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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 16:21:30 +02:00
squashy squash (#127)
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+5
-1
@@ -145,6 +145,10 @@ end
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function BoxMenu.new(game)
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Boxes.ensure(game.save)
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-- bills_pc.asm BillsPCMenu: TextBoxBorder at (0,0) with interior
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-- 12x10 → total 14x12. "CHANGE BOX" is 10 tiles and needs the
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-- full interior (cursor col + label); the old tw=12 right-side box
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-- drew the final glyph on the border.
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return Menu.new(game, {
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{ label = "WITHDRAW", onSelect = function() withdraw(game) end },
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{ label = "DEPOSIT", onSelect = function() deposit(game) end },
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@@ -153,7 +157,7 @@ function BoxMenu.new(game)
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{ label = "SEE YA!" },
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-- Bill's PC runs silent end to end (BIT_NO_MENU_BUTTON_SOUND,
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-- engine/menus/pokemon_pc.asm)
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}, { tx = 8, ty = 0, tw = 12, th = 12, noSound = true })
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}, { tx = 0, ty = 0, tw = 14, th = 12, noSound = true })
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end
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return BoxMenu
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+13
-3
@@ -117,7 +117,7 @@ function ListMenu:draw()
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love.graphics.setColor(0, 0, 0, 1)
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end
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if item.right then
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Font.draw(item.right, 160 - 8 - #item.right * 8, y)
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Font.draw(item.right, 160 - 8 - Font.width(item.right), y)
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end
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if i == self.index then
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-- hollowIndex: a chosen row keeps the hollow '▷' left behind by
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@@ -136,7 +136,7 @@ function ListMenu:draw()
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Font.drawBox(11, 0, 9, 3)
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love.graphics.setColor(0, 0, 0, 1)
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local money = ("¥%d"):format(self.money and self.money() or 0)
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Font.draw(money, 152 - #money * 8, 8)
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Font.draw(money, 152 - Font.width(money), 8)
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-- the clerk's line in the standard bottom text box; long prompts
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-- wrap and keep their last two lines, like the GB's scrolled box
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Font.drawBox(0, 12, 20, 6)
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@@ -153,7 +153,17 @@ function ListMenu:draw()
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end
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end
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elseif self.footer then
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Font.draw(self.footer, 8, 136)
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-- PC deposit/withdraw footers use "\n"; draw the last two lines so
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-- long item names are not clipped at the screen edge (#115).
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local flat = {}
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for _, page in ipairs(require("src.render.TextBox").paginate(self.footer)) do
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for _, line in ipairs(page) do flat[#flat + 1] = line end
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end
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local y = (#flat >= 2) and 120 or 136
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for i = math.max(1, #flat - 1), #flat do
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Font.draw(flat[i], 8, y)
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y = y + 16
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end
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end
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love.graphics.setColor(1, 1, 1, 1)
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end
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@@ -182,12 +182,13 @@ function PartyMenu:update(dt)
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-- and music return first (PlayDefaultMusic +
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-- LoadWalkingPlayerSpriteGraphics), the menu closes with the
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-- GBPalWhiteOutWithDelay3 blink, and the simulated pad press
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-- steps the player forward onto land
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-- steps the player forward onto land (or across a connection
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-- strip when the shore is the next map's edge)
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self.game.stack:pop()
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ow.player.surfing = false
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require("src.core.Music").setSurfing(self.game.data, false)
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self.game.stack:push(Transition.whiteFlash(self.game, nil, function()
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ow:scriptMove(ow.player, ow.player.facing, 1)
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ow:stepForwardOrCrossEdge(ow.player.facing)
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end))
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return
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end
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+7
-3
@@ -84,13 +84,17 @@ local function buy(game, stock)
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end
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local function sell(game)
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-- Sell list is ITEMLISTMENU with wPrintItemPrices cleared
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-- (pokemart.asm .sellMenuLoop): name + quantity only. Price shows
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-- in the quantity chooser. Stuffing "xN" into the label next to a
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-- right-aligned ¥ price made long names overlap (issue #116).
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local items = {}
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for _, id in ipairs(Bag.order(game.save)) do
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local def = game.data.items[id]
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table.insert(items, {
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value = id,
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label = (def and def.name or id) .. " x" .. game.save.inventory[id],
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right = ("¥%d"):format(def and math.floor(def.price / 2) or 0),
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label = def and def.name or id,
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right = "x" .. game.save.inventory[id],
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})
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end
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local greet = txt(game, "_PokemartBuyingGreetingText", "Take your time.")
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@@ -128,7 +132,7 @@ local function sell(game)
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Bag.remove(game.save, item.value, qty)
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local left = game.save.inventory[item.value]
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if left then
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item.label = def.name .. " x" .. left
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item.right = "x" .. left
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else
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list:removeCurrent()
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end
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@@ -115,12 +115,16 @@ function SummaryMenu:draw()
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drawLineBox(19, 1, 6, 10)
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Font.draw("EXP POINTS", 72, 24)
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Font.draw(("%d"):format(mon.exp), 96, 32)
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Font.draw("LEVEL UP", 72, 44)
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-- StatusScreen2: "LEVEL UP" at (9,5); next-exp PrintNumber 7 cols
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-- at (7,6); space at (14,6); PrintLevel at (16,6). The old
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-- "%d to L%d" string at x=88 overflowed the DrawLineBox edge.
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Font.draw("LEVEL UP", 72, 40)
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local Growth = require("src.pokemon.Growth")
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local nextExp = mon.level < 100
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and (Growth.expForLevel(def.growthRate, mon.level + 1) - mon.exp) or 0
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Font.draw(("%d to L%d"):format(math.max(0, nextExp),
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math.min(100, mon.level + 1)), 88, 52)
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Font.draw(("%7d"):format(math.max(0, nextExp)), 56, 48)
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HudTiles.tile(0x6E, 128, 48) -- <LV>
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Font.draw(tostring(math.min(100, mon.level + 1)), 136, 48)
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Font.drawBox(0, 8, 20, 10)
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for i = 1, 4 do
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local mv = mon.moves[i]
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