game, save = game.save,
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overworld = ow },
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"BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON")
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game.save.flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = true
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done()
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end
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if ow.player.facing == "down" then
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-- the player is standing on his straight path: walk around
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-- (.PokemonWalkAroundPlayerMovement)
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ow:scriptMove(npc, "right", 1, function()
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ow:scriptMove(npc, "up", 2, function()
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ow:scriptMove(npc, "left", 1, function()
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ow:scriptMove(npc, "up", 1, entered)
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end)
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end)
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end)
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else
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ow:scriptMove(npc, "up", 3, entered)
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end
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end))
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end
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game.stack:push(TextBox.new(game,
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t._BillsHouseBillImNotAPokemonText or "Hey! I'm not a\nPOKéMON!",
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nil, { choice = function(yes)
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if yes then
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toMachine()
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else
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game.stack:push(TextBox.new(game,
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t._BillsHouseBillNoYouGottaHelpText
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or "No! You gotta\nhelp me!", toMachine))
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end
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end }))
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end,
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-- BillsHouseBillSSTicketText (human Bill after the separation)
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TEXT_BILLSHOUSE_BILL_SS_TICKET = {
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{ "face_player" }, -- 1
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{ "check_flag", "EVENT_GOT_SS_TICKET" }, -- 2
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{ "jump_if_true", 12 }, -- 3
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{ "show_text", "_BillsHouseBillThankYouText" }, -- 4
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-- pokered gives first (GiveItem fills wStringBuffer), then prints
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-- the received text that reads it (scripts/BillsHouse.asm; the
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-- item id is S_S_TICKET in generated items.lua -- keyItem, so the
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-- sound_get_key_item jingle plays like BillsHouse.asm:196)
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{ "give_item", "S_S_TICKET", 1, false }, -- 7
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{ "show_text", "_SSTicketReceivedText" }, -- 8
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{ "set_flag", "EVENT_GOT_SS_TICKET" }, -- 9
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{ "give_item", "S_S_TICKET", 1, false }, -- 5
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{ "show_text", "_SSTicketReceivedText" }, -- 6
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{ "set_flag", "EVENT_GOT_SS_TICKET" }, -- 7
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-- The two Cerulean guards are a SWAP PAIR, not scenery
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-- (BillsHouse.asm:174-178): handing over the ticket shows GUARD1 at
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-- (28,12) and hides GUARD2 at (27,12). This matters far more than it
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@@ -156,16 +204,36 @@ M.BILLS_HOUSE = {
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-- house's south door at (27,11), and that house is one of the two
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-- ways through the fence that splits Cerulean in half (the badge
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-- house is the other). Leaving GUARD2 up forever severs the city --
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-- the gym/mart half can never reach the Route 5 exit -- which is
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-- exactly what stranded the bot after it beat Misty.
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-- the gym/mart half can never reach the Route 5 exit.
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-- Same swap fires after the TM28 Rocket (CeruleanCity_2.asm
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-- CeruleanHideRocket), so either route opens the path.
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{ "show_object", "CERULEAN_CITY", "CERULEANCITY_GUARD1" }, -- 10
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{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_GUARD2" }, -- 11
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{ "jump", 14 }, -- 12
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{ "show_text", "_BillsHouseBillCheckOutMyRarePokemonText" }, -- 13
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{ "show_object", "CERULEAN_CITY", "CERULEANCITY_GUARD1" }, -- 8
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{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_GUARD2" }, -- 9
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{ "show_text", "_BillsHouseBillWhyDontYouGoInsteadOfMeText" }, -- 10
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{ "jump", 13 }, -- 11
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{ "show_text", "_BillsHouseBillWhyDontYouGoInsteadOfMeText" }, -- 12
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},
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TEXT_BILLSHOUSE_BILL_CHECK_OUT_MY_RARE_POKEMON = {
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{ "face_player" }, -- 1
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{ "show_text", "_BillsHouseBillCheckOutMyRarePokemonText" }, -- 2
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},
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},
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-- repair saves that already got the ticket under the old collapsed
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-- script (the monster never hidden, human Bill never shown)
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onEnter = function(game, ow)
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if game.save.flags.EVENT_GOT_SS_TICKET
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and not game.save.flags.EVENT_USED_CELL_SEPARATOR_ON_BILL then
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local Commands = require("src.script.Commands")
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local ctx = { game = game, save = game.save, overworld = ow }
|
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Commands.hide_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON")
|
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Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL1")
|
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game.save.flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = true
|
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game.save.flags.EVENT_USED_CELL_SEPARATOR_ON_BILL = true
|
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game.save.flags.EVENT_MET_BILL = true
|
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game.save.flags.EVENT_MET_BILL_2 = true
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end
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end,
|
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}
|
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|
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-- -------------------------------------------------------------------
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@@ -186,17 +254,48 @@ M.VERMILION_CITY = {
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game.save.trashPuzzle = puz
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puz.first = love.math.random(0, 7) * 2
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end,
|
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-- VermilionCityDefaultScript's per-frame SSAnneTicketCheckCoords check:
|
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-- the unguarded cell (18,30) just west of the sailor leads straight
|
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-- onto the dock warp, so stepping onto it heading for the dock gets
|
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-- ticket-checked (and turned back once the ship has sailed) without
|
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-- the player ever pressing A. The sailor himself never disappears.
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onStep = function(game, ow, x, y)
|
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if x ~= 18 or y ~= 30 then return false end
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if ow.player.facing ~= "down" then return false end
|
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local f = game.save.flags
|
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local t = game.data.text
|
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local TextBox = require("src.render.TextBox")
|
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if f.EVENT_SS_ANNE_LEFT then
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game.stack:push(TextBox.new(game,
|
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t._VermilionCitySailor1ShipSetSailText or "The ship set sail.",
|
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function() ow:scriptMove(ow.player, "up", 1) end))
|
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return true
|
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end
|
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if (game.save.inventory.S_S_TICKET or 0) > 0 then return false end
|
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game.stack:push(TextBox.new(game,
|
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(t._VermilionCitySailor1WelcomeToSSAnneText or "Welcome to S.S.\nANNE!")
|
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.. "\f"
|
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.. (t._VermilionCitySailor1YouNeedATicketText
|
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or "You need a ticket\nto get aboard."),
|
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function() ow:scriptMove(ow.player, "up", 1) end))
|
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return true
|
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end,
|
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talk = {
|
||||
-- the sailor guarding the dock gangway
|
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-- the sailor guarding the dock gangway (VermilionCitySailor1Text):
|
||||
-- flashing the ticket just lets you through -- he never hides, and
|
||||
-- once the ship has sailed he only reports it gone
|
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TEXT_VERMILIONCITY_SAILOR1 = {
|
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{ "face_player" }, -- 1
|
||||
{ "show_text", "_VermilionCitySailor1WelcomeToSSAnneText" }, -- 2
|
||||
{ "check_item", "S_S_TICKET" }, -- 3
|
||||
{ "jump_if_false", 8 }, -- 4
|
||||
{ "show_text", "_VermilionCitySailor1FlashedTicketText" }, -- 5
|
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{ "hide_object", "VERMILION_CITY", "VERMILIONCITY_SAILOR1" }, -- 6
|
||||
{ "jump", 9 }, -- 7
|
||||
{ "show_text", "_VermilionCitySailor1YouNeedATicketText" }, -- 8
|
||||
{ "check_flag", "EVENT_SS_ANNE_LEFT" }, -- 2
|
||||
{ "jump_if_true", 11 }, -- 3
|
||||
{ "show_text", "_VermilionCitySailor1WelcomeToSSAnneText" }, -- 4
|
||||
{ "check_item", "S_S_TICKET" }, -- 5
|
||||
{ "jump_if_false", 9 }, -- 6
|
||||
{ "show_text", "_VermilionCitySailor1FlashedTicketText" }, -- 7
|
||||
{ "jump", 12 }, -- 8
|
||||
{ "show_text", "_VermilionCitySailor1YouNeedATicketText" }, -- 9
|
||||
{ "jump", 12 }, -- 10
|
||||
{ "show_text", "_VermilionCitySailor1ShipSetSailText" }, -- 11
|
||||
},
|
||||
},
|
||||
}
|
||||
@@ -665,6 +764,21 @@ M.POKEMON_TOWER_2F = {
|
||||
{ "show_text", "_PokemonTower2FRivalHowsYourDexText" }, -- 10
|
||||
},
|
||||
},
|
||||
-- PokemonTower2FDefaultScript: walking past the rival's tile forces
|
||||
-- the encounter (ArePlayerCoordsInArray on (15,5)/(14,6)) -- he never
|
||||
-- waits to be talked to
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags.EVENT_BEAT_POKEMON_TOWER_RIVAL then return false end
|
||||
if not ((x == 15 and y == 5) or (x == 14 and y == 6)) then return false end
|
||||
if ow.runner:isRunning() then return false end
|
||||
local rival = ow:npcByIndex(1)
|
||||
if not rival then return false end
|
||||
ow.player.facing = (x == 15) and "left" or "up"
|
||||
require("src.core.Music").play(game.data, "Music_MeetRival")
|
||||
ow.runner:run(M.POKEMON_TOWER_2F.talk.TEXT_POKEMONTOWER2F_RIVAL,
|
||||
{ npc = rival })
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
+11
-3
@@ -307,9 +307,13 @@ local function saffronGate(guardText, triggers, horizontal)
|
||||
return
|
||||
end
|
||||
if takeGuardDrink(game) then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._SaffronGateGuardImParchedText or "Whoa, boy!\nI'm parched!",
|
||||
function()
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._SaffronGateGuardYouCanGoOnThroughText or
|
||||
"Thanks! You can\ngo on through!"), done))
|
||||
"You can go on\nthrough!"), done))
|
||||
end))
|
||||
return
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
@@ -343,9 +347,13 @@ local function saffronGate(guardText, triggers, horizontal)
|
||||
-- short way) was unreachable, and the bot could not get to Lavender
|
||||
-- for the POKE_FLUTE at all.
|
||||
if takeGuardDrink(game) then
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._SaffronGateGuardImParchedText or "Whoa, boy!\nI'm parched!",
|
||||
function()
|
||||
game.stack:push(TextBox.new(game,
|
||||
(t._SaffronGateGuardYouCanGoOnThroughText or
|
||||
"Thanks! You can\ngo on through!")))
|
||||
"You can go on\nthrough!")))
|
||||
end))
|
||||
return true
|
||||
end
|
||||
local back
|
||||
@@ -355,7 +363,7 @@ local function saffronGate(guardText, triggers, horizontal)
|
||||
back = ow.player.facing == "up" and "down" or "up"
|
||||
end
|
||||
game.stack:push(TextBox.new(game,
|
||||
t._SaffronGateGuardImParchedText or "I'm parched...\nNo entry until\nI get a drink!",
|
||||
t._SaffronGateGuardGeeImThirstyText or "Gee, I'm thirsty\nthough!\nThe road's closed.",
|
||||
function()
|
||||
ow:scriptMove(ow.player, back, 1)
|
||||
end))
|
||||
|
||||
+69
-4
@@ -317,6 +317,33 @@ M.GAME_CORNER = {
|
||||
done()
|
||||
end))
|
||||
end,
|
||||
-- the grunt guarding the poster (GameCornerRocketText /
|
||||
-- GameCornerRocketBattleScript / GameCornerRocketExitScript): after
|
||||
-- losing he warns the BOSS and leaves the floor for good, freeing
|
||||
-- the tile in front of the hideout switch
|
||||
TEXT_GAMECORNER_ROCKET = function(game, ow, npc, done)
|
||||
if ow:trainerDefeated(npc) then
|
||||
done()
|
||||
return
|
||||
end
|
||||
ow:engageTrainer(npc, function()
|
||||
if not ow:trainerDefeated(npc) then
|
||||
done()
|
||||
return
|
||||
end
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._GameCornerRocketAfterBattleText
|
||||
or "Our hideout might\nbe discovered! I\nbetter tell BOSS!",
|
||||
function()
|
||||
local Commands = require("src.script.Commands")
|
||||
Commands.hide_object({ game = game, save = game.save,
|
||||
overworld = ow },
|
||||
"GAME_CORNER", "GAMECORNER_ROCKET")
|
||||
done()
|
||||
end))
|
||||
end)
|
||||
end,
|
||||
TEXT_GAMECORNER_CLERK1 = function(game, ow, npc, done)
|
||||
local TextBox = require("src.render.TextBox")
|
||||
local ChoiceBox = require("src.ui.ChoiceBox")
|
||||
@@ -425,18 +452,56 @@ M.GAME_CORNER_PRIZE_ROOM = {
|
||||
-- and the player steps off the dock, the ship sets sail.
|
||||
-- -------------------------------------------------------------------
|
||||
|
||||
-- the ship's hull/deck blocks (block cols 5-8, rows 1-2) and the water
|
||||
-- that replaces them once she sails (the surrounding blocks of each row)
|
||||
local DOCK_SHIP_BLOCKS = {
|
||||
{ bx = 5, by = 1, water = 1 }, { bx = 6, by = 1, water = 1 },
|
||||
{ bx = 7, by = 1, water = 1 }, { bx = 8, by = 1, water = 1 },
|
||||
{ bx = 5, by = 2, water = 13 }, { bx = 6, by = 2, water = 13 },
|
||||
{ bx = 7, by = 2, water = 13 }, { bx = 8, by = 2, water = 13 },
|
||||
}
|
||||
|
||||
M.VERMILION_DOCK = {
|
||||
onEnter = function(game, ow)
|
||||
if game.save.flags.EVENT_SS_ANNE_LEFT then
|
||||
local f = game.save.flags
|
||||
if f.EVENT_SS_ANNE_LEFT then
|
||||
-- the ship is long gone: erase her right away, and anyone who
|
||||
-- still lands here is sent back out past the guard
|
||||
for _, b in ipairs(DOCK_SHIP_BLOCKS) do
|
||||
ow.map:setBlock(b.bx, b.by, b.water)
|
||||
end
|
||||
ow.map.renderer:rebuild()
|
||||
local TextBox = require("src.render.TextBox")
|
||||
game.stack:push(TextBox.new(game,
|
||||
game.data.text._VermilionCitySailor1ShipSetSailText
|
||||
or "The ship set sail.", function()
|
||||
ow:startWarpTo("VERMILION_CITY", 19, 30, "up")
|
||||
ow:startWarpTo("VERMILION_CITY", 18, 29, "up")
|
||||
end))
|
||||
elseif game.save.flags.EVENT_GOT_HM01 then
|
||||
game.save.flags.EVENT_SS_ANNE_LEFT = true
|
||||
elseif f.EVENT_GOT_HM01 and ow.player.cellY == 2 then
|
||||
-- VermilionDockSSAnneLeavesScript: only stepping OFF the ship
|
||||
-- triggers the departure (wDestinationWarpID == 1 in pokered) --
|
||||
-- the horn blows, smoke puffs drift off the funnel, the ship is
|
||||
-- erased to open water, and the player is walked off the dock
|
||||
-- into the city past the guard (VermilionCity's
|
||||
-- SCRIPT_VERMILIONCITY_PLAYER_EXIT_SHIP walk)
|
||||
f.EVENT_SS_ANNE_LEFT = true
|
||||
require("src.core.Music").stop()
|
||||
require("src.core.Sound").play(game.data, "SS_Anne_Horn")
|
||||
local function puff(n, cx)
|
||||
if n <= 0 then return end
|
||||
ow:startDustAnim(cx, 1, function() puff(n - 1, cx + 2) end)
|
||||
end
|
||||
puff(3, 15)
|
||||
local rows = {}
|
||||
rows[#rows + 1] = { "wait", 100 }
|
||||
for _, b in ipairs(DOCK_SHIP_BLOCKS) do
|
||||
rows[#rows + 1] = { "replace_block", b.bx, b.by, b.water }
|
||||
end
|
||||
rows[#rows + 1] = { "wait", 30 }
|
||||
rows[#rows + 1] = { "move_player", "up", 2 }
|
||||
rows[#rows + 1] = { "warp", "VERMILION_CITY", 18, 31, "up" }
|
||||
rows[#rows + 1] = { "move_player", "up", 2 }
|
||||
ow:queueScript(rows)
|
||||
end
|
||||
end,
|
||||
}
|
||||
|
||||
@@ -457,6 +457,25 @@ M.ROUTE_24 = {
|
||||
battleOrDone()
|
||||
end,
|
||||
},
|
||||
-- Route24DefaultScript forces TEXT_ROUTE24_COOLTRAINER_M1 whenever the
|
||||
-- player stands on (10,15) in front of the recruiter while
|
||||
-- EVENT_GOT_NUGGET is unset (dbmapcoord 10,15), independent of facing
|
||||
-- or input -- he has no trainer header, so sight never engages him.
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags.EVENT_GOT_NUGGET then return false end
|
||||
if not (x == 10 and y == 15) then return false end
|
||||
if ow.runner:isRunning() or ow.engaging then return false end
|
||||
local recruiter
|
||||
for _, npc in ipairs(ow.npcs) do
|
||||
if npc.def and npc.def.name == "ROUTE24_COOLTRAINER_M1" then
|
||||
recruiter = npc
|
||||
break
|
||||
end
|
||||
end
|
||||
if not recruiter then return false end
|
||||
ow:showMapText("TEXT_ROUTE24_COOLTRAINER_M1", recruiter)
|
||||
return true
|
||||
end,
|
||||
}
|
||||
|
||||
-- -------------------------------------------------------------------
|
||||
@@ -723,4 +742,6 @@ M.LANCES_ROOM = {
|
||||
end,
|
||||
}
|
||||
|
||||
M.CELADON_CHIEF_HOUSE = require("data.scripts.celadon_chief_house")
|
||||
|
||||
return M
|
||||
|
||||
+35
-5
@@ -259,21 +259,39 @@ M.CINNABAR_ISLAND = {
|
||||
end,
|
||||
}
|
||||
|
||||
-- Pewter's youngster stops you leaving east before Brock is beaten
|
||||
-- (scripts/PewterCity.asm PewterCityCheckPlayerLeavingEastScript; the
|
||||
-- original escorts you to the gym, we walk you back a step)
|
||||
-- Pewter's youngster stops you leaving east before Brock is beaten and
|
||||
-- escorts you to the gym (scripts/PewterCity.asm
|
||||
-- PewterCityCheckPlayerLeavingEastScript /
|
||||
-- PewterCityYoungsterShowsPlayerGymScript, engine/events/pewter_guys.asm
|
||||
-- PewterGymGuyCoords): the "follow me" lines, then the player is walked
|
||||
-- west along the road to the front of the PEWTER_GYM door at (16,17).
|
||||
M.PEWTER_CITY = {
|
||||
onStep = function(game, ow, x, y)
|
||||
if game.save.flags.EVENT_BEAT_BROCK then return false end
|
||||
if ow.runner:isRunning() or #ow.scriptMoves > 0 then return false end
|
||||
if not inCoords({ { 35, 17 }, { 36, 17 }, { 37, 18 }, { 37, 19 } }, x, y) then
|
||||
return false
|
||||
end
|
||||
local t = text(game)
|
||||
-- walk up onto the road row (y=17), west to one tile east of the gym
|
||||
-- door, then drop below the door and turn to face it
|
||||
local steps = {}
|
||||
for _ = 1, y - 17 do steps[#steps + 1] = "up" end
|
||||
for _ = 1, x - 17 do steps[#steps + 1] = "left" end
|
||||
steps[#steps + 1] = "down"
|
||||
steps[#steps + 1] = "left"
|
||||
local function walk(i)
|
||||
if not steps[i] then
|
||||
ow.player.facing = "up"
|
||||
return
|
||||
end
|
||||
ow:scriptMove(ow.player, steps[i], 1, function() walk(i + 1) end)
|
||||
end
|
||||
push(game, t._PewterCityYoungsterYoureATrainerFollowMeText
|
||||
or "Hey! You're a\ntrainer, right?", function()
|
||||
push(game, t._PewterCityYoungsterGoTakeOnBrockText
|
||||
or "Go take on BROCK\nat the GYM first!", function()
|
||||
ow:scriptMove(ow.player, "left", 1)
|
||||
walk(1)
|
||||
end)
|
||||
end)
|
||||
return true
|
||||
@@ -453,10 +471,22 @@ local function bikeGateGuard(coords, stopText, explainText)
|
||||
return function(game, ow, x, y)
|
||||
if game.save.inventory.BICYCLE then return false end
|
||||
if not inCoords(coords, x, y) then return false end
|
||||
-- walk the player up to the tile beside the counter, no further:
|
||||
-- (matchedY - closestY) tiles, 0 when already next to it
|
||||
-- (Route16Gate1FDefaultScript's wCoordIndex-1). Forcing a fixed one
|
||||
-- tile up from the counter-adjacent row shoved the player onto the
|
||||
-- impassable desk and boxed them in.
|
||||
local closestY = coords[1][2]
|
||||
for _, c in ipairs(coords) do
|
||||
if c[2] < closestY then closestY = c[2] end
|
||||
end
|
||||
local dist = y - closestY
|
||||
local t = text(game)
|
||||
push(game, t[stopText] or "Hey! Wait up!", function()
|
||||
push(game, t[explainText] or "You need a\nBICYCLE for\nCYCLING ROAD!", function()
|
||||
ow:scriptMove(ow.player, "up", 1)
|
||||
if dist > 0 then
|
||||
ow:scriptMove(ow.player, "up", dist)
|
||||
end
|
||||
end)
|
||||
end)
|
||||
return true
|
||||
|
||||
@@ -6,4 +6,37 @@ work for true parity. Faithfully-ported behavior is documented in
|
||||
docs/behavior-porting-notes.md; deliberate additions beyond the original
|
||||
are in docs/new-features.md.
|
||||
|
||||
None currently.
|
||||
## Reimplemented unused Prof. Oak and Rocket Chief battles
|
||||
|
||||
The original ROM defines trainer data for `PROF_OAK` and `CHIEF`
|
||||
(`data/trainers/parties.asm`) but never attaches either to an NPC, so
|
||||
both battles are unreachable in the real game. This project makes them
|
||||
fightable after the Hall of Fame:
|
||||
|
||||
- Prof. Oak battles you in Pallet Town once `EVENT_BEAT_CHAMPION_RIVAL`
|
||||
is set, using `ProfOakData`'s three starter-matched teams (the team is
|
||||
picked by the type that counters your starter, mirroring the rival).
|
||||
- The Celadon Game Corner Chief battles you in his house post-game.
|
||||
`ChiefData` is empty in the ROM, so `OPP_CHIEF` is given a
|
||||
reconstructed party.
|
||||
|
||||
This is an intentional divergence: neither battle can be triggered in the
|
||||
original game.
|
||||
|
||||
## Reimplemented unused Silph Co. card-key doors
|
||||
|
||||
`engine/events/card_key.asm` and the unused `CardKeyTable1/2/3` coordinate
|
||||
lists (`data/events/card_key_coords.asm`) describe locked doors for Silph
|
||||
Co. floors 2F-11F, but no retail `.blk` map layout ever places the closed
|
||||
door block at those coordinates, so the card key check is dead code in
|
||||
the original game. This project stamps the closed door block (`$54`/`$5f`
|
||||
on floors 2F-10F, `$20` on 11F) over each of the 20 door coordinates on
|
||||
map load, and swaps it for the open block once that door's
|
||||
`EVENT_SILPH_CO_n_UNLOCKED_DOORn` flag is set (using the key from a Team
|
||||
Rocket grunt, as in the original's unused design).
|
||||
|
||||
This is an intentional divergence: the doors are not visible or
|
||||
functional in the original game. The door layout lives in
|
||||
`tools/rom_manifest.json` (`field.cardKeyDoors.closedDoors`), hand-ported
|
||||
since no retail ROM data encodes it; `src/import/RomExtractor.lua` copies
|
||||
it straight through on ROM import.
|
||||
|
||||
@@ -17,3 +17,33 @@ Regenerate the reference straight into a wiki checkout:
|
||||
```sh
|
||||
luajit tools/gen_registry_docs.lua ../pokemon-gen1-recomp-project.wiki
|
||||
```
|
||||
|
||||
## Developer console
|
||||
|
||||
Boot with developer mode on to unlock the in-game console and hot-reload
|
||||
hotkeys. Either set `POKEPORT_DEV=1` in the environment or pass
|
||||
`--developer` on the command line:
|
||||
|
||||
```sh
|
||||
love . --developer
|
||||
```
|
||||
|
||||
While developer mode is active:
|
||||
|
||||
- `` ` `` (backtick) opens the console overlay — a Lua REPL with `game`,
|
||||
`data` and `mods` in scope. Press `` ` `` again to close it.
|
||||
- `F5` hot-reloads mods and asset caches without restarting.
|
||||
|
||||
The console understands these verbs (anything else is evaluated as Lua):
|
||||
|
||||
- `warp MAP [x y]` — teleport to a map (default cell 5,5).
|
||||
- `give ID [n|level]` — add an item (count) or a Pokémon (level).
|
||||
- `flag NAME [on|off]` — read or set an event flag.
|
||||
- `party` — dump the current party.
|
||||
- `mods` — list loaded mods and their state.
|
||||
- `reload` — hot-reload mods (same as `F5`).
|
||||
- `trace PAT | trace off` — trace events/hooks matching a glob pattern.
|
||||
- `help` — list the verbs.
|
||||
|
||||
Developer mode also arms the mod loader's dev tripwire, which flags mods
|
||||
that reach outside their permission set.
|
||||
|
||||
@@ -48,6 +48,8 @@ function love.load(args)
|
||||
for i, a in ipairs(args or {}) do
|
||||
if a == "--editor" then
|
||||
editorMode = true
|
||||
elseif a == "--developer" then
|
||||
_G.POKEPORT_DEV_MODE = true
|
||||
elseif a == "--save" and args[i + 1] and args[i + 1] ~= "" then
|
||||
savePath = args[i + 1]
|
||||
elseif a == "--speed" and tonumber(args[i + 1]) then
|
||||
|
||||
@@ -635,7 +635,6 @@ function BattleState:startMessage(item)
|
||||
self.total = self.total + #codes
|
||||
end
|
||||
self.charIndex = 0
|
||||
self.holdTimer = nil
|
||||
end
|
||||
|
||||
function BattleState:updateQueue()
|
||||
@@ -786,9 +785,8 @@ function BattleState:updateQueue()
|
||||
if self.charIndex < self.total then
|
||||
self.charIndex = math.min(self.total, self.charIndex + 2)
|
||||
else
|
||||
self.holdTimer = (self.holdTimer or 40) - 1
|
||||
local input = self.game.input
|
||||
if self.holdTimer <= 0 or input:wasPressed("a") or input:wasPressed("b") then
|
||||
if input:wasPressed("a") or input:wasPressed("b") then
|
||||
self.current = nil
|
||||
end
|
||||
end
|
||||
@@ -968,6 +966,25 @@ function BattleState:playerHasPP()
|
||||
return false
|
||||
end
|
||||
|
||||
function BattleState:swapMoves(i, j)
|
||||
if i == j then return end
|
||||
local moves = self.player.curMoves
|
||||
local a, b = moves[i], moves[j]
|
||||
if not (a and b) then return end
|
||||
moves[i], moves[j] = b, a
|
||||
local stored = self.player.mon and self.player.mon.moves
|
||||
if stored and stored ~= moves and stored[i] and stored[j] then
|
||||
stored[i], stored[j] = stored[j], stored[i]
|
||||
end
|
||||
local disabled = self.player.disabledSlot
|
||||
if disabled == i then
|
||||
self.player.disabledSlot = j
|
||||
elseif disabled == j then
|
||||
self.player.disabledSlot = i
|
||||
end
|
||||
require("src.core.Sound").play(self.data, "Swap")
|
||||
end
|
||||
|
||||
function BattleState:update(dt)
|
||||
self.frame = self.frame + 1
|
||||
self:updateFx()
|
||||
@@ -1081,6 +1098,7 @@ function BattleState:update(dt)
|
||||
end
|
||||
self.phase = "moveSelect"
|
||||
self.moveIndex = math.min(self.moveIndex, #self.player.curMoves)
|
||||
self.moveSwapIndex = nil
|
||||
elseif choice == "run" then
|
||||
self:tryRun()
|
||||
elseif choice == "item" then
|
||||
@@ -1098,9 +1116,22 @@ function BattleState:update(dt)
|
||||
self.moveIndex = self.moveIndex > 1 and self.moveIndex - 1 or #moves
|
||||
elseif input:wasPressed("down") then
|
||||
self.moveIndex = self.moveIndex < #moves and self.moveIndex + 1 or 1
|
||||
elseif input:wasPressed("select") then
|
||||
if self.moveSwapIndex then
|
||||
self:swapMoves(self.moveSwapIndex, self.moveIndex)
|
||||
self.moveSwapIndex = nil
|
||||
else
|
||||
self.moveSwapIndex = self.moveIndex
|
||||
end
|
||||
elseif input:wasPressed("b") then
|
||||
self.moveSwapIndex = nil
|
||||
self.phase = "menu"
|
||||
elseif input:wasPressed("a") then
|
||||
if self.moveSwapIndex then
|
||||
self:swapMoves(self.moveSwapIndex, self.moveIndex)
|
||||
self.moveSwapIndex = nil
|
||||
return
|
||||
end
|
||||
local mv = moves[self.moveIndex]
|
||||
if self.player.disabledSlot == self.moveIndex then
|
||||
self:say("The move is\ndisabled!")
|
||||
@@ -2265,6 +2296,7 @@ function BattleState:performMove(user, target, moveInst, isCalled)
|
||||
-- falling back to the id tables (Fly AND Dig go semi-invulnerable:
|
||||
-- ChargeEffect sets INVULNERABLE for both)
|
||||
if record and record.charge and not releasing then
|
||||
self:cancelMoveAnim()
|
||||
user.charging = moveInst
|
||||
user.chargeReady = true
|
||||
local invulnerable = move.semiInvulnerable
|
||||
@@ -2274,6 +2306,15 @@ function BattleState:performMove(user, target, moveInst, isCalled)
|
||||
if invulnerable then
|
||||
user.invulnerable = true
|
||||
end
|
||||
local chargeAnim = record.charge.anim
|
||||
if move.id == "DIG" then
|
||||
chargeAnim = "SLIDE_DOWN_ANIM"
|
||||
elseif record.charge.enemyAnim and not user.isPlayer then
|
||||
chargeAnim = record.charge.enemyAnim
|
||||
end
|
||||
if chargeAnim then
|
||||
self:animNext(chargeAnim, user.isPlayer)
|
||||
end
|
||||
local chargeText = move.chargeText or CHARGE_TEXT[move.id]
|
||||
or "%s\nis charging up!"
|
||||
self:sayNext(chargeText:format(displayName(user)))
|
||||
@@ -2749,6 +2790,7 @@ function BattleState:safariAction(choice)
|
||||
local playerName = self.game.save.player.name
|
||||
|
||||
if choice == "run" then
|
||||
require("src.core.Sound").play(self.data, "Run")
|
||||
self:say("Got away safely!")
|
||||
self.result = "run"
|
||||
self.afterQueue = "finish"
|
||||
@@ -2830,6 +2872,12 @@ function BattleState:safariEnemyTurn()
|
||||
end
|
||||
if fled then
|
||||
self:sayNext(("Wild %s\nran!"):format(self.enemy.name))
|
||||
self:actNext(function()
|
||||
require("src.core.Sound").play(self.data, "Run")
|
||||
startPicKind(self:picFxFor(self.enemy), "slideOff")
|
||||
end)
|
||||
self.nextInsert = (self.nextInsert or 0) + 1
|
||||
table.insert(self.queue, self.nextInsert, { wait = 24 })
|
||||
self.result = "run"
|
||||
self.afterQueue = "finish"
|
||||
end
|
||||
@@ -3826,7 +3874,11 @@ function BattleState:drawTextArea()
|
||||
for i, mv in ipairs(self.player.curMoves) do
|
||||
Font.draw(self.data.moves[mv.id].name, 48, 96 + i * 8)
|
||||
end
|
||||
Font.drawCode(0xED, 40, 96 + self.moveIndex * 8)
|
||||
Font.drawCode((self.moveSwapIndex == self.moveIndex) and 0xEC or 0xED,
|
||||
40, 96 + self.moveIndex * 8)
|
||||
if self.moveSwapIndex and self.moveSwapIndex ~= self.moveIndex then
|
||||
Font.drawCode(0xEC, 40, 96 + self.moveSwapIndex * 8)
|
||||
end
|
||||
local sel = self.player.curMoves[self.moveIndex]
|
||||
if sel then
|
||||
if self.player.disabledSlot == self.moveIndex then
|
||||
|
||||
@@ -516,8 +516,8 @@ MoveEffects.full = {
|
||||
|
||||
-- charge moves: first turn just charges; Fly AND Dig go
|
||||
-- semi-invulnerable (ChargeEffect sets INVULNERABLE for both)
|
||||
CHARGE_EFFECT = { charge = {} },
|
||||
FLY_EFFECT = { charge = { invulnerable = true } },
|
||||
CHARGE_EFFECT = { charge = { anim = "XSTATITEM_ANIM", enemyAnim = "XSTATITEM_DUPLICATE_ANIM" } },
|
||||
FLY_EFFECT = { charge = { invulnerable = true, anim = "TELEPORT" } },
|
||||
|
||||
TRAPPING_EFFECT = {
|
||||
-- TrappingEffect runs BEFORE the hit test and clears the target's
|
||||
|
||||
+1
-1
@@ -17,7 +17,7 @@ local Game = {}
|
||||
|
||||
-- dev-mode gate for the F5/backtick hotkeys; false keeps every src/dev
|
||||
-- module unloaded, so a player boot never touches a byte of dev code
|
||||
local devMode = os.getenv("POKEPORT_DEV") == "1"
|
||||
local devMode = os.getenv("POKEPORT_DEV") == "1" or _G.POKEPORT_DEV_MODE == true
|
||||
|
||||
-- the boot screen ids (field.boot.screens); a plain function so the
|
||||
-- headless harness can borrow makeTitleState onto a stub game
|
||||
|
||||
@@ -114,6 +114,7 @@ local SPECIAL = {
|
||||
oakRoute = "Music_Routes2",
|
||||
bike = "Music_BikeRiding",
|
||||
surf = "Music_Surfing",
|
||||
evolution = "Music_SafariZone",
|
||||
}
|
||||
|
||||
-- the label a scene role resolves to; call sites keep their own presence
|
||||
|
||||
@@ -1253,14 +1253,24 @@ function RomExtractor:extractTrainers()
|
||||
"battle/trainers/" .. picture.imageBase .. ".png")
|
||||
written[picture.imageBase] = true
|
||||
end
|
||||
local parties = self:trainerParties(
|
||||
pointers.bank, partyStarts[index], partyEnds[index])
|
||||
-- ChiefData is empty in the ROM (the Celadon Chief battle is unused/
|
||||
-- cut content); tools/rom_manifest.json carries a hand-authored party
|
||||
-- for the trainers this project reimplements, since no ROM data exists
|
||||
-- to extract for them.
|
||||
if #parties == 0 then
|
||||
local override = self.manifest.trainerPartyOverrides
|
||||
and self.manifest.trainerPartyOverrides[trainerId]
|
||||
if override then parties = { copy(override) } end
|
||||
end
|
||||
out[trainerId] = {
|
||||
id = trainerId, index = index, name = decodedNames[index],
|
||||
source = "ROM:TrainerDataPointers",
|
||||
pic = picture and picture.path or nil,
|
||||
baseMoney = math.floor(Rom.bcd(rawMoney) / 100),
|
||||
aiMods = aiMods[index],
|
||||
parties = self:trainerParties(
|
||||
pointers.bank, partyStarts[index], partyEnds[index]),
|
||||
parties = parties,
|
||||
}
|
||||
self:tick("Trainers", index, #order)
|
||||
end
|
||||
@@ -1426,7 +1436,7 @@ end
|
||||
|
||||
function RomExtractor:extractField()
|
||||
self:beginStage("Interface artwork")
|
||||
local done, total = 0, 48
|
||||
local done, total = 0, 49
|
||||
local function tick()
|
||||
done = done + 1
|
||||
self:tick("Interface artwork", math.min(done, total), total)
|
||||
@@ -1576,6 +1586,34 @@ function RomExtractor:extractField()
|
||||
"fx/" .. spec[4], { transparent = true })
|
||||
tick()
|
||||
end
|
||||
|
||||
-- The cuttable tree's own sprite: InitCutAnimOAM (engine/overworld/cut.asm)
|
||||
-- copies Overworld_GFX tiles $2d-$2e (top half) and $3d-$3e (bottom half)
|
||||
-- into the OAM tiles the Cut animation slides apart, so this comes out of
|
||||
-- the OVERWORLD tileset's own graphics blob rather than a named symbol.
|
||||
do
|
||||
local overworldIndex
|
||||
for i, name in ipairs(self.manifest.constants.tilesetOrder) do
|
||||
if name == "OVERWORLD" then overworldIndex = i break end
|
||||
end
|
||||
assert(overworldIndex, "OVERWORLD tileset not found in tilesetOrder")
|
||||
local tilesetHeaders = self:symbol("Tilesets")
|
||||
local rowAddress = tilesetHeaders.address + (overworldIndex - 1) * 12
|
||||
local gfxBank = self.rom:byte(tilesetHeaders.bank, rowAddress)
|
||||
local gfxPointer = self.rom:word(tilesetHeaders.bank, rowAddress + 3)
|
||||
local cutTree = ImageWriter.blank(16, 16, 1, 1, 1, 0)
|
||||
for _, spec in ipairs({
|
||||
{ 0x2d, 0, 0 }, { 0x2e, 8, 0 }, { 0x3d, 0, 8 }, { 0x3e, 8, 8 },
|
||||
}) do
|
||||
local tileIndex, dx, dy = spec[1], spec[2], spec[3]
|
||||
local tile = ImageWriter.decode2bpp(
|
||||
self.rom:bytes(gfxBank, gfxPointer + tileIndex * 16, 16),
|
||||
8, 8, true)
|
||||
ImageWriter.blit(cutTree, tile, dx, dy)
|
||||
end
|
||||
self:save(cutTree, "fx/cut_tree.png"); tick()
|
||||
end
|
||||
|
||||
self:raw2bpp("BattleTransitionTile", 8, 8,
|
||||
"fx/battle_transition.png"); tick()
|
||||
self:raw2bpp("PokedexTileGraphics", 24, 48,
|
||||
|
||||
@@ -2,7 +2,7 @@ local RomImporter = {}
|
||||
RomImporter.__index = RomImporter
|
||||
|
||||
local ROM_SHA1 = "ea9bcae617fdf159b045185467ae58b2e4a48b9a"
|
||||
local CACHE_MARKER = "rom-cache-v5:" .. ROM_SHA1
|
||||
local CACHE_MARKER = "rom-cache-v6:" .. ROM_SHA1
|
||||
local MARKER_PATH = "rom-cache.complete"
|
||||
local COMMUNITY_URL = "https://bois.icu"
|
||||
local TRUST_WARNING = "if you did not get this from bryanthaboi's github " ..
|
||||
@@ -136,13 +136,20 @@ local function chooseRom()
|
||||
end
|
||||
|
||||
function RomImporter.new(onComplete)
|
||||
local previousMarker = love.filesystem.read(MARKER_PATH)
|
||||
local returning = previousMarker ~= nil and previousMarker ~= CACHE_MARKER
|
||||
return setmetatable({
|
||||
onComplete = onComplete,
|
||||
logo = love.graphics.newImage("assets/logo/logo.png"),
|
||||
bcg = love.graphics.newImage("assets/logo/bcg.png"),
|
||||
state = "waiting",
|
||||
status = "Choose or drop a Pokemon Red ROM",
|
||||
detail = "The ROM is verified before any files are created.",
|
||||
returning = returning,
|
||||
status = returning and "More assets are needed from your ROM"
|
||||
or "Choose or drop a Pokemon Red ROM",
|
||||
detail = returning
|
||||
and "This update pulls a few more things from your ROM. "
|
||||
.. "Please re-import it to continue (it's quick)."
|
||||
or "The ROM is verified before any files are created.",
|
||||
progress = 0,
|
||||
stageCurrent = 0,
|
||||
stageTotal = 1,
|
||||
@@ -304,7 +311,8 @@ function RomImporter:draw()
|
||||
height * 0.075,
|
||||
0, logoScale, logoScale)
|
||||
setColor255(74, 88, 72)
|
||||
printCentered("FIRST RUN", height * 0.205, smallFont, width)
|
||||
printCentered(self.returning and "UPDATE REQUIRED" or "FIRST RUN",
|
||||
height * 0.205, smallFont, width)
|
||||
|
||||
local zoneY, zoneH = height * 0.29, math.min(180, height * 0.31)
|
||||
setColor255(215, 220, 202)
|
||||
|
||||
@@ -11,6 +11,10 @@ local function isBadge(id)
|
||||
return id:find("BADGE", 1, true) ~= nil
|
||||
end
|
||||
|
||||
-- exported so item lists that share save.inventory (e.g. the PC deposit
|
||||
-- menu) can exclude badges the same way the bag does
|
||||
Bag.isBadge = isBadge
|
||||
|
||||
function Bag.slots(save)
|
||||
local n = 0
|
||||
for id in pairs(save.inventory) do
|
||||
|
||||
+3
-1
@@ -129,7 +129,9 @@ end
|
||||
-- tripwire on for tests that cannot set the environment.
|
||||
function Loader.new(opts)
|
||||
local dev = opts and opts.dev
|
||||
if dev == nil then dev = os.getenv("POKEPORT_DEV") == "1" end
|
||||
if dev == nil then
|
||||
dev = os.getenv("POKEPORT_DEV") == "1" or _G.POKEPORT_DEV_MODE == true
|
||||
end
|
||||
local self = setmetatable({
|
||||
mods = {}, loaded = {}, errors = {}, initialized = false,
|
||||
events = Events.new(), hooks = Hooks.new(), content = {}, assets = {},
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
-- "trade" | "manual" | <mod>, item = id?, ... }), wrapped by the
|
||||
-- evolution.check hook so a mod can cancel or force any evolution.
|
||||
|
||||
local Music = require("src.core.Music")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
local Screens = require("src.ui.Screens")
|
||||
local Stats = require("src.pokemon.Stats")
|
||||
@@ -112,11 +113,15 @@ function Evolution.evolve(game, mon, newSpecies, onDone, via)
|
||||
Screens.push(game, "EvolutionState", mon, newSpecies, onDone)
|
||||
return
|
||||
end
|
||||
Music.play(game.data, Music.special(game.data, "evolution"))
|
||||
local oldName = mon.nickname or game.data.pokemon[mon.species].name
|
||||
Evolution.apply(game, mon, newSpecies, via)
|
||||
local msg = ("What?\n%s is\nevolving!\fCongratulations!\nYour %s\nevolved into\n%s!")
|
||||
:format(oldName, oldName, game.data.pokemon[newSpecies].name)
|
||||
game.stack:push(TextBox.new(game, msg, onDone))
|
||||
game.stack:push(TextBox.new(game, msg, function()
|
||||
Music.restoreMap(game.data)
|
||||
if onDone then onDone() end
|
||||
end))
|
||||
end
|
||||
|
||||
-- Entry point for mods whose methods fire outside the vanilla moments
|
||||
|
||||
@@ -9,12 +9,18 @@ local Pokemon = {}
|
||||
-- keeping the most recent four (engine/pokemon/learn_move.asm behavior).
|
||||
function Pokemon.movesAtLevel(speciesDef, level)
|
||||
local moves = {}
|
||||
local function add(id)
|
||||
for _, existing in ipairs(moves) do
|
||||
if existing == id then return end
|
||||
end
|
||||
table.insert(moves, id)
|
||||
end
|
||||
for _, m in ipairs(speciesDef.level1Moves) do
|
||||
table.insert(moves, m)
|
||||
add(m)
|
||||
end
|
||||
for _, entry in ipairs(speciesDef.learnset) do
|
||||
if entry.level <= level then
|
||||
table.insert(moves, entry.move)
|
||||
add(entry.move)
|
||||
end
|
||||
end
|
||||
while #moves > 4 do
|
||||
|
||||
@@ -141,6 +141,54 @@ function PaletteFX.usesGbcPack(mode)
|
||||
return mode == "redpp"
|
||||
end
|
||||
|
||||
-- Per-object overworld sprite coloring (ColorOverworldSprite) applies in
|
||||
-- plain GBC mode too, not only under the RED++ pack: without it the
|
||||
-- whole-map zone shader paints characters with whatever two mid shades
|
||||
-- the terrain palette defines. RED++ handles sprites through the baked
|
||||
-- usesGbcPack() path in SpriteRenderer; this names the modes where the
|
||||
-- OBP bake plus the post-zone redraw (below) stand in for real OBJ
|
||||
-- palettes over a shader-colorized background.
|
||||
function PaletteFX.usesSpriteObp(mode)
|
||||
mode = mode or PaletteFX.mode
|
||||
return mode == "gbc"
|
||||
end
|
||||
|
||||
-- ------- post-zone sprite redraw (GBC mode)
|
||||
--
|
||||
-- In GBC mode the world canvas still runs through the per-map zone
|
||||
-- shade-remap shader, which would corrupt an OBP-baked sprite's true-color
|
||||
-- pixels. So SpriteRenderer draws the baked sprite into the canvas (its
|
||||
-- pixels come out zone-tinted there) AND records the draw here;
|
||||
-- Renderer:endFrame replays the list on top of the finished zone pass,
|
||||
-- scaled into screen space -- the GBC's OBJ-over-BG compositing, one draw
|
||||
-- late. Entries carrying `colors` are re-colorized draws (the tall-grass
|
||||
-- feet overdraw, which must keep hiding sprite feet) issued through the
|
||||
-- color-0-keyed shade-remap shader. World pass only; cleared per frame.
|
||||
local spriteRedraws = {}
|
||||
|
||||
function PaletteFX.clearSpriteRedraws()
|
||||
for i = #spriteRedraws, 1, -1 do spriteRedraws[i] = nil end
|
||||
end
|
||||
|
||||
function PaletteFX.markSpriteRedraw(image, quad, x, y, sx, colors, keyed)
|
||||
if currentPass ~= "world" then return end
|
||||
spriteRedraws[#spriteRedraws + 1] =
|
||||
{ image = image, quad = quad, x = x, y = y, sx = sx or 1,
|
||||
colors = colors, keyed = keyed }
|
||||
end
|
||||
|
||||
-- whether a draw issued right now would land in the redraw list -- the
|
||||
-- OBP bake is only correct when the replay can restore it after the zone
|
||||
-- pass (tilt's upright pass colorizes per-billboard instead, so sprites
|
||||
-- there keep the raw sheet)
|
||||
function PaletteFX.spriteRedrawPassActive()
|
||||
return currentPass == "world"
|
||||
end
|
||||
|
||||
function PaletteFX.spriteRedraws()
|
||||
return spriteRedraws
|
||||
end
|
||||
|
||||
-- Active named-palette table for COLORS: RED++ uses data/palettes_gbc.lua,
|
||||
-- everything else uses the ROM-imported data.palettes.
|
||||
function PaletteFX.pack(data)
|
||||
@@ -223,6 +271,29 @@ local TILE_GROUP_EXCEPTIONS = {
|
||||
CELADON_MART_1F = { tiles = { [0x07] = true, [0x08] = true,
|
||||
[0x17] = true, [0x18] = true }, group = 4 },
|
||||
}
|
||||
|
||||
-- keyed by tileset id (applies on every map that uses it), consulted after
|
||||
-- the per-map table above
|
||||
local TILESET_GROUP_EXCEPTIONS = {
|
||||
-- tile $22 (the hollow-square grave marker) -> GRAY: the extracted pack
|
||||
-- files it under the bright blue family, which makes a purely
|
||||
-- decorative floor marker read as an interactive pad
|
||||
CEMETERY = { tiles = { [0x22] = true }, group = 0 },
|
||||
}
|
||||
|
||||
-- pokered-gbc's lobby.bst repoints the Celadon roof table's flat top
|
||||
-- (block 29, cells 5/6/9/10) at a duplicate tile ($5a, BROWN) so the
|
||||
-- tabletop and the checkerboard floor -- both raw tile $37 -- can take
|
||||
-- different palettes; the vanilla-derived blockset shares the one tile
|
||||
-- id, so the RED++ atlas path re-creates the duplicate: the alias slot
|
||||
-- is baked as a copy of `tile` in `group`'s colors, and the listed
|
||||
-- 0-based block cells draw the alias instead of the shared tile.
|
||||
PaletteFX.TILE_ALIASES = {
|
||||
CELADON_MART_ROOF = {
|
||||
{ block = 29, cells = { [5] = true, [6] = true, [9] = true, [10] = true },
|
||||
tile = 0x37, alias = 0x5a, group = 5 },
|
||||
},
|
||||
}
|
||||
local ROOF_GROUP = 6
|
||||
local ROUTE_6_SAFFRON = { mapId = "ROUTE_6", useMapId = "SAFFRON_CITY", cellYBelow = 2 }
|
||||
|
||||
@@ -244,6 +315,8 @@ function PaletteFX.worldGroupAt(tileset, mapId, tileId)
|
||||
if not groups then return nil end
|
||||
local exc = TILE_GROUP_EXCEPTIONS[mapId]
|
||||
if exc and exc.tiles[tileId] then return exc.group end
|
||||
exc = TILESET_GROUP_EXCEPTIONS[tileset]
|
||||
if exc and exc.tiles[tileId] then return exc.group end
|
||||
return groups[tileId] or 7 -- TEXT: tile ids past the tileset's 96 (menus)
|
||||
end
|
||||
|
||||
@@ -293,6 +366,10 @@ function PaletteFX.spriteObp(spriteDef, seed)
|
||||
local src = spriteDef and spriteDef.source
|
||||
if not (w and src) then return nil end
|
||||
local idx = tonumber(src:match("%[(%d+)%]"))
|
||||
-- RedBikeSprite loads outside SpriteSheetPointerTable
|
||||
-- (LoadBikePlayerSpriteGraphics), so its source carries no bracketed
|
||||
-- index; it wears the player's own palette, same as SPRITE_RED
|
||||
if not idx and src:find("RedBikeSprite", 1, true) then idx = 0 end
|
||||
local group = idx and w.spriteAssignment[idx]
|
||||
if group == nil then return nil end
|
||||
if group == "random" then
|
||||
|
||||
+32
-1
@@ -62,8 +62,10 @@ end
|
||||
function Renderer:beginFrame(transparent)
|
||||
self.worldActive = false
|
||||
self.uprightActive = false
|
||||
-- last frame's trueColor rects go before anything draws this one
|
||||
-- last frame's trueColor rects and sprite redraws go before anything
|
||||
-- draws this one
|
||||
PaletteFX.clearTrueColor()
|
||||
PaletteFX.clearSpriteRedraws()
|
||||
PaletteFX.setPass("ui")
|
||||
love.graphics.setCanvas(self.canvas)
|
||||
if transparent then
|
||||
@@ -363,6 +365,35 @@ function Renderer:endFrame(zones, worldZones)
|
||||
else
|
||||
blit(self.worldCanvas, s, zones, S, wox, woy, 0, 0, ww, wh)
|
||||
end
|
||||
-- OBP-baked overworld sprites replay on top of the zone pass (GBC
|
||||
-- mode per-object coloring; see PaletteFX.markSpriteRedraw). Grass
|
||||
-- feet-overdraw entries carry `colors` and re-colorize through the
|
||||
-- color-0-keyed shade-remap shader so they keep hiding sprite feet.
|
||||
local redraws = PaletteFX.spriteRedraws()
|
||||
if redraws[1] then
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.setScissor(0, 0, ww, wh)
|
||||
local activeShader = nil
|
||||
for _, r in ipairs(redraws) do
|
||||
local wanted = r.colors
|
||||
and (r.keyed and PaletteFX.keyedShader() or PaletteFX.shader())
|
||||
or nil
|
||||
if wanted ~= activeShader then
|
||||
activeShader = wanted
|
||||
love.graphics.setShader(wanted)
|
||||
end
|
||||
if wanted then PaletteFX.sendColors(wanted, r.colors) end
|
||||
if r.quad then
|
||||
love.graphics.draw(r.image, r.quad, wox + r.x * s, woy + r.y * s,
|
||||
0, s * r.sx, s)
|
||||
else
|
||||
love.graphics.draw(r.image, wox + r.x * s, woy + r.y * s,
|
||||
0, s * r.sx, s)
|
||||
end
|
||||
end
|
||||
if activeShader then love.graphics.setShader() end
|
||||
love.graphics.setScissor()
|
||||
end
|
||||
end
|
||||
-- Composite the tilt upright pass over the ground (projected or, in the
|
||||
-- rare no-shader fallback, flat). It already carries its billboards'
|
||||
|
||||
@@ -85,10 +85,21 @@ end
|
||||
|
||||
-- facing: down/up/left/right; walkPhase: 0 stand, 1 walk; flip: alternate
|
||||
-- steps mirror the walk frame for up/down (GB uses OAM flip for this).
|
||||
local function blitFrame(image, quad, x, y, flip, redraw)
|
||||
if flip then
|
||||
love.graphics.draw(image, quad, x + 16, y, 0, -1, 1)
|
||||
if redraw then PaletteFX.markSpriteRedraw(image, quad, x + 16, y, -1) end
|
||||
else
|
||||
love.graphics.draw(image, quad, x, y)
|
||||
if redraw then PaletteFX.markSpriteRedraw(image, quad, x, y, 1) end
|
||||
end
|
||||
end
|
||||
|
||||
function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
|
||||
local x = math.floor(px - camX)
|
||||
local y = math.floor(py - camY) - 4
|
||||
local image = self.image
|
||||
local redraw = false
|
||||
-- full-color art claims its 16x16 cell out of the shade-remap pass
|
||||
if self.def.trueColor then
|
||||
PaletteFX.markTrueColor(x, y, 16, 16)
|
||||
@@ -102,12 +113,21 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
|
||||
if colors then
|
||||
image = getObpImage(self.def.image, colors, group)
|
||||
end
|
||||
elseif PaletteFX.usesSpriteObp() and PaletteFX.spriteRedrawPassActive() then
|
||||
-- plain GBC: the terrain zone shader still runs over the world canvas,
|
||||
-- so the baked sprite is also queued for a post-zone redraw
|
||||
-- (PaletteFX.markSpriteRedraw) that restores its own OBP colors on top
|
||||
local colors, group = PaletteFX.spriteObp(self.def, self.seed)
|
||||
if colors then
|
||||
image = getObpImage(self.def.image, colors, group)
|
||||
redraw = true
|
||||
end
|
||||
end
|
||||
-- single-frame sprites (item balls, fossils...) have one fixed pose;
|
||||
-- still 3-frame sprites turn to face (the nurse at her machine,
|
||||
-- facePlayer on STAY NPCs) but never show walk frames
|
||||
if self.def.frames <= 1 then
|
||||
love.graphics.draw(image, self.frames[0], x, y)
|
||||
blitFrame(image, self.frames[0], x, y, false, redraw)
|
||||
return
|
||||
end
|
||||
local frame = (self.def.walker and walkPhase == 1)
|
||||
@@ -119,11 +139,7 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
|
||||
flip = true
|
||||
end
|
||||
local quad = self.frames[frame] or self.frames[0]
|
||||
if flip then
|
||||
love.graphics.draw(image, quad, x + 16, y, 0, -1, 1)
|
||||
else
|
||||
love.graphics.draw(image, quad, x, y)
|
||||
end
|
||||
blitFrame(image, quad, x, y, flip, redraw)
|
||||
end
|
||||
|
||||
return SpriteRenderer
|
||||
|
||||
@@ -347,9 +347,10 @@ local function getGbcAtlas(imagePath, tilesetId, mapId, perRow, data)
|
||||
if groupColors then
|
||||
local src = Assets.imageData(imagePath)
|
||||
local iw, ih = src:getDimensions()
|
||||
local total = (iw / 8) * (ih / 8)
|
||||
local out = love.image.newImageData(iw, ih)
|
||||
local tileColors = {}
|
||||
for t = 0, (iw / 8) * (ih / 8) - 1 do
|
||||
for t = 0, total - 1 do
|
||||
local colors = tileColors[t]
|
||||
if colors == nil then
|
||||
local group = PaletteFX.worldGroupAt(tilesetId, mapId, t)
|
||||
@@ -366,6 +367,25 @@ local function getGbcAtlas(imagePath, tilesetId, mapId, perRow, data)
|
||||
end
|
||||
end
|
||||
end
|
||||
-- duplicate-tile aliases: bake a copy of a shared tile graphic into
|
||||
-- a spare slot under a different palette group, so block cells that
|
||||
-- draw the alias can color apart from cells sharing the raw tile
|
||||
for _, al in ipairs(PaletteFX.TILE_ALIASES and PaletteFX.TILE_ALIASES[mapId] or {}) do
|
||||
if al.alias < total then
|
||||
local colors = groupColors[al.group + 1]
|
||||
local sxo = (al.tile % perRow) * 8
|
||||
local syo = math.floor(al.tile / perRow) * 8
|
||||
local dxo = (al.alias % perRow) * 8
|
||||
local dyo = math.floor(al.alias / perRow) * 8
|
||||
for py = 0, 7 do
|
||||
for px = 0, 7 do
|
||||
local r, g, b, a = src:getPixel(sxo + px, syo + py)
|
||||
r, g, b, a = recolorSample(r, g, b, a, colors)
|
||||
out:setPixel(dxo + px, dyo + py, r, g, b, a)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
img = love.graphics.newImage(out)
|
||||
end
|
||||
end
|
||||
@@ -429,14 +449,38 @@ function TileRenderer.new(map, data)
|
||||
end
|
||||
end
|
||||
|
||||
-- duplicate-tile alias remap (RED++ atlas only): [blockId][0-based cell]
|
||||
-- -> alias tile id (see PaletteFX.TILE_ALIASES / getGbcAtlas's bake)
|
||||
local aliasMap
|
||||
if gbcCtx then
|
||||
for _, al in ipairs(PaletteFX.TILE_ALIASES and PaletteFX.TILE_ALIASES[map.id] or {}) do
|
||||
aliasMap = aliasMap or {}
|
||||
local cells = aliasMap[al.block] or {}
|
||||
for ci in pairs(al.cells) do cells[ci] = al.alias end
|
||||
aliasMap[al.block] = cells
|
||||
end
|
||||
end
|
||||
|
||||
for by = -BORDER_BLOCKS, hB + BORDER_BLOCKS - 1 do
|
||||
for bx = -BORDER_BLOCKS, wB + BORDER_BLOCKS - 1 do
|
||||
local inside = bx >= 0 and by >= 0 and bx < wB and by < hB
|
||||
local batch = inside and self.mapBatch or self.ringBatch
|
||||
local block = map.tileset.blocks[map:blockAt(bx, by) + 1]
|
||||
-- beyond-edge ring cells use the same override drawBorderFill does,
|
||||
-- so the ring and the far background fill agree (OVERWORLD maps
|
||||
-- whose raw border_block is water still ring with the tree wall)
|
||||
local blockId = inside and map:blockAt(bx, by) or borderBlockFor(map)
|
||||
local block = map.tileset.blocks[blockId + 1]
|
||||
if not block then
|
||||
-- a tileset without the tree-wall block keeps its own border
|
||||
blockId = map:blockAt(bx, by)
|
||||
block = map.tileset.blocks[blockId + 1]
|
||||
end
|
||||
local remap = aliasMap and aliasMap[blockId]
|
||||
for ty = 0, 3 do
|
||||
for tx = 0, 3 do
|
||||
local tile = block[ty * 4 + tx + 1]
|
||||
local ci = ty * 4 + tx
|
||||
local tile = block[ci + 1]
|
||||
if remap and remap[ci] then tile = remap[ci] end
|
||||
local quad = self.quads[tile]
|
||||
if quad then
|
||||
batch:add(quad, bx * 32 + tx * 8, by * 32 + ty * 8)
|
||||
@@ -556,6 +600,22 @@ function TileRenderer:drawCellBottom(cx, cy, camX, camY)
|
||||
if shader then love.graphics.setShader() end
|
||||
end
|
||||
|
||||
-- queue the same bottom tile row for the post-zone sprite-redraw pass
|
||||
-- (GBC mode: OBP-baked sprites replay after the zone shader, so the
|
||||
-- grass patch that hides their feet must replay over them, colorized
|
||||
-- with the map's palette and color-0 keyed)
|
||||
function TileRenderer:markCellBottomRedraw(cx, cy, camX, camY, colors)
|
||||
local ty = cy * 2 + 1
|
||||
for i = 0, 1 do
|
||||
local tx = cx * 2 + i
|
||||
local quad = self.quads[self.map:tileAt(tx, ty)]
|
||||
if quad then
|
||||
PaletteFX.markSpriteRedraw(self.image, quad, tx * 8 - math.floor(camX),
|
||||
ty * 8 - math.floor(camY), 1, colors, true)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- animated overdraw at the current step; bodyOnly skips the ring
|
||||
-- positions (connected maps draw body-only)
|
||||
function TileRenderer:drawAnimated(camX, camY, bodyOnly)
|
||||
|
||||
+16
-4
@@ -5,6 +5,7 @@
|
||||
-- Conditionals: check_flag stores its result in ctx.lastCheck;
|
||||
-- jump_if_true/jump_if_false jump to an absolute row index.
|
||||
|
||||
local Collision = require("src.world.Collision")
|
||||
local Flags = require("src.script.Flags")
|
||||
local Logger = require("src.core.Logger")
|
||||
local Screens = require("src.ui.Screens")
|
||||
@@ -269,7 +270,10 @@ end
|
||||
local DIRS4 = { { 0, -1, "up" }, { 0, 1, "down" },
|
||||
{ -1, 0, "left" }, { 1, 0, "right" } }
|
||||
|
||||
local function bfsPath(map, sx, sy, tx, ty)
|
||||
-- entities/mover let the walk route around other entities' cells (the
|
||||
-- player especially), so a scripted NPC never clips through them; the
|
||||
-- target cell is exempt so an NPC can still walk up onto its goal
|
||||
local function bfsPath(map, sx, sy, tx, ty, entities, mover)
|
||||
local key = function(x, y) return y * 1000 + x end
|
||||
local prev = { [key(sx, sy)] = false }
|
||||
local queue = { { sx, sy } }
|
||||
@@ -289,8 +293,11 @@ local function bfsPath(map, sx, sy, tx, ty)
|
||||
for _, d in ipairs(DIRS4) do
|
||||
local nx, ny = cx + d[1], cy + d[2]
|
||||
local nk = key(nx, ny)
|
||||
local isTarget = nx == tx and ny == ty
|
||||
if prev[nk] == nil and map:inBounds(nx, ny)
|
||||
and (map:isWalkableCell(nx, ny) or (nx == tx and ny == ty)) then
|
||||
and (map:isWalkableCell(nx, ny) or isTarget)
|
||||
and (isTarget or not entities
|
||||
or not Collision.occupied(entities, nx, ny, mover)) then
|
||||
prev[nk] = { cx, cy, d[3] }
|
||||
table.insert(queue, { nx, ny })
|
||||
end
|
||||
@@ -303,7 +310,7 @@ function Commands.move_npc_to(ctx, objIndex, tx, ty)
|
||||
local ow = ctx.overworld
|
||||
local npc = ow:npcByIndex(objIndex)
|
||||
if not npc then return end
|
||||
local path = bfsPath(ow.map, npc.cellX, npc.cellY, tx, ty)
|
||||
local path = bfsPath(ow.map, npc.cellX, npc.cellY, tx, ty, ow.entities, npc)
|
||||
if not path then
|
||||
Logger.warn("move_npc_to: no path to (%d,%d)", tx, ty)
|
||||
return
|
||||
@@ -823,7 +830,12 @@ end
|
||||
-- registry and block until the screen pops itself
|
||||
function Commands.push_screen(ctx, screenId, args)
|
||||
local screens = ctx.game.data.screens
|
||||
if not (screens and screens[screenId]) then
|
||||
local known = screens and screens[screenId] ~= nil
|
||||
if not known then
|
||||
-- builtin engine screens (src/ui/<id>.lua) resolve through Screens too
|
||||
known = pcall(Screens.get, ctx.game, screenId)
|
||||
end
|
||||
if not known then
|
||||
error(("push_screen: unknown screen '%s'"):format(tostring(screenId)), 0)
|
||||
end
|
||||
local runner = ctx.runner
|
||||
|
||||
@@ -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))
|
||||
|
||||
+53
-3
@@ -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: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
|
||||
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
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -24,6 +24,15 @@ local NO_SHORE_TILESETS = { SHIP_PORT = true }
|
||||
-- what counts as "outside" for the wLastMap memory (CheckIfInOutsideMap)
|
||||
local OUTSIDE_TILESETS = { "OVERWORLD", "PLATEAU" }
|
||||
|
||||
-- warp pads and fall-through holes (data/tilesets/warp_pad_hole_tile_ids
|
||||
-- .asm WarpPadAndHoleData); a tileset record carrying warpPadTiles
|
||||
-- ({ [tileId] = "pad"|"hole" }) wins over these vanilla rows
|
||||
local WARP_PAD_TILES = {
|
||||
FACILITY = { [0x20] = "pad", [0x11] = "hole" },
|
||||
CAVERN = { [0x22] = "hole" },
|
||||
INTERIOR = { [0x55] = "pad" },
|
||||
}
|
||||
|
||||
local function hashSet(list, into)
|
||||
for _, t in ipairs(list) do into[t] = true end
|
||||
return into
|
||||
@@ -199,6 +208,14 @@ function Map:isWarpTileCell(cx, cy)
|
||||
return self.doorTiles[t] or self.warpTiles[t] or false
|
||||
end
|
||||
|
||||
-- "pad"/"hole" when the cell's collision tile is a teleporter warp pad or
|
||||
-- a fall-through hole (IsPlayerStandingOnWarpPadOrHole), nil otherwise
|
||||
function Map:warpPadOrHoleAt(cx, cy)
|
||||
local table_ = self.tileset.warpPadTiles or WARP_PAD_TILES[self.def.tileset]
|
||||
if not table_ then return nil end
|
||||
return table_[self:cellTile(cx, cy)]
|
||||
end
|
||||
|
||||
-- counter tiles allow talking to NPCs across them (mart clerks, nurses)
|
||||
function Map:isCounterCell(cx, cy)
|
||||
local t = self:cellTile(cx, cy)
|
||||
|
||||
@@ -40,6 +40,10 @@ local HEAL_BALL_XY = {
|
||||
{ 40, 37 }, { 48, 37, true },
|
||||
}
|
||||
|
||||
-- the healing machine's flash beat (FlashSprite8Times: rOBP1 ^= $28)
|
||||
-- swaps the two middle shades of the monitor/ball art in place
|
||||
local HEAL_FLASH_MAP = { [0] = 0, [1] = 2, [2] = 1, [3] = 3 }
|
||||
|
||||
-- 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
|
||||
@@ -91,11 +95,25 @@ local NEIGHBOR_HOPS = 2
|
||||
-- (32 px), the same alignment the connection macro encodes
|
||||
-- (macros/scripts/maps.asm: _x = offset * -2 walk cells for
|
||||
-- north/south, _y = offset * -2 for west/east).
|
||||
function OverworldState.computeNeighbors(maps, rootId, hops)
|
||||
-- reachW/reachH (optional, world pixels): with a full zoom-out the view
|
||||
-- shows far more world than the fixed hop count covers, so any map whose
|
||||
-- body could overlap the current map's rect inflated by the view
|
||||
-- half-extents joins the set (and keeps the walk going) regardless of how
|
||||
-- many connections away it sits -- otherwise far map bodies pop between
|
||||
-- real tiles and the border filler when a crossing re-roots the BFS.
|
||||
function OverworldState.computeNeighbors(maps, rootId, hops, reachW, reachH)
|
||||
local out = {}
|
||||
local rootDef = maps[rootId]
|
||||
local placed = { [rootId] = true }
|
||||
local queue = { { def = maps[rootId], ox = 0, oy = 0, hops = 0 } }
|
||||
local queue = { { def = rootDef, ox = 0, oy = 0, hops = 0 } }
|
||||
local qi = 1
|
||||
local function inReach(def, ox, oy)
|
||||
if not (reachW and reachH and rootDef) then return false end
|
||||
return ox + def.width * 32 > -reachW
|
||||
and ox < rootDef.width * 32 + reachW
|
||||
and oy + def.height * 32 > -reachH
|
||||
and oy < rootDef.height * 32 + reachH
|
||||
end
|
||||
while queue[qi] do
|
||||
local cur = queue[qi]
|
||||
qi = qi + 1
|
||||
@@ -114,8 +132,9 @@ function OverworldState.computeNeighbors(maps, rootId, hops)
|
||||
ox, oy = cur.def.width * 32, conn.offset * 32
|
||||
end
|
||||
ox, oy = cur.ox + ox, cur.oy + oy
|
||||
if cur.hops + 1 <= hops or inReach(destDef, ox, oy) then
|
||||
table.insert(out, { id = conn.map, ox = ox, oy = oy })
|
||||
if cur.hops + 1 < hops then
|
||||
if cur.hops + 1 < hops or inReach(destDef, ox, oy) then
|
||||
table.insert(queue,
|
||||
{ def = destDef, ox = ox, oy = oy,
|
||||
hops = cur.hops + 1 })
|
||||
@@ -123,6 +142,7 @@ function OverworldState.computeNeighbors(maps, rootId, hops)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return out
|
||||
end
|
||||
|
||||
@@ -200,6 +220,24 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
|
||||
self.map.renderer:rebuild()
|
||||
self.cutBlocks[mapId] = nil
|
||||
end
|
||||
-- Silph Co card key doors: 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)
|
||||
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 want = Game.save.flags[door.event] 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
|
||||
-- forced dismount only where riding is disallowed (IsBikeRidingAllowed,
|
||||
-- home/overworld.asm: bike_riding_tilesets.asm tilesets plus the
|
||||
-- ROUTE_23/INDIGO_PLATEAU map exceptions)
|
||||
@@ -278,6 +316,13 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
|
||||
self.player.surfing)
|
||||
end
|
||||
|
||||
-- forced bike/surf tiles fire the moment the player is placed on the
|
||||
-- map, like EnterMap's unconditional CheckForceBikeOrSurf farcall
|
||||
-- (home/overworld.asm) -- a warp can land directly on one (the Route
|
||||
-- 16/18 gate exits), and the scripted door-mat walkout that follows
|
||||
-- suppresses onStepComplete, so waiting for a plain step never mounts
|
||||
self:checkForcedMovement()
|
||||
|
||||
-- snap the camera immediately: the overworld doesn't update while a
|
||||
-- Transition is on top, so a stale camera would show the new map at
|
||||
-- the old scroll position for the whole fade-in
|
||||
@@ -299,13 +344,29 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
|
||||
hooks.onEnter(Game, self)
|
||||
end
|
||||
|
||||
-- neighbor maps drawn at the composed connection offsets, two hops
|
||||
-- out (the GB only ever streamed a 32px strip of the single
|
||||
-- directly connected map -- home/overworld.asm .loadNewMap)
|
||||
self:rebuildNeighbors()
|
||||
Logger.info("map: %s at (%d,%d)", mapId, x, y)
|
||||
-- Route22Gate_Script rewrites wLastMap from the player's Y on entry
|
||||
-- too (not only on step), so a save/load mid-gate keeps exits correct
|
||||
self:syncLastMapRewrite()
|
||||
end
|
||||
|
||||
-- Neighbor maps drawn at the composed connection offsets: at least the
|
||||
-- configured hop count out (the GB only ever streamed a 32px strip of
|
||||
-- the single directly connected map -- home/overworld.asm .loadNewMap),
|
||||
-- widened to everything the current view size can show so a full
|
||||
-- zoom-out never runs past the rendered set. Re-run whenever the view
|
||||
-- grows (zoom/resize), not only on setMap.
|
||||
function OverworldState:rebuildNeighbors()
|
||||
local mapId = self.map.id
|
||||
self.neighbors = {}
|
||||
local hops = FieldDefaults.world(Game.data, "neighborHops") or NEIGHBOR_HOPS
|
||||
for _, n in ipairs(OverworldState.computeNeighbors(Game.data.maps,
|
||||
mapId, hops)) do
|
||||
local vw, vh = Game.renderer:worldViewSize()
|
||||
self.neighborViewW, self.neighborViewH = vw, vh
|
||||
for _, n in ipairs(OverworldState.computeNeighbors(Game.data.maps, mapId,
|
||||
hops,
|
||||
math.floor(vw / 2) + 64,
|
||||
math.floor(vh / 2) + 64)) do
|
||||
table.insert(self.neighbors,
|
||||
{ map = MapLoader.load(Game.data, n.id),
|
||||
ox = n.ox, oy = n.oy })
|
||||
@@ -328,10 +389,6 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
|
||||
end
|
||||
end
|
||||
end
|
||||
Logger.info("map: %s at (%d,%d)", mapId, x, y)
|
||||
-- Route22Gate_Script rewrites wLastMap from the player's Y on entry
|
||||
-- too (not only on step), so a save/load mid-gate keeps exits correct
|
||||
self:syncLastMapRewrite()
|
||||
end
|
||||
|
||||
-- SGB overworld palette (engine/gfx/palettes.asm SetPal_Overworld):
|
||||
@@ -607,6 +664,14 @@ function OverworldState:update(dt)
|
||||
-- keep the player sprite in sync with the bike state (the drawer
|
||||
-- picks the red_bike sheet while riding)
|
||||
self.player.onBike = Game.save.onBike
|
||||
-- the rendered neighbor set depends on the view size; zooming out (or
|
||||
-- resizing) past what setMap computed re-runs the walk in place
|
||||
if self.map and (self.neighborViewW or 0) > 0 then
|
||||
local vw, vh = Game.renderer:worldViewSize()
|
||||
if vw ~= self.neighborViewW or vh ~= self.neighborViewH then
|
||||
self:rebuildNeighbors()
|
||||
end
|
||||
end
|
||||
if self.dustAnim then
|
||||
local da = self.dustAnim
|
||||
da.frames = da.frames - 1
|
||||
@@ -615,6 +680,14 @@ function OverworldState:update(dt)
|
||||
if da.onDone then da.onDone() end
|
||||
end
|
||||
end
|
||||
if self.cutAnim then
|
||||
local ca = self.cutAnim
|
||||
ca.frames = ca.frames - 1
|
||||
if ca.frames <= 0 then
|
||||
self.cutAnim = nil
|
||||
if ca.onDone then ca.onDone() end
|
||||
end
|
||||
end
|
||||
if self.healAnim then
|
||||
local ha = self.healAnim
|
||||
local Music = require("src.core.Music")
|
||||
@@ -704,6 +777,14 @@ function OverworldState:update(dt)
|
||||
end
|
||||
|
||||
local stepped = self.player:update()
|
||||
-- the warp-arrival cell goes stale the instant the player's real cell
|
||||
-- leaves it, scripted walk-outs included -- pokered re-checks warps
|
||||
-- after simulated steps too (CheckWarpsNoCollision), so a forced
|
||||
-- door-mat exit must not leave the door permanently inert
|
||||
local entry = self.warpEntryCell
|
||||
if entry and (self.player.cellX ~= entry.x or self.player.cellY ~= entry.y) then
|
||||
self.warpEntryCell = nil
|
||||
end
|
||||
if stepped and not scripted then
|
||||
self:onStepComplete()
|
||||
end
|
||||
@@ -1272,6 +1353,14 @@ function OverworldState:tryHiddenObject(fx, fy)
|
||||
end
|
||||
end
|
||||
|
||||
-- Bill's cell-separator PC (data/events/hidden_events.asm: hidden_event
|
||||
-- 1,4 BillsHousePC SPRITE_FACING_UP)
|
||||
if self.map.id == "BILLS_HOUSE" and fx == 1 and fy == 4
|
||||
and self.player.facing == "up" then
|
||||
self:billsHousePC()
|
||||
return true
|
||||
end
|
||||
|
||||
local extras = field.hiddenExtras
|
||||
if not extras then return false end
|
||||
local facing = self.player.facing
|
||||
@@ -1354,7 +1443,18 @@ function OverworldState:tryCardKeyDoor(fx, fy)
|
||||
return true
|
||||
end
|
||||
require("src.core.Sound").play(Game.data, "Go_Inside")
|
||||
self:replaceBlock(math.floor(fx / 2), math.floor(fy / 2), openBlock)
|
||||
local bx, by = math.floor(fx / 2), math.floor(fy / 2)
|
||||
self:replaceBlock(bx, by, openBlock)
|
||||
-- opened doors stay open across reloads (the per-door unlock events
|
||||
-- the floors' gate callbacks check, EVENT_SILPH_CO_n_UNLOCKED_DOOR*)
|
||||
local closedDoors = FieldDefaults.fieldValue(Game.data, "cardKeyDoors",
|
||||
"closedDoors")
|
||||
for _, door in ipairs(closedDoors and closedDoors[self.map.id] or {}) do
|
||||
if door.bx == bx and door.by == by then
|
||||
Game.save.flags[door.event] = true
|
||||
break
|
||||
end
|
||||
end
|
||||
Game.stack:push(TextBox.new(Game,
|
||||
(t._CardKeySuccessText1 or "Bingo!")
|
||||
.. (t._CardKeySuccessText2 or "\nThe CARD KEY\nopened the door!")))
|
||||
@@ -1456,6 +1556,71 @@ function OverworldState:trashCanSwitch(canIndex)
|
||||
end
|
||||
end
|
||||
|
||||
-- Bill's House PC (engine/events/hidden_events/bills_house_pc.asm
|
||||
-- BillsHousePC): once Bill-the-Pokémon has climbed into the machine
|
||||
-- (EVENT_BILL_SAID_USE_CELL_SEPARATOR), running the PC plays the cell
|
||||
-- separator's SFX sequence, sets EVENT_USED_CELL_SEPARATOR_ON_BILL and
|
||||
-- Bill steps back out of the machine human again
|
||||
-- (BillsHouseBillExitsMachineScript / CleanupScript set EVENT_MET_BILL).
|
||||
function OverworldState:billsHousePC()
|
||||
local t = Game.data.text
|
||||
local flags = Game.save.flags
|
||||
if not (flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR
|
||||
and not flags.EVENT_USED_CELL_SEPARATOR_ON_BILL) then
|
||||
Game.stack:push(TextBox.new(Game, t._BillsHouseMonitorText
|
||||
or "TELEPORTER is\ndisplayed on the\nPC monitor."))
|
||||
return
|
||||
end
|
||||
require("src.core.Music").stop()
|
||||
Game.stack:push(TextBox.new(Game, t._BillsHouseInitiatedText
|
||||
or "{PLAYER} initiated\nTELEPORTER's Cell\nSeparator!", function()
|
||||
flags.EVENT_USED_CELL_SEPARATOR_ON_BILL = true
|
||||
require("src.core.Sound").play(Game.data, "Switch")
|
||||
self:queueScript({
|
||||
{ "wait", 32 },
|
||||
{ "play_sound", "Tink" },
|
||||
{ "wait", 80 },
|
||||
{ "play_sound", "Shrink" },
|
||||
{ "wait", 48 },
|
||||
{ "play_sound", "Tink" },
|
||||
{ "wait", 32 },
|
||||
{ "play_sound", "Get_Item1" },
|
||||
{ "wait", 30 },
|
||||
}, { onDone = function() self:billsHouseBillExits() end })
|
||||
end))
|
||||
end
|
||||
|
||||
-- BillsHouseBillExitsMachineScript: human Bill appears inside the machine
|
||||
-- at (1,2) and walks out to his spot at (4,4); the map music resumes and
|
||||
-- EVENT_MET_BILL / EVENT_MET_BILL_2 arm the SS-Ticket dialogue.
|
||||
function OverworldState:billsHouseBillExits()
|
||||
local Commands = require("src.script.Commands")
|
||||
local ctx = { game = Game, save = Game.save, overworld = self }
|
||||
Commands.show_object(ctx, "BILLS_HOUSE", "BILLSHOUSE_BILL1")
|
||||
local function done()
|
||||
Game.save.flags.EVENT_MET_BILL = true
|
||||
Game.save.flags.EVENT_MET_BILL_2 = true
|
||||
require("src.core.Music").playMap(Game.data, self.map.id,
|
||||
Game.save.onBike, self.player.surfing)
|
||||
end
|
||||
local bill
|
||||
for _, n in ipairs(self.npcs) do
|
||||
if n.def and n.def.name == "BILLSHOUSE_BILL1" then bill = n break end
|
||||
end
|
||||
if not (bill and self.map.id == "BILLS_HOUSE") then
|
||||
done()
|
||||
return
|
||||
end
|
||||
bill.cellX, bill.cellY = 1, 2
|
||||
bill.px, bill.py = 16, 32
|
||||
bill.facing = "down"
|
||||
self:scriptMove(bill, "down", 1, function()
|
||||
self:scriptMove(bill, "right", 3, function()
|
||||
self:scriptMove(bill, "down", 1, done)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
-- Any hidden item still unfound NEAR the player? (the ITEMFINDER,
|
||||
-- engine/items/itemfinder.asm HiddenItemNear: coord > clamp0(player-5)
|
||||
-- and coord <= player+4 (Y) / player+5 (X) -- the clamp excludes
|
||||
@@ -1568,13 +1733,33 @@ function OverworldState:tryCut(fx, fy)
|
||||
{ bx = bx, by = by, block = block })
|
||||
self.map:setBlock(bx, by, swap.after)
|
||||
self.map.renderer:rebuild()
|
||||
self:startDustAnim(fx, fy, function()
|
||||
local finish = function()
|
||||
require("src.core.Sound").play(Game.data, "Cut")
|
||||
end)
|
||||
end
|
||||
if ts == "OVERWORLD" then
|
||||
-- the tree splits in half and slides apart (AnimCut .cutTreeLoop);
|
||||
-- the GYM plant keeps the shared dust/leaf puff
|
||||
self:startCutTreeAnim(fx, fy, finish)
|
||||
else
|
||||
self:startDustAnim(fx, fy, finish)
|
||||
end
|
||||
end))
|
||||
return true
|
||||
end
|
||||
|
||||
-- The cut-tree split (engine/overworld/cut.asm InitCutAnimOAM +
|
||||
-- engine/overworld/cut2.asm AnimCut): the tree sprite's top half slides
|
||||
-- +1px and its bottom half -1px per frame for 8 frames, flickering,
|
||||
-- before the swapped block shows through. Falls back to the dust puff
|
||||
-- when the extracted tree sprite is unavailable.
|
||||
function OverworldState:startCutTreeAnim(cx, cy, onDone)
|
||||
local fxDef = Game.data.field.overworldFx
|
||||
if not (fxDef and fxDef.cutTree) then
|
||||
return self:startDustAnim(cx, cy, onDone)
|
||||
end
|
||||
self.cutAnim = { x = cx, y = cy, frames = 8, total = 8, onDone = onDone }
|
||||
end
|
||||
|
||||
-- Party-menu SURF entry (start_sub_menus.asm .surf): badge-check SOULBADGE,
|
||||
-- farcall IsSurfingAllowed, then UseItem(SURFBOARD) -> ItemUseSurfboard
|
||||
-- (item_effects.asm), which either tries to dismount (already surfing) or
|
||||
@@ -2805,6 +2990,25 @@ function OverworldState:takeWarp(warpDef)
|
||||
-- facing carries across the warp (leaving a gate sideways keeps you
|
||||
-- walking sideways; house exit mats are stepped onto facing down)
|
||||
local facing = self.player.facing
|
||||
-- warp pads and fall-through holes are not doors (WarpFound2
|
||||
-- .indoorMaps: IsPlayerStandingOnWarpPadOrHole routes them through
|
||||
-- LeaveMapAnim/EnterMapAnim instead of the door SFX)
|
||||
local pad = self.map.warpPadOrHoleAt
|
||||
and self.map:warpPadOrHoleAt(self.player.cellX, self.player.cellY)
|
||||
if pad == "pad" then
|
||||
-- teleporter: spin out with the exit SFX, spin back in on arrival
|
||||
-- (player_animations.asm _LeaveMapAnim / EnterMapAnim)
|
||||
require("src.core.Sound").play(Game.data, "Teleport_Exit1")
|
||||
self.player.spinning = true
|
||||
self.player.spinTimer = 0
|
||||
self.arriveWarp = "teleport"
|
||||
self:startWarpTo(destMap, x, y, facing)
|
||||
return
|
||||
elseif pad == "hole" then
|
||||
-- falling through a hole: no door SFX, no walk-out step
|
||||
self:startWarpTo(destMap, x, y, facing)
|
||||
return
|
||||
end
|
||||
self.doorWarp = true -- door SFX + outdoor walk-out step
|
||||
self:startWarpTo(destMap, x, y, facing)
|
||||
end
|
||||
@@ -2874,6 +3078,13 @@ function OverworldState:startWarpTo(mapId, x, y, facing, onDone, opts)
|
||||
require("src.core.Sound").play(Game.data, "Teleport_Enter1")
|
||||
-- ENTER_2 caps the spin-down a moment later
|
||||
self.delaySfx = { frames = 40, key = "Teleport_Enter2" }
|
||||
-- the sprite spins down into place (EnterMapAnim
|
||||
-- PlayerSpinWhileMovingDown), not just the SFX
|
||||
self.player.spinning = true
|
||||
self.player.spinTimer = 0
|
||||
self.player.spinFrames = 48
|
||||
self.player.spinTotal = 48
|
||||
self.player.spinDrop = true
|
||||
end
|
||||
if doorWarp then
|
||||
local outdoor = Map.isOutdoor(self.map.def)
|
||||
@@ -3146,7 +3357,7 @@ function OverworldState:drawWorld()
|
||||
-- at (64,64); anchoring those coords to where the player stood keeps
|
||||
-- the overlay on the machine at any zoom.
|
||||
local function fxHeal()
|
||||
if not (self.healAnim and self.healAnim.visible) then return end
|
||||
if not self.healAnim then return end
|
||||
local ha = self.healAnim
|
||||
local fxDef = Game.data.field.overworldFx
|
||||
if self.healMachineImg == nil and fxDef and fxDef.healMachine then
|
||||
@@ -3162,6 +3373,19 @@ function OverworldState:drawWorld()
|
||||
love.graphics.newQuad(0, 8, 8, 8, w, h), -- ball ($7d)
|
||||
}
|
||||
end
|
||||
-- the jingle flash recolors the machine sprites in place
|
||||
-- (FlashSprite8Times XORs rOBP1; the sprites never disappear):
|
||||
-- ha.visible == false is the flashed half of each beat, drawn with
|
||||
-- the light/dark shades swapped instead of skipped
|
||||
local shader
|
||||
if not ha.visible then
|
||||
shader = PaletteFX.shader()
|
||||
if shader then
|
||||
PaletteFX.sendColors(shader,
|
||||
PaletteFX.permute(PaletteFX.GRAYS, HEAL_FLASH_MAP))
|
||||
love.graphics.setShader(shader)
|
||||
end
|
||||
end
|
||||
local ox = ha.px - 64 - cam.x
|
||||
local oy = ha.py - 64 - cam.y
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
@@ -3176,6 +3400,7 @@ function OverworldState:drawWorld()
|
||||
ox + b[1], oy + b[2])
|
||||
end
|
||||
end
|
||||
if shader then love.graphics.setShader() end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -3206,6 +3431,37 @@ function OverworldState:drawWorld()
|
||||
end
|
||||
end
|
||||
|
||||
-- the cut tree splitting apart (AnimCut): top half slides right,
|
||||
-- bottom half slides left, 1px per frame, flickering as they go
|
||||
local function fxCutTree()
|
||||
if not self.cutAnim then return end
|
||||
local fxDef = Game.data.field.overworldFx
|
||||
local tree = fxDef and fxDef.cutTree
|
||||
if not tree then return end
|
||||
if self.cutTreeImg == nil then
|
||||
local ok, img = pcall(love.graphics.newImage, tree.path)
|
||||
self.cutTreeImg = ok and img or false
|
||||
end
|
||||
local img = self.cutTreeImg
|
||||
if not img then return end
|
||||
if not self.cutTreeQuads then
|
||||
local w, h = img:getWidth(), img:getHeight()
|
||||
self.cutTreeQuads = {
|
||||
love.graphics.newQuad(0, 0, 16, 8, w, h), -- top half
|
||||
love.graphics.newQuad(0, 8, 16, 8, w, h), -- bottom half
|
||||
}
|
||||
end
|
||||
local ca = self.cutAnim
|
||||
local off = (ca.total or 8) - ca.frames
|
||||
local dx = ca.x * 16 - cam.x
|
||||
local dy = ca.y * 16 - cam.y
|
||||
local flicker = ca.frames % 2 == 0
|
||||
love.graphics.setColor(1, 1, 1, flicker and 1 or 0.55)
|
||||
love.graphics.draw(img, self.cutTreeQuads[1], dx + off, dy)
|
||||
love.graphics.draw(img, self.cutTreeQuads[2], dx - off, dy + 8)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
-- the "!" bubble above a trainer who spotted the player
|
||||
local function fxEmote()
|
||||
if not (self.emote and self.emote.npc) then return end
|
||||
@@ -3297,6 +3553,11 @@ function OverworldState:drawWorld()
|
||||
|
||||
if not tilt then
|
||||
-- === FLAT PATH: everything into the one world canvas, as before =====
|
||||
-- OBP-baked sprites replay after the zone pass in GBC mode, so their
|
||||
-- grass feet-overdraw must replay over them too, colorized with the
|
||||
-- current map's palette (see PaletteFX.markSpriteRedraw)
|
||||
local grassColors = PaletteFX.usesSpriteObp()
|
||||
and PaletteFX.pal(Game.data, self:paletteNameFor(self.map)) or nil
|
||||
for _, g in ipairs(self.ghosts) do
|
||||
g.npc:draw(cam.x - g.ox, cam.y - g.oy)
|
||||
end
|
||||
@@ -3308,14 +3569,23 @@ function OverworldState:drawWorld()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
if self.map:isGrassCell(e.cellX, e.cellY) then
|
||||
self.map.renderer:drawCellBottom(e.cellX, e.cellY, cam.x, bgY)
|
||||
if grassColors then
|
||||
self.map.renderer:markCellBottomRedraw(e.cellX, e.cellY,
|
||||
cam.x, bgY, grassColors)
|
||||
end
|
||||
end
|
||||
if e.targetX and self.map:isGrassCell(e.targetX, e.targetY) then
|
||||
self.map.renderer:drawCellBottom(e.targetX, e.targetY, cam.x, bgY)
|
||||
if grassColors then
|
||||
self.map.renderer:markCellBottomRedraw(e.targetX, e.targetY,
|
||||
cam.x, bgY, grassColors)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
fxHeal()
|
||||
fxDust()
|
||||
fxCutTree()
|
||||
fxEmote()
|
||||
fxDark()
|
||||
fxBird()
|
||||
@@ -3329,6 +3599,7 @@ function OverworldState:drawWorld()
|
||||
-- layers are separate and composited ground-under-upright, so drawing
|
||||
-- it now into the still-active ground canvas is order-equivalent.
|
||||
fxDust()
|
||||
fxCutTree()
|
||||
|
||||
Game.renderer:beginUprightPass()
|
||||
|
||||
@@ -3389,7 +3660,7 @@ function OverworldState:drawWorld()
|
||||
-- the ground in front of where the player was)
|
||||
-- emote bubble -> the spotting NPC's foot (rides above its head)
|
||||
-- fly bird, rod -> the player's foot
|
||||
if self.healAnim and self.healAnim.visible then
|
||||
if self.healAnim then
|
||||
local fx = self.healAnim.px - cam.x + 8
|
||||
local fy = self.healAnim.py - cam.y + 16
|
||||
self:billboard(fx, fy, vw, vh, zoneColorsAt(zones, fx, fy), false, fxHeal)
|
||||
|
||||
+29
-6
@@ -84,9 +84,21 @@ function Player:update()
|
||||
if self.turnTimer > 0 then
|
||||
self.turnTimer = self.turnTimer - 1
|
||||
end
|
||||
if self.spinFrames then
|
||||
self.spinFrames = self.spinFrames - 1
|
||||
if self.spinFrames <= 0 then
|
||||
self.spinFrames = nil
|
||||
self.spinDrop = nil
|
||||
self.spinning = false
|
||||
end
|
||||
end
|
||||
if not self.moving then return false end
|
||||
local stepLen = self.stepFramesCur or self.stepFrames or STEP_FRAMES
|
||||
self.progress = self.progress + 1
|
||||
-- the walk-cycle clock ticks once per real frame while moving, so the
|
||||
-- leg cadence stays constant when the bike halves stepFramesCur (only
|
||||
-- translation speed doubles, like UpdatePlayerSprite's frame counters)
|
||||
self.animClock = (self.animClock or 0) + 1
|
||||
local d = Collision.DELTA[self.facing]
|
||||
local px = math.floor(self.progress * 16 / stepLen)
|
||||
self.px = self.cellX * 16 + d[1] * px
|
||||
@@ -108,8 +120,8 @@ end
|
||||
|
||||
function Player:walkPhase()
|
||||
if not self.moving then return 0 end
|
||||
-- walk frame during the middle of the step
|
||||
local p = self.progress % 16
|
||||
-- walk frame during the middle of each 16-frame animation cycle
|
||||
local p = (self.animClock or self.progress) % 16
|
||||
return (p >= 4 and p < 12) and 1 or 0
|
||||
end
|
||||
|
||||
@@ -139,15 +151,26 @@ function Player:draw(camX, camY)
|
||||
py = py + (self.bobTimer < 16 and 0 or 1)
|
||||
end
|
||||
local facing = self.facing
|
||||
local phase = self:walkPhase()
|
||||
-- alternate walk cycles mirror the up/down frame; derived from the
|
||||
-- fixed-rate animation clock so the bike's shorter steps don't double
|
||||
-- the leg cadence
|
||||
local flip = math.floor((self.animClock or 0) / 16) % 2 == 1
|
||||
if self.spinning then
|
||||
-- spinner tiles whirl the sprite (PlayerSpinningFacingOrder)
|
||||
-- spinner tiles whirl the sprite on its standing pose, one facing
|
||||
-- per frame (LoadSpinnerArrowTiles runs every OverworldLoop frame)
|
||||
self.spinTimer = (self.spinTimer or 0) + 1
|
||||
facing = SPIN_ORDER[math.floor(self.spinTimer / 4) % 4 + 1]
|
||||
facing = SPIN_ORDER[self.spinTimer % 4 + 1]
|
||||
phase, flip = 0, false
|
||||
-- teleport arrivals spin the sprite down into place
|
||||
-- (EnterMapAnim PlayerSpinWhileMovingDown)
|
||||
if self.spinFrames and self.spinDrop then
|
||||
py = py - math.floor(self.spinFrames * 24 / (self.spinTotal or 64))
|
||||
end
|
||||
end
|
||||
local sprite = (self.surfing and self.surfSprite)
|
||||
or (self.onBike and self.bikeSprite) or self.sprite
|
||||
sprite:draw(self.px, py, camX, camY, facing,
|
||||
self:walkPhase(), self.stepFlip)
|
||||
sprite:draw(self.px, py, camX, camY, facing, phase, flip)
|
||||
end
|
||||
|
||||
return Player
|
||||
|
||||
@@ -303,12 +303,63 @@ def parse_card_key_doors(pokered):
|
||||
util.die(f"card_key.asm: {needle!r} not found (door tiles/blocks changed?)")
|
||||
if n_doors != 22 or len(maps) != 10:
|
||||
util.die(f"card key doors: expected 22 doors / 10 maps, got {n_doors}/{len(maps)}")
|
||||
# closedDoors is hand-ported, not extracted: no retail .blk layout places
|
||||
# a closed-door block at any of the coordinates above (the feature is
|
||||
# unused/cut in the original game), so there is no ROM or disassembly
|
||||
# source to derive this from. It restores that cut content by stamping
|
||||
# facility.bst blocks 0x54/0x5f (2F-10F) or interior.bst block 0x20
|
||||
# (11F) over each door on map load, opened by that door's
|
||||
# EVENT_SILPH_CO_n_UNLOCKED_DOORn flag. Kept in sync by hand with
|
||||
# tools/rom_manifest.json's field.cardKeyDoors.closedDoors.
|
||||
closed_doors = {
|
||||
"SILPH_CO_2F": [
|
||||
{"block": 0x54, "bx": 2, "by": 2, "event": "EVENT_SILPH_CO_2_UNLOCKED_DOOR1", "open": 0x0e},
|
||||
{"block": 0x54, "bx": 2, "by": 5, "event": "EVENT_SILPH_CO_2_UNLOCKED_DOOR2", "open": 0x0e},
|
||||
],
|
||||
"SILPH_CO_3F": [
|
||||
{"block": 0x5f, "bx": 4, "by": 4, "event": "EVENT_SILPH_CO_3_UNLOCKED_DOOR1", "open": 0x0e},
|
||||
{"block": 0x5f, "bx": 8, "by": 4, "event": "EVENT_SILPH_CO_3_UNLOCKED_DOOR2", "open": 0x0e},
|
||||
],
|
||||
"SILPH_CO_4F": [
|
||||
{"block": 0x54, "bx": 2, "by": 6, "event": "EVENT_SILPH_CO_4_UNLOCKED_DOOR1", "open": 0x0e},
|
||||
{"block": 0x54, "bx": 6, "by": 4, "event": "EVENT_SILPH_CO_4_UNLOCKED_DOOR2", "open": 0x0e},
|
||||
],
|
||||
"SILPH_CO_5F": [
|
||||
{"block": 0x5f, "bx": 3, "by": 2, "event": "EVENT_SILPH_CO_5_UNLOCKED_DOOR1", "open": 0x0e},
|
||||
{"block": 0x5f, "bx": 3, "by": 6, "event": "EVENT_SILPH_CO_5_UNLOCKED_DOOR2", "open": 0x0e},
|
||||
{"block": 0x5f, "bx": 7, "by": 5, "event": "EVENT_SILPH_CO_5_UNLOCKED_DOOR3", "open": 0x0e},
|
||||
],
|
||||
"SILPH_CO_6F": [
|
||||
{"block": 0x5f, "bx": 2, "by": 6, "event": "EVENT_SILPH_CO_6_UNLOCKED_DOOR", "open": 0x0e},
|
||||
],
|
||||
"SILPH_CO_7F": [
|
||||
{"block": 0x54, "bx": 5, "by": 3, "event": "EVENT_SILPH_CO_7_UNLOCKED_DOOR1", "open": 0x0e},
|
||||
{"block": 0x54, "bx": 10, "by": 2, "event": "EVENT_SILPH_CO_7_UNLOCKED_DOOR2", "open": 0x0e},
|
||||
{"block": 0x54, "bx": 10, "by": 6, "event": "EVENT_SILPH_CO_7_UNLOCKED_DOOR3", "open": 0x0e},
|
||||
],
|
||||
"SILPH_CO_8F": [
|
||||
{"block": 0x5f, "bx": 3, "by": 4, "event": "EVENT_SILPH_CO_8_UNLOCKED_DOOR", "open": 0x0e},
|
||||
],
|
||||
"SILPH_CO_9F": [
|
||||
{"block": 0x5f, "bx": 1, "by": 4, "event": "EVENT_SILPH_CO_9_UNLOCKED_DOOR1", "open": 0x0e},
|
||||
{"block": 0x54, "bx": 9, "by": 2, "event": "EVENT_SILPH_CO_9_UNLOCKED_DOOR2", "open": 0x0e},
|
||||
{"block": 0x54, "bx": 9, "by": 5, "event": "EVENT_SILPH_CO_9_UNLOCKED_DOOR3", "open": 0x0e},
|
||||
{"block": 0x5f, "bx": 5, "by": 6, "event": "EVENT_SILPH_CO_9_UNLOCKED_DOOR4", "open": 0x0e},
|
||||
],
|
||||
"SILPH_CO_10F": [
|
||||
{"block": 0x54, "bx": 5, "by": 4, "event": "EVENT_SILPH_CO_10_UNLOCKED_DOOR", "open": 0x0e},
|
||||
],
|
||||
"SILPH_CO_11F": [
|
||||
{"block": 0x20, "bx": 3, "by": 6, "event": "EVENT_SILPH_CO_11_UNLOCKED_DOOR", "open": 0x03},
|
||||
],
|
||||
}
|
||||
return {
|
||||
"maps": maps, # maps where the engine checks for doors
|
||||
"doors": doors, # tile coords; block coord = floor(coord/2)
|
||||
"doorTiles": [0x18, 0x24], # locked-door tile ids (FACILITY tileset)
|
||||
"openBlock": 0x0e, # block written over the door's block
|
||||
"silphCo11F": {"doorTile": 0x5e, "openBlock": 0x03},
|
||||
"closedDoors": closed_doors,
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -642,6 +642,22 @@ def extract_overworld_fx(pokered, assets_dir):
|
||||
"path": f"assets/generated/fx/{base}.png",
|
||||
"width": size[0], "height": size[1], "source": rel,
|
||||
}
|
||||
|
||||
# The cuttable tree's own OAM sprite: InitCutAnimOAM copies
|
||||
# Overworld_GFX tiles $2d-$2e (top half) and $3d-$3e (bottom half)
|
||||
# into the sprite tiles the Cut animation slides apart, so the crop
|
||||
# comes straight out of the overworld tileset sheet (16 tiles/row:
|
||||
# $2d sits at column 13, row 2).
|
||||
tree_src = Image.open(os.path.join(pokered, "gfx/tilesets/overworld.png"))
|
||||
tree = _convert_image(tree_src.crop((104, 16, 120, 32)),
|
||||
transparent_color0=True)
|
||||
_save_png(tree, os.path.join(assets_dir, "fx", "cut_tree.png"))
|
||||
out["cutTree"] = {
|
||||
"path": "assets/generated/fx/cut_tree.png",
|
||||
"width": 16, "height": 16,
|
||||
"source": "gfx/tilesets/overworld.png tiles $2d-$2e/$3d-$3e "
|
||||
"(engine/overworld/cut.asm InitCutAnimOAM)",
|
||||
}
|
||||
return out
|
||||
|
||||
|
||||
|
||||
@@ -4253,6 +4253,48 @@
|
||||
]
|
||||
},
|
||||
"cardKeyDoors": {
|
||||
"closedDoors": {
|
||||
"SILPH_CO_2F": [
|
||||
{ "block": 84, "bx": 2, "by": 2, "event": "EVENT_SILPH_CO_2_UNLOCKED_DOOR1", "open": 14 },
|
||||
{ "block": 84, "bx": 2, "by": 5, "event": "EVENT_SILPH_CO_2_UNLOCKED_DOOR2", "open": 14 }
|
||||
],
|
||||
"SILPH_CO_3F": [
|
||||
{ "block": 95, "bx": 4, "by": 4, "event": "EVENT_SILPH_CO_3_UNLOCKED_DOOR1", "open": 14 },
|
||||
{ "block": 95, "bx": 8, "by": 4, "event": "EVENT_SILPH_CO_3_UNLOCKED_DOOR2", "open": 14 }
|
||||
],
|
||||
"SILPH_CO_4F": [
|
||||
{ "block": 84, "bx": 2, "by": 6, "event": "EVENT_SILPH_CO_4_UNLOCKED_DOOR1", "open": 14 },
|
||||
{ "block": 84, "bx": 6, "by": 4, "event": "EVENT_SILPH_CO_4_UNLOCKED_DOOR2", "open": 14 }
|
||||
],
|
||||
"SILPH_CO_5F": [
|
||||
{ "block": 95, "bx": 3, "by": 2, "event": "EVENT_SILPH_CO_5_UNLOCKED_DOOR1", "open": 14 },
|
||||
{ "block": 95, "bx": 3, "by": 6, "event": "EVENT_SILPH_CO_5_UNLOCKED_DOOR2", "open": 14 },
|
||||
{ "block": 95, "bx": 7, "by": 5, "event": "EVENT_SILPH_CO_5_UNLOCKED_DOOR3", "open": 14 }
|
||||
],
|
||||
"SILPH_CO_6F": [
|
||||
{ "block": 95, "bx": 2, "by": 6, "event": "EVENT_SILPH_CO_6_UNLOCKED_DOOR", "open": 14 }
|
||||
],
|
||||
"SILPH_CO_7F": [
|
||||
{ "block": 84, "bx": 5, "by": 3, "event": "EVENT_SILPH_CO_7_UNLOCKED_DOOR1", "open": 14 },
|
||||
{ "block": 84, "bx": 10, "by": 2, "event": "EVENT_SILPH_CO_7_UNLOCKED_DOOR2", "open": 14 },
|
||||
{ "block": 84, "bx": 10, "by": 6, "event": "EVENT_SILPH_CO_7_UNLOCKED_DOOR3", "open": 14 }
|
||||
],
|
||||
"SILPH_CO_8F": [
|
||||
{ "block": 95, "bx": 3, "by": 4, "event": "EVENT_SILPH_CO_8_UNLOCKED_DOOR", "open": 14 }
|
||||
],
|
||||
"SILPH_CO_9F": [
|
||||
{ "block": 95, "bx": 1, "by": 4, "event": "EVENT_SILPH_CO_9_UNLOCKED_DOOR1", "open": 14 },
|
||||
{ "block": 84, "bx": 9, "by": 2, "event": "EVENT_SILPH_CO_9_UNLOCKED_DOOR2", "open": 14 },
|
||||
{ "block": 84, "bx": 9, "by": 5, "event": "EVENT_SILPH_CO_9_UNLOCKED_DOOR3", "open": 14 },
|
||||
{ "block": 95, "bx": 5, "by": 6, "event": "EVENT_SILPH_CO_9_UNLOCKED_DOOR4", "open": 14 }
|
||||
],
|
||||
"SILPH_CO_10F": [
|
||||
{ "block": 84, "bx": 5, "by": 4, "event": "EVENT_SILPH_CO_10_UNLOCKED_DOOR", "open": 14 }
|
||||
],
|
||||
"SILPH_CO_11F": [
|
||||
{ "block": 32, "bx": 3, "by": 6, "event": "EVENT_SILPH_CO_11_UNLOCKED_DOOR", "open": 3 }
|
||||
]
|
||||
},
|
||||
"doorTiles": [
|
||||
24,
|
||||
36
|
||||
@@ -6373,6 +6415,11 @@
|
||||
"path": "assets/generated/fx/battle_transition.png",
|
||||
"width": 8
|
||||
},
|
||||
"cutTree": {
|
||||
"height": 16,
|
||||
"path": "assets/generated/fx/cut_tree.png",
|
||||
"width": 16
|
||||
},
|
||||
"fishingRod": {
|
||||
"height": 24,
|
||||
"path": "assets/generated/fx/fishing_rod.png",
|
||||
@@ -44689,6 +44736,15 @@
|
||||
"TRI_ATTACK",
|
||||
"SUBSTITUTE"
|
||||
],
|
||||
"trainerPartyOverrides": {
|
||||
"OPP_CHIEF": [
|
||||
{ "level": 41, "species": "MACHOKE" },
|
||||
{ "level": 41, "species": "GOLBAT" },
|
||||
{ "level": 43, "species": "MAROWAK" },
|
||||
{ "level": 43, "species": "WEEZING" },
|
||||
{ "level": 46, "species": "PERSIAN" }
|
||||
]
|
||||
},
|
||||
"trainerPics": [
|
||||
{
|
||||
"imageBase": "youngster",
|
||||
|
||||
Reference in New Issue
Block a user