Merge remote-tracking branch 'upstream/main'

This commit is contained in:
johnjohto
2026-07-30 10:13:03 -04:00
90 changed files with 59988 additions and 922 deletions
+1 -1
View File
@@ -22,7 +22,7 @@ local NOTES = {
-- mirrors ChipAudio's snapTicks so authored drums land on the same sample
-- grid as the ROM's own drum tables
local function snapTicks(ticks)
return math.floor((ticks * 735 + 256) / 512)
return math.floor((ticks * 1470 + 256) / 512)
end
-- ------- validation
+56 -14
View File
@@ -38,15 +38,16 @@ BattleState.letterboxWhite = true
-- BATTLE LAYOUT: the classic 160x144 arrangement, or the widescreen one on
-- a 304x144 surface (src/battle/WideBattle.lua). Only the composition
-- differs; every battler, queue and animation below is shared. The wide
-- layout is live only while this battle is the state being drawn on top --
-- a party menu or bag pushed over it is a 160x144 screen, so the surface
-- goes back with it and the battle underneath is not drawn at all.
function BattleState:wideLayout()
-- differs; every battler, queue and animation below is shared. Menus and
-- prompts pushed during a wide battle keep its wide canvas, while drawing
-- their classic 160px UI centred within it (Game:draw).
function BattleState:isWideBattleLayout()
local options = self.game and self.game.save and self.game.save.options
if not options or options.battleLayout ~= "wide" then return false end
local stack = self.game.stack
return (stack and stack.top and stack:top()) == self
return options and options.battleLayout == "wide" or false
end
function BattleState:wideLayout()
return self:isWideBattleLayout()
end
-- Renderer:setUISize asks the top state for its surface before anything draws
@@ -652,8 +653,22 @@ end
-- player mon; the battle menu appears under the OLD MAN's name and a
-- scripted cursor hovers FIGHT, hops to ITEM and forces the item menu
-- (one POKé BALL x50). The throw always catches; nothing is kept.
function BattleState:makeOldManDemo()
-- Yellow's Pallet intro (BATTLE_TYPE_PIKACHU) is the same simulated
-- script under "PROF.OAK" (pokeyellow core.asm .profOakName), so the
-- displayed thrower name is a parameter.
function BattleState:makeOldManDemo(name)
self.demo = true
self.demoName = name or "OLD MAN"
-- Yellow's Pallet intro runs this before the player owns any mon
-- (BATTLE_TYPE_PIKACHU precedes the lab gift), so newWild flagged the
-- battle dead for lack of a party. The demo never sends out, draws, or
-- acts with the player side; a hidden placeholder battler keeps the
-- shared battle phases nil-safe.
if not self.player then
self.dead = false
self.player = makeBattler(self.game.data,
Pokemon.new(self.game.data, self.enemy.mon.species, 5), true)
end
end
-- Safari Zone battles (engine/battle/core.asm safari sections +
@@ -1068,6 +1083,10 @@ function BattleState:computeMusicKind()
end
end
end
-- init_battle.asm: challenging a gym leader (wGymLeaderNo, the badge
-- fights only -- not Lance or the Champion) bumps the companion's
-- happiness the moment the battle starts
self.isGymLeader = isBoss
if self.kind == "trainer" and self.trainer
and self.trainer.id == "OPP_RIVAL3" then
return "final"
@@ -1108,6 +1127,10 @@ function BattleState:enter()
end
local Music = require("src.core.Music")
self.musicKind = self:computeMusicKind()
if self.isGymLeader then
require("src.world.PikachuFollower")
.modifyHappiness(self.game.save, "GYMLEADER")
end
-- normally already playing: the transition wipe starts the theme
-- (audio/play_battle_music.asm runs before the transition, and
-- Music.play no-ops on the same song); this covers battles pushed
@@ -1733,7 +1756,7 @@ function BattleState:oldManThrow()
self.phase = "messages"
self.afterQueue = "finish"
self.result = "run" -- nothing is kept; wBattleResult only ends the demo
self:say(Strings("OLD MAN used\nPOKé BALL!"))
self:say(Strings("%s used\nPOKé BALL!", self.demoName or "OLD MAN"))
self:act(function()
require("src.core.Sound").play(self.data, "Ball_Toss")
-- ItemUseBall's beat before the toss chain (like throwBall)
@@ -3008,6 +3031,17 @@ function BattleState:onFaint(battler)
self.participants[battler.mon] = nil
end
Runtime.emit("battle.fainted", { battle = self, battler = battler })
if battler.isPlayer then
-- HandlePlayerMonFainted (core.asm:1070-1085): the companion loses
-- happiness on its own faint; an enemy 30+ levels above it makes
-- that the CARELESSTRAINER hit instead
local enemyLevel = self.enemy and self.enemy.mon
and self.enemy.mon.level or 0
local reason = (enemyLevel - (battler.mon.level or 0)) >= 30
and "CARELESSTRAINER" or "FAINTED"
require("src.world.PikachuFollower")
.modifyHappiness(self.game.save, reason, battler.mon)
end
-- the faint slide + cry ride the queue (after the move animation and
-- the HP-bar drain, pokered's order); the slide finishes before the
-- faint text via a queued hold
@@ -3092,6 +3126,9 @@ function BattleState:enemyMonFainted()
-- the move-learn checks (experience.asm:245-256)
local game = self.game
for _, lv in ipairs(levels) do
-- experience.asm:248 fires per grew-level text
require("src.world.PikachuFollower")
.modifyHappiness(game.save, "LEVELUP", mon)
self:sayNext(Strings("%s grew\nto level %d!", name, lv))
self:uiNext(function()
require("src.core.Sound").play(game.data, "Level_Up")
@@ -3912,7 +3949,10 @@ function BattleState:finish()
-- way back -- an unrecoverable state, not merely a wrong one.
-- playerMonFainted is the path that should have caught this; if we land
-- here it did not, so say so rather than silently papering over it.
if self.result ~= "lose" and not Party.firstHealthy(self.game.save.party) then
-- The old-man / PROF.OAK demo also skips it: the party never fought
-- (Yellow's Pallet intro runs before the player owns a mon at all).
if self.result ~= "lose" and not self.demo
and not Party.firstHealthy(self.game.save.party) then
Logger.warn("battle finished %s with no healthy party; forcing blackout",
tostring(self.result))
self.result = "lose"
@@ -4824,7 +4864,9 @@ function BattleState:drawTextArea()
Font.drawCode(Font.BORDER.br, 80, 96)
love.graphics.setColor(0, 0, 0, 1)
for i, mv in ipairs(self.player.curMoves) do
Font.draw(self.data.moves[mv.id].name, 48, 96 + i * 8)
-- unknown ids (mod-injected moves) print raw instead of crashing
local def = self.data.moves[mv.id]
Font.draw(def and def.name or tostring(mv.id), 48, 96 + i * 8)
end
Font.drawCode((self.moveSwapIndex == self.moveIndex) and 0xEC or 0xED,
40, 96 + self.moveIndex * 8)
@@ -4833,10 +4875,10 @@ function BattleState:drawTextArea()
end
local sel = self.player.curMoves[self.moveIndex]
if sel then
local def = self.data.moves[sel.id]
if self.player.disabledSlot == self.moveIndex then
Font.draw(Strings("disabled!"), 8, 80)
else
local def = self.data.moves[sel.id]
elseif def then
Font.draw(Strings("TYPE/"), 8, 72)
-- the type record's display name (a mod type shows its name, and
-- PSYCHIC_TYPE prints PSYCHIC like the original)
+81 -1
View File
@@ -25,6 +25,29 @@ local SAMPLE_RATE = ChipSynth.SAMPLE_RATE
local MUSIC_BUFFER_SAMPLES = ChipSynth.MUSIC_BUFFER_SAMPLES
local MUSIC_BUFFER_COUNT = ChipSynth.MUSIC_BUFFER_COUNT
-- ---------------------------------------------------------------------------
-- Per-channel mix (edit these)
-- Applied on load and whenever this file hot-reloads.
-- Runtime: ChipAudio.setChannelVolume / setChannelPitch.
-- [1] pulse 1 [2] pulse 2 [3] wave [4] noise / drums
-- Volume: 1 = authentic, 0 = mute, >1 boosts
-- Pitch: 1 = authentic, 2 = +1 octave, 0.5 = -1 octave
-- ---------------------------------------------------------------------------
local CHANNEL_VOLUME = {
[1] = 1, -- pulse 1
[2] = 1, -- pulse 2
[3] = 0.25, -- wave
[4] = 1, -- noise / drums
}
local CHANNEL_PITCH = {
[1] = 1, -- pulse 1
[2] = 1, -- pulse 2
[3] = 0.5, -- wave
[4] = 1, -- noise / drums
}
ChipSynth.setChannelVolumes(CHANNEL_VOLUME)
ChipSynth.setChannelPitches(CHANNEL_PITCH)
-- currentMusic: { source, gen, threaded, started, finished, engine }
-- threaded songs stream from the worker (engine is nil here);
-- the fallback path owns a local engine and fills the source itself.
@@ -152,13 +175,23 @@ function ChipAudio.playMusic(data, header, allowLoops)
musicGen = musicGen + 1
local gen = musicGen
cmdCh:push({ cmd = "play", gen = gen, header = header,
allowLoops = allowLoops, audio = slimAudio(data) })
allowLoops = allowLoops, audio = slimAudio(data),
channelVolumes = ChipSynth.getChannelVolumes(),
channelPitches = ChipSynth.getChannelPitches() })
currentMusic = { source = source, gen = gen, threaded = true,
started = false, finished = false }
-- playback starts in update() once the first buffer arrives (~1 frame)
return source
end
local function pushChannelMix()
if workerReady and cmdCh then
cmdCh:push({ cmd = "channelMix",
volumes = ChipSynth.getChannelVolumes(),
pitches = ChipSynth.getChannelPitches() })
end
end
-- move finished buffers from the worker into the Source; start playback once
-- the first one lands
local function updateThreaded()
@@ -270,6 +303,53 @@ function ChipAudio.invalidate()
if workerReady and cmdCh then cmdCh:push({ cmd = "invalidate" }) end
end
-- Runtime mix for one hardware channel (1..4). Takes effect on the next
-- synthesized buffer (live music) and on any SFX/cry rendered after the call.
function ChipAudio.setChannelVolume(hw, scale)
ChipSynth.setChannelVolume(hw, scale)
pushChannelMix()
end
function ChipAudio.getChannelVolume(hw)
return ChipSynth.getChannelVolume(hw)
end
function ChipAudio.setChannelVolumes(volumes)
ChipSynth.setChannelVolumes(volumes)
pushChannelMix()
end
function ChipAudio.getChannelVolumes()
return ChipSynth.getChannelVolumes()
end
function ChipAudio.setChannelPitch(hw, scale)
ChipSynth.setChannelPitch(hw, scale)
pushChannelMix()
end
function ChipAudio.getChannelPitch(hw)
return ChipSynth.getChannelPitch(hw)
end
function ChipAudio.setChannelPitches(pitches)
ChipSynth.setChannelPitches(pitches)
pushChannelMix()
end
function ChipAudio.getChannelPitches()
return ChipSynth.getChannelPitches()
end
-- aliases for channel 4 (noise / drums)
function ChipAudio.setNoiseVolume(scale)
ChipAudio.setChannelVolume(4, scale)
end
function ChipAudio.getNoiseVolume()
return ChipAudio.getChannelVolume(4)
end
-- a stale song must not keep sounding past the flush that replaced its
-- program (20 §2 cache contract, chip music row)
Assets.register(ChipAudio.invalidate)
+124 -47
View File
@@ -14,26 +14,97 @@ local bit = require("bit")
local ChipSynth = {}
local SAMPLE_RATE = 22050
local SAMPLE_RATE = 44100
local TICKS_PER_SECOND = 15360
local FRAME_TICKS = 256
local GB_CLOCK = 4194304
-- one 4096-sample stereo SoundData is the unit both the worker hands off and
-- one 8192-sample stereo SoundData is the unit both the worker hands off and
-- the synchronous fallback queues; the source keeps MUSIC_BUFFER_COUNT of them
-- (~6s) for stall tolerance (window resize, a long GC pause)
local MUSIC_BUFFER_SAMPLES = 4096
-- (~6s at 44100) for stall tolerance (window resize, a long GC pause)
local MUSIC_BUFFER_SAMPLES = 8192
local MUSIC_BUFFER_COUNT = 32
ChipSynth.SAMPLE_RATE = SAMPLE_RATE
ChipSynth.MUSIC_BUFFER_SAMPLES = MUSIC_BUFFER_SAMPLES
ChipSynth.MUSIC_BUFFER_COUNT = MUSIC_BUFFER_COUNT
-- Runtime mix per hardware channel (1 pulse, 2 pulse, 3 wave, 4 noise).
-- Volume: 1 = authentic GB, 0 = mute. Pitch: 1 = authentic, 2 = +1 octave,
-- 0.5 = -1 octave. Applied at sample time so a live change reaches the next
-- buffer on both the sync path and the worker (via ChipAudio).
local channelVolume = { 1, 1, 1, 1 }
local channelPitch = { 1, 1, 1, 1 }
local function clampScale(scale)
return math.max(0, tonumber(scale) or 0)
end
local function setChannelTable(table, hw, scale)
hw = tonumber(hw)
if not hw or hw < 1 or hw > 4 then return end
table[hw] = clampScale(scale)
end
local function setChannelTables(table, values)
if type(values) ~= "table" then return end
for hw = 1, 4 do
if values[hw] ~= nil then table[hw] = clampScale(values[hw]) end
end
end
function ChipSynth.setChannelVolume(hw, scale)
setChannelTable(channelVolume, hw, scale)
end
function ChipSynth.getChannelVolume(hw)
return channelVolume[tonumber(hw) or 0] or 1
end
function ChipSynth.setChannelVolumes(volumes)
setChannelTables(channelVolume, volumes)
end
function ChipSynth.getChannelVolumes()
return { channelVolume[1], channelVolume[2], channelVolume[3], channelVolume[4] }
end
function ChipSynth.setChannelPitch(hw, scale)
setChannelTable(channelPitch, hw, scale)
end
function ChipSynth.getChannelPitch(hw)
return channelPitch[tonumber(hw) or 0] or 1
end
function ChipSynth.setChannelPitches(pitches)
setChannelTables(channelPitch, pitches)
end
function ChipSynth.getChannelPitches()
return { channelPitch[1], channelPitch[2], channelPitch[3], channelPitch[4] }
end
-- aliases for the noise/drum layer
function ChipSynth.setNoiseVolume(scale)
ChipSynth.setChannelVolume(4, scale)
end
function ChipSynth.getNoiseVolume()
return ChipSynth.getChannelVolume(4)
end
local PITCHES = {
0xF82C, 0xF89D, 0xF907, 0xF96B, 0xF9CA, 0xFA23,
0xFA77, 0xFAC7, 0xFB12, 0xFB58, 0xFB9B, 0xFBDA,
}
local DUTY = { [0] = 0.125, [1] = 0.25, [2] = 0.5, [3] = 0.75 }
-- LuaGB / DMG 8-step duty tables (index 0-3); stored on channels as that index
local WAVE_PATTERN_TABLES = {
[0] = {0, 0, 0, 0, 0, 0, 0, 1},
[1] = {1, 0, 0, 0, 0, 0, 0, 1},
[2] = {1, 0, 0, 0, 0, 1, 1, 1},
[3] = {0, 1, 1, 1, 1, 1, 1, 0},
}
local WAVE_LEVEL = { [0] = 0, [1] = 1, [2] = 0.5, [3] = 0.25 }
local NOISE_DIVISORS = {
[0] = 8, [1] = 16, [2] = 32, [3] = 48,
@@ -41,7 +112,7 @@ local NOISE_DIVISORS = {
}
local function snapTicks(ticks)
return math.floor((ticks * 735 + 256) / 512)
return math.floor((ticks * 1470 + 256) / 512)
end
local cachedProgramFile
@@ -143,7 +214,7 @@ function Channel.new(engine, spec, options)
speed = 12,
volume = 12,
fade = 0,
duty = 0.5,
duty = 2,
octave = 4,
waveInstrument = 0,
waveLevel = 1,
@@ -317,7 +388,7 @@ function Channel:nextEvent()
target = self:frequency(bit.band(packed, 0x0F), octave),
}
elseif command == 0xEC then
self.duty = DUTY[bit.band(self:byte(), 3)] or 0.5
self.duty = bit.band(self:byte(), 3)
elseif command == 0xED then
self.engine.tempo = self:byte() * 0x100 + self:byte()
elseif command == 0xEE then
@@ -329,10 +400,10 @@ function Channel:nextEvent()
elseif command == 0xFC then
local packed = self:byte()
self.duty = {
DUTY[bit.band(bit.rshift(packed, 6), 3)],
DUTY[bit.band(bit.rshift(packed, 4), 3)],
DUTY[bit.band(bit.rshift(packed, 2), 3)],
DUTY[bit.band(packed, 3)],
bit.band(bit.rshift(packed, 6), 3),
bit.band(bit.rshift(packed, 4), 3),
bit.band(bit.rshift(packed, 2), 3),
bit.band(packed, 3),
}
elseif command == 0xFD then
self.callStack[#self.callStack + 1] = self.address + 2
@@ -423,27 +494,24 @@ function Channel:sampleNoise(parameter)
parameter = parameter or 0
local divisor = NOISE_DIVISORS[bit.band(parameter, 7)]
local shift = bit.rshift(parameter, 4)
local output = bit.band(self.noiseLfsr, 1) == 0 and 1 or -1
if shift >= 14 then return output end
local cycles = GB_CLOCK / divisor / (2 ^ shift) / SAMPLE_RATE
local width7 = bit.band(parameter, 8) ~= 0
local remaining = cycles
local area = 0
while remaining > 0 do
local untilClock = 1 - self.noiseClock
local span = math.min(remaining, untilClock)
output = bit.band(self.noiseLfsr, 1) == 0 and 1 or -1
area = area + output * span
self.noiseClock = self.noiseClock + span
remaining = remaining - span
if self.noiseClock >= 1 - 1e-12 then
self.noiseClock = 0
self:clockNoise(width7)
if shift < 14 then
local pitch = channelPitch[self.hardware] or 1
local cycles = GB_CLOCK / divisor / (2 ^ shift) / SAMPLE_RATE * pitch
local width7 = bit.band(parameter, 8) ~= 0
local remaining = cycles
while remaining > 0 do
local untilClock = 1 - self.noiseClock
local span = math.min(remaining, untilClock)
self.noiseClock = self.noiseClock + span
remaining = remaining - span
if self.noiseClock >= 1 - 1e-12 then
self.noiseClock = 0
self:clockNoise(width7)
end
end
end
return area / cycles
-- LuaGB: instantaneous inverted LFSR LSB (high when bit0 == 0)
return bit.band(self.noiseLfsr, 1) == 0 and 1 or -1
end
local function sweepCalculation(register, sweep)
@@ -481,7 +549,7 @@ function Channel:sampleDrum(event, sampleIndex)
end
local elapsed = (sampleIndex - segment.startSample) / SAMPLE_RATE
local volume = envelopeVolume(segment.volume, segment.fade, elapsed)
return self:sampleNoise(segment.parameter) * volume / 15 * 0.35
return self:sampleNoise(segment.parameter) * volume / 15
end
function Channel:sample()
@@ -498,11 +566,14 @@ function Channel:sample()
event.sample = sampleIndex + 1
if event.silence then return 0 end
if event.drum then return self:sampleDrum(event, sampleIndex) end
local gain = channelVolume[self.hardware] or 1
if event.drum then
return self:sampleDrum(event, sampleIndex) * gain
end
local volume = envelopeVolume(
event.volume or 0, event.fade or 0, event.elapsed)
if event.noise then
return self:sampleNoise(event.noiseParameter) * volume / 15 * 0.35
return self:sampleNoise(event.noiseParameter) * volume / 15 * gain
end
local register = event.register
@@ -527,7 +598,8 @@ function Channel:sample()
end
end
end
local frequency = 131072 / (2048 - math.min(register, 2047))
local pitch = channelPitch[self.hardware] or 1
local frequency = 131072 / (2048 - math.min(register, 2047)) * pitch
if event.wave then frequency = frequency * 0.5 end
local phase = self.phase
self.phase = (phase + frequency / SAMPLE_RATE) % 1
@@ -537,13 +609,18 @@ function Channel:sample()
-- a def-local program may omit its wave table entirely
if not wave then return 0 end
local index = math.min(32, math.floor(phase * 32) + 1)
return wave[index] * event.waveLevel * 0.55
return wave[index] * event.waveLevel * gain
end
local duty = event.duty
if type(duty) == "table" then
duty = duty[frame % 4 + 1]
end
return (phase < duty and 1 or -1) * volume / 15 * 0.5
local pattern = WAVE_PATTERN_TABLES[duty or 2] or WAVE_PATTERN_TABLES[2]
local step = math.floor(phase * 8) % 8
if pattern[step + 1] == 0 then
return -volume / 15 * gain
end
return volume / 15 * gain
end
local Engine = {}
@@ -597,8 +674,8 @@ local function readWaves(banks, audio, engineNumber)
for byteIndex = 0, 15 do
local packed = romByte(
banks, spec.bank, spec.address + wave * 16 + byteIndex)
values[#values + 1] = (bit.rshift(packed, 4) - 7.5) / 7.5
values[#values + 1] = (bit.band(packed, 0x0F) - 7.5) / 7.5
values[#values + 1] = (bit.rshift(packed, 4) - 8) / 8
values[#values + 1] = (bit.band(packed, 0x0F) - 8) / 8
end
waves[#waves + 1] = values
end
@@ -606,8 +683,8 @@ local function readWaves(banks, audio, engineNumber)
for byteIndex = 0, 15 do
local packed = romByte(
banks, spec.bank, spec.address + 5 * 16 + byteIndex)
values[#values + 1] = (bit.rshift(packed, 4) - 7.5) / 7.5
values[#values + 1] = (bit.band(packed, 0x0F) - 7.5) / 7.5
values[#values + 1] = (bit.rshift(packed, 4) - 8) / 8
values[#values + 1] = (bit.band(packed, 0x0F) - 8) / 8
end
for _ = 1, 4 do waves[#waves + 1] = values end
return waves
@@ -615,7 +692,7 @@ end
-- def-local waves are authored either as raw 0-15 nibbles (the ROM's own
-- units) or as the -1..1 samples readWaves produces; the synth wants the
-- latter
-- latter (LuaGB: (nibble - 8) / 8)
local function normalizeWaves(source)
local waves = {}
for index, values in ipairs(source) do
@@ -625,7 +702,7 @@ local function normalizeWaves(source)
end
local wave = {}
for position, value in ipairs(values) do
wave[position] = nibbles and (value - 7.5) / 7.5 or value
wave[position] = nibbles and (value - 8) / 8 or value
end
waves[index] = wave
end
@@ -690,7 +767,7 @@ end
function Engine:sample()
local value = 0
for _, channel in ipairs(self.channels) do value = value + channel:sample() end
return math.max(-1, math.min(1, value * 0.5))
return math.max(-1, math.min(1, value / 4))
end
function Engine:sampleStereo()
@@ -701,8 +778,8 @@ function Engine:sampleStereo()
if not event or event.panLeft ~= false then left = left + value end
if not event or event.panRight ~= false then right = right + value end
end
return math.max(-1, math.min(1, left * 0.5)),
math.max(-1, math.min(1, right * 0.5))
return math.max(-1, math.min(1, left / 4)),
math.max(-1, math.min(1, right / 4))
end
function Engine:sampleChannel(number)
@@ -711,7 +788,7 @@ function Engine:sampleChannel(number)
local value = channel:sample()
if channel.number == number then selected = value end
end
return math.max(-1, math.min(1, selected * 0.5))
return math.max(-1, math.min(1, selected / 4))
end
-- render `samples` frames into a fresh SoundData (mono or stereo). love.sound
+7
View File
@@ -85,6 +85,13 @@ function Data:seedDefaults()
for key, value in pairs(BOOT_DEFAULTS) do
if boot[key] == nil then boot[key] = copy(value) end
end
-- Yellow boots its own attract movie (engine/movie/intro_yellow.asm);
-- only the un-overridden default flips, so a total conversion that set
-- field.boot.screens.splash keeps its choice on any version.
if boot.screens.splash == BOOT_DEFAULTS.screens.splash
and require("src.core.GameVersion").isYellow() then
boot.screens.splash = "YellowIntro"
end
-- the naming screen presets the importer already extracts but nothing
-- ever read (field.presetNames)
if boot.namePresets == nil then
+72 -11
View File
@@ -90,10 +90,13 @@ function Game:load()
self.save.player.x, self.save.player.y, self.save.player.facing)
else
local titleState = self:makeTitleState()
-- the copyright splash + Nidorino-vs-Gengar attract movie plays
-- before the title (engine/movie/splash.asm + intro.asm); the ids come
-- from field.boot.screens so a total conversion owns the whole boot
Screens.push(self, bootScreens(self).splash or "IntroMovie", function()
-- the copyright splash + attract movie plays before the title
-- (engine/movie/splash.asm + intro.asm; Yellow swaps in its own
-- 18-scene movie, engine/movie/intro_yellow.asm); the ids come from
-- field.boot.screens so a total conversion owns the whole boot
local splash = require("src.core.GameVersion").isYellow()
and "YellowIntro" or "IntroMovie"
Screens.push(self, bootScreens(self).splash or splash, function()
StateStack:push(titleState)
end)
end
@@ -241,35 +244,93 @@ end
-- exactly as the owning state computed it
local function sameZones(_, zones) return zones end
-- A wide battle owns the surface until it leaves the stack. The party,
-- bag, choice and text states it opens still draw their original 160px UI,
-- but the canvas must not snap to 160px between those states.
function Game.wideBattleInStack(stack)
for i = #(stack and stack.states or {}), 1, -1 do
local state = stack.states[i]
if state and state.isWideBattleLayout and state:isWideBattleLayout() then
return state
end
end
return nil
end
-- Shift classic SGB zones to the centred UI. A full-width base zone extends
-- into both margins, keeping the canvas' paper color continuous; narrower
-- sprite and status zones move with the classic UI content.
local function centerClassicZones(zones, offset)
if not zones or offset == 0 then return zones end
local shifted = {}
for i, zone in ipairs(zones) do
local copy = {}
for key, value in pairs(zone) do copy[key] = value end
if copy.x == 0 and copy.w == Renderer.WIDTH then
copy.w = copy.w + offset * 2
else
copy.x = (copy.x or 0) + offset
end
shifted[i] = copy
end
return shifted
end
function Game:draw()
-- the UI canvas clears transparent when the overworld's world pass
-- shows through beneath it; opaque full-screen states get the classic
-- white clear
local base = self.stack:visibleBase()
local worldBelow = self.stack.states[base] == self.overworld
-- The UI surface is resolved once, before any state draws: the top state
-- may want more than the Game Boy's 160x144 (the widescreen battle layout
-- asks for 304x144). Anything else keeps the classic surface, so a menu
-- pushed over a wide battle brings the screen straight back to 160x144.
-- A wide battle holds its 304px surface through every menu or prompt it
-- opens. States that do not draw the wide battle composition are centred
-- in that surface below, so their classic coordinates and hit testing stay
-- unchanged. Outside a battle, including the title screen, the option is
-- intentionally inactive because it is a battle-layout setting.
local top = self.stack:top()
if top and top.uiSize then
local wideBattle = Game.wideBattleInStack(self.stack)
local classicOffset = 0
if wideBattle and wideBattle.uiSize then
Renderer:setUISize(wideBattle:uiSize())
classicOffset = math.floor((select(1, Renderer:uiSize()) - Renderer.WIDTH) / 2)
elseif top and top.uiSize then
Renderer:setUISize(top:uiSize())
else
Renderer:setUISize(Renderer.WIDTH, Renderer.HEIGHT)
end
Renderer:beginFrame(worldBelow)
self.stack:draw()
for i = self.stack:visibleBase(), #self.stack.states do
local state = self.stack.states[i]
local wideState = state and state.isWideBattleLayout
and state:isWideBattleLayout()
if state and state.draw then
if classicOffset ~= 0 and not wideState then
love.graphics.push()
love.graphics.translate(classicOffset, 0)
state:draw()
love.graphics.pop()
else
state:draw()
end
end
end
-- SGB colorization: the topmost state that knows its palette owns the
-- screen (overlays like text boxes inherit from what's beneath them);
-- the overworld's world pass colors each visible map area separately
local zones, worldZones
local zones, worldZones, zoneOwner
for i = #self.stack.states, 1, -1 do
local s = self.stack.states[i]
if s.sgbPalettes then
zones = s:sgbPalettes(self)
zoneOwner = s
break
end
end
if classicOffset ~= 0 and zoneOwner
and not (zoneOwner.isWideBattleLayout
and zoneOwner:isWideBattleLayout()) then
zones = centerClassicZones(zones, classicOffset)
end
-- 14's render.zones: weather/lighting overlays and custom colorization
-- recolor or add zones before the blit
if ModRuntime.wantsHook("render.zones") then
+25 -8
View File
@@ -1,12 +1,13 @@
-- Which Gen-1 game this process is running: Red (the historical default) or
-- Blue. One source of truth for everything that differs by version -- the
-- accepted ROM hash, the import manifest, where the extracted cache lives,
-- and the save-file suffix -- so the importer, cache mount, SaveData, title
-- screen and palette all agree.
-- Which Gen-1 game this process is running: Red (the historical default),
-- Blue, or Yellow. One source of truth for everything that differs by
-- version -- the accepted ROM hash, the import manifest, where the
-- extracted cache lives, and the save-file suffix -- so the importer,
-- cache mount, SaveData, title screen and palette all agree.
--
-- Red keeps every un-suffixed path it always used (save.lua, the root cache),
-- so existing installs are untouched; Blue is namespaced under blue/ and
-- _blue so both can be imported and played side by side.
-- _blue, Yellow under yellow/ and _yellow, so all three can be imported and
-- played side by side.
--
-- Zero requires, so it loads during love.conf and under plain Lua for tools
-- and tests. The active version is a process-global set once at boot from
@@ -19,6 +20,7 @@ GameVersion.VERSIONS = {
id = "red",
label = "Red",
displayName = "Pokemon Red",
launcherName = "Red", -- game-panel header in the launcher
sha1 = "ea9bcae617fdf159b045185467ae58b2e4a48b9a",
manifest = "tools/rom_manifest.json",
cachePrefix = "", -- Red owns the cache root (backwards compatible)
@@ -28,15 +30,26 @@ GameVersion.VERSIONS = {
id = "blue",
label = "Blue",
displayName = "Pokemon Blue",
launcherName = "Blue",
sha1 = "d7037c83e1ae5b39bde3c30787637ba1d4c48ce2",
manifest = "tools/rom_manifest_blue.json",
cachePrefix = "blue/", -- blue/data/generated, blue/assets/generated
saveSuffix = "_blue", -- save_blue.lua / .bak / .tmp
},
yellow = {
id = "yellow",
label = "Yellow",
displayName = "Pokemon Yellow",
launcherName = "Yellow (alpha)",
sha1 = "cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1",
manifest = "tools/rom_manifest_yellow.json",
cachePrefix = "yellow/", -- yellow/data/generated, yellow/assets/generated
saveSuffix = "_yellow", -- save_yellow.lua / .bak / .tmp
},
}
-- Launcher column order (Yellow is still a placeholder, handled by the UI).
GameVersion.ORDER = { "red", "blue" }
-- Launcher column order.
GameVersion.ORDER = { "red", "blue", "yellow" }
GameVersion.current = "red"
@@ -53,6 +66,10 @@ function GameVersion.isBlue()
return GameVersion.current == "blue"
end
function GameVersion.isYellow()
return GameVersion.current == "yellow"
end
-- Metadata for a version id, defaulting to the active one.
function GameVersion.info(id)
return GameVersion.VERSIONS[id or GameVersion.current]
+44
View File
@@ -0,0 +1,44 @@
-- Game Boy Printer stand-in. Yellow's printer jobs
-- (engine/printer/printer.asm: PrintPokedexEntry and friends) drove a
-- serial thermal printer; this port renders the same printout into a PNG
-- under prints/ in the save directory instead, and the caller shows a
-- dialog with where it landed. Scaled up 4x so the "print" is legible
-- on a modern screen.
local Logger = require("src.core.Logger")
local Printer = {}
local SCALE = 4
-- Render drawFn (which draws a w x h GB-pixel image at 0,0) into
-- prints/<name>_<stamp>.png. Returns the save-dir-relative path, or nil
-- and an error string (headless / no canvas support degrades gracefully).
function Printer.save(name, w, h, drawFn)
if not (love.graphics and love.graphics.newCanvas) then
return nil, "no graphics"
end
local ok, canvas = pcall(love.graphics.newCanvas, w * SCALE, h * SCALE)
if not ok then return nil, tostring(canvas) end
love.graphics.push("all")
love.graphics.setCanvas(canvas)
love.graphics.origin()
love.graphics.scale(SCALE, SCALE)
love.graphics.clear(1, 1, 1, 1)
love.graphics.setColor(1, 1, 1, 1)
local drawOk, drawErr = pcall(drawFn)
love.graphics.pop()
if not drawOk then return nil, tostring(drawErr) end
local data
ok, data = pcall(canvas.newImageData, canvas)
if not ok then return nil, tostring(data) end
love.filesystem.createDirectory("prints")
local path = ("prints/%s_%s.png"):format(name, os.date("%Y-%m-%d_%H%M%S"))
local encOk, err = pcall(data.encode, data, "png", path)
if not encOk then return nil, tostring(err) end
Logger.info("printed %s -> %s/%s",
name, love.filesystem.getSaveDirectory(), path)
return path
end
return Printer
+39 -24
View File
@@ -24,10 +24,11 @@ local GameVersion = require("src.core.GameVersion")
local SaveData = {}
-- Progress files carry the game-version suffix so Red and Blue saves coexist:
-- Red keeps save.lua / .bak / .tmp exactly as before; Blue is save_blue.lua
-- (+ .bak/.tmp). options.lua is deliberately shared across versions (it holds
-- global preferences and the mod enable-state, not per-playthrough data).
-- Progress files carry the game-version suffix so Red / Blue / Yellow saves
-- coexist: Red keeps save.lua / .bak / .tmp exactly as before; Blue is
-- save_blue.lua and Yellow is save_yellow.lua (+ .bak/.tmp). options.lua is
-- deliberately shared across versions (it holds global preferences and the
-- mod enable-state, not per-playthrough data).
local OPTIONS_FILENAME = "options.lua"
-- Main / backup / staged-witness names for a version (defaults to the active
@@ -109,11 +110,14 @@ local function makePortableFs(dir)
}
end
local function detectPortable()
if portableChecked then return portableBase end
portableChecked = true
portableBase = false
if not (love and love.filesystem) then return false end
-- Every folder a player might reasonably call "the game folder", best first:
-- the packaged-app container, the folder holding the executable, then the
-- source itself. Portable mode is the case where one of these holds the
-- marker; the list itself is just locations, marker or not, which is also
-- what the mods panel needs to notice a mod dropped beside the game by hand
-- (LauncherMods.strays). Empty on Android/iOS and outside LOVE.
function SaveData.gameFolders()
if not (love and love.filesystem) then return {} end
-- Desktop only: portable mode carries the save (and, since issue #74, the
-- ROM cache) in the game folder next to the executable/source. On
-- Android/iOS the source is a read-only package with no such folder, so
@@ -121,7 +125,7 @@ local function detectPortable()
if love.system and love.system.getOS then
local osName = love.system.getOS()
if osName ~= "Windows" and osName ~= "Linux" and osName ~= "OS X" then
return false
return {}
end
end
local src = love.filesystem.getSource and love.filesystem.getSource()
@@ -149,15 +153,24 @@ local function detectPortable()
-- Order: the packaged-app containing folder (macOS .app / Linux AppImage),
-- then the source-base directory (next to a packaged .exe), then the source
-- itself (a `love <gamedir>` run drops portable.txt in the game folder).
-- First one holding the marker wins. Built by appending so a nil (e.g. no
-- .app in the path) never truncates the ipairs scan.
-- Built by appending so a nil (e.g. no .app in the path) never truncates
-- the ipairs scan.
local candidates = {}
local appDir = appContainer(src) or appContainer(sbd) or appImageContainer()
if appDir then candidates[#candidates + 1] = appDir end
if sbd then candidates[#candidates + 1] = sbd end
if src then candidates[#candidates + 1] = src end
for _, base in ipairs(candidates) do
if base ~= "" and pathExists(base .. SEP .. PORTABLE_MARKER) then
if sbd and sbd ~= "" then candidates[#candidates + 1] = sbd end
if src and src ~= "" then candidates[#candidates + 1] = src end
return candidates
end
-- The game folder carrying portable.txt, or false. First candidate holding
-- the marker wins.
local function detectPortable()
if portableChecked then return portableBase end
portableChecked = true
portableBase = false
for _, base in ipairs(SaveData.gameFolders()) do
if pathExists(base .. SEP .. PORTABLE_MARKER) then
portableBase = base
break
end
@@ -323,8 +336,9 @@ end
-- under options.saveSlots[version]; the active slot is also cached
-- process-wide (like GameVersion.current) so the hot saveNames path does
-- not re-read options every call. A false cache entry means "no slot in
-- use" and the flat legacy path (save.lua / save_blue.lua) is used, which
-- keeps a brand-new install and every pre-slots caller working unchanged.
-- use" and the flat legacy path (save.lua / save_blue.lua / save_yellow.lua)
-- is used, which keeps a brand-new install and every pre-slots caller
-- working unchanged.
local activeSlotCache = {} -- version -> slotId in use, or false when none
local slotsChecked = {} -- version -> true once resolved this process
@@ -336,17 +350,18 @@ local function slotNames(version, id)
end
-- the pre-slots flat names a version always used (save.lua for Red,
-- save_blue.lua for Blue); still the destination before any slot exists
-- save_blue.lua / save_yellow.lua for the others); still the destination
-- before any slot exists
local function legacyNames(version)
local main = "save" .. GameVersion.saveSuffix(version) .. ".lua"
return main, main .. ".bak", main .. ".tmp"
end
-- Slot resolution is only meaningful for versions GameVersion actually knows
-- (red/blue). The launcher also renders a locked placeholder tab ("yellow")
-- that has no info entry and therefore no saveSuffix; resolving its legacy
-- names would index a nil info table and crash. Treat any unknown version as
-- having no slots so the slot APIs degrade to empty/no-op instead.
-- (red / blue / yellow). An unknown id has no info entry and therefore no
-- saveSuffix; resolving its legacy names would index a nil info table and
-- crash. Treat any unknown version as having no slots so the slot APIs
-- degrade to empty/no-op instead.
local function knownVersion(version)
return GameVersion.info(version) ~= nil
end
@@ -892,7 +907,7 @@ end)
-- a .tmp witness before the swap, so a crash mid-write is recoverable.
function SaveData.save(data, mods)
-- write to the file matching this save's own version, not just the active
-- one, so a Blue playthrough always lands in save_blue.lua
-- one, so Blue/Yellow playthroughs land in save_blue.lua / save_yellow.lua
local FILENAME, BACKUP_FILENAME, TMP_FILENAME = saveNames(data.version)
if data.options then
SaveData.saveOptions(data.options)
+35
View File
@@ -192,10 +192,45 @@ local function newCrySource(data, species, def)
return newFileSource(resolved)
end
-- Yellow's voiced Pikachu clips (audio/pikachu_pcm.asm
-- PlayPikachuSoundClip): 1-bit PCM decoded to WAVs at import
-- (data.audio.pikaCries = clip count). Returns the source, nil when the
-- cache carries no clips (Red/Blue) or headless.
function Sound.playPikaCry(data, n)
if not love.audio then return nil end
local count = data.audio and data.audio.pikaCries
if not count then return nil end
n = math.max(1, math.min(count, n or 1))
local key = "pikacry:" .. n
local src = cache[key]
if src == false then return nil end
if not src then
local ok, s = pcall(love.audio.newSource,
("assets/generated/audio/pika_cries/cry_%02d.wav"):format(n), "static")
if not ok then
cache[key] = false
return nil
end
s:setVolume(BASE_VOLUME * volumeScale)
cache[key] = s
src = s
end
src:stop()
src:play()
played("cry", "PIKACHU_PCM_" .. n, "PIKACHU")
return src
end
-- returns the source (nil headless) so callers that block on the cry
-- like the original's PlayCry -> WaitForSoundToFinish can poll it
function Sound.playCry(data, species)
if not love.audio then return nil end
-- Yellow voices every Pikachu cry with the PCM clips (the chip cry is
-- never used for the species there); clip 1 is the everyday "Pika!"
if species == "PIKACHU" then
local src = Sound.playPikaCry(data, 1)
if src then return src end
end
local cries = data.audio and data.audio.cries
local def = cries and cries[species]
if not def then return nil end
+12 -1
View File
@@ -5,8 +5,10 @@
--
-- Protocol -- main thread pushes command tables onto the "chipaudio_cmd"
-- channel and drains produced buffers off "chipaudio_out":
-- cmd = "play" { gen, header, allowLoops, audio } start a song
-- cmd = "play" { gen, header, allowLoops, audio,
-- channelVolumes?, channelPitches? }
-- cmd = "stop" halt production
-- cmd = "channelMix" { volumes, pitches } per-hw volume/pitch
-- cmd = "invalidate" drop the bank cache
-- cmd = "quit" end the thread
-- out buffers are tagged with the play's `gen` so the main thread can
@@ -45,6 +47,12 @@ local function handle(cmd)
engine = nil
outCh:clear() -- drop any buffers left from the previous song
data = { audio = cmd.audio }
if cmd.channelVolumes ~= nil then
ChipSynth.setChannelVolumes(cmd.channelVolumes)
end
if cmd.channelPitches ~= nil then
ChipSynth.setChannelPitches(cmd.channelPitches)
end
local ok, eng = pcall(ChipSynth.newEngine, data, cmd.header,
{ allowLoops = cmd.allowLoops })
if ok then
@@ -58,6 +66,9 @@ local function handle(cmd)
engine = nil
finished = false
outCh:clear()
elseif cmd.cmd == "channelMix" then
if cmd.volumes ~= nil then ChipSynth.setChannelVolumes(cmd.volumes) end
if cmd.pitches ~= nil then ChipSynth.setChannelPitches(cmd.pitches) end
elseif cmd.cmd == "invalidate" then
ChipSynth.invalidateBanks()
elseif cmd.cmd == "quit" then
+47 -20
View File
@@ -32,11 +32,11 @@ local CacheFs = {}
local SEP = package.config:sub(1, 1)
-- Cache-relative paths are prefixed with this before every read/write, so a
-- Blue import lands in blue/ (see src.core.GameVersion) while a Red import
-- keeps the historical root. The launcher sets it per import / per readiness
-- check; it stays "" for Red. Runtime *reads* (require / newImage) do NOT go
-- through here -- CacheFs.mountVersion overlays the active version's subtree
-- onto the un-prefixed paths instead.
-- Blue/Yellow import lands under its GameVersion.cachePrefix (blue/, yellow/)
-- while a Red import keeps the historical root. The launcher sets it per
-- import / per readiness check; it stays "" for Red. Runtime *reads*
-- (require / newImage) do NOT go through here -- CacheFs.mountVersion overlays
-- the active version's subtree onto the un-prefixed paths instead.
CacheFs.prefix = ""
local function withPrefix(rel)
@@ -126,9 +126,9 @@ local function resolveMount()
if okl and lib then
local oks, fn = pcall(function() return lib.PHYSFS_mount end)
if oks and fn then
physfsMountFn = function(d, append)
physfsMountFn = function(d, mountPoint, append)
if append == nil then append = true end
local okr, ret = pcall(fn, d, "", append and 1 or 0)
local okr, ret = pcall(fn, d, mountPoint or "", append and 1 or 0)
return okr and ret ~= 0
end
break
@@ -145,7 +145,7 @@ end
local function mountReadable(dir, append)
local fn = resolveMount()
if not fn then return false end
return fn(dir, append)
return fn(dir, "", append)
end
-- PHYSFS_unmount, resolved the same way PHYSFS_mount is. Only
@@ -330,16 +330,16 @@ end
-- Overlay the active version's extracted cache onto the un-prefixed read
-- paths, so require("data.generated.*") and love.graphics.newImage(
-- "assets/generated/*") resolve to that version's files. Red lives at the
-- cache root and needs nothing; Blue lives under blue/ and is *prepended* so
-- it wins over any Red copy at the root and over the game source. Called
-- once at boot, before Game:load (main.lua). Returns true when nothing was
-- needed or the mount succeeded.
-- cache root and needs nothing; non-Red versions (blue/, yellow/, …) are
-- *prepended* so they win over any Red copy at the root and over the game
-- source. Called once at boot, before Game:load (main.lua). Returns true
-- when nothing was needed or the mount succeeded.
function CacheFs.mountVersion(version)
local prefix = require("src.core.GameVersion").cachePrefix(version)
if prefix == "" then return true end -- Red: already at the root
local sub = prefix:gsub("/+$", "") -- "blue/" -> "blue"
local sub = prefix:gsub("/+$", "") -- "blue/" / "yellow/" -> bare dir
-- The cache root is the portable game folder when active, else LÖVE's OS
-- save directory (where love.filesystem wrote blue/...).
-- save directory (where love.filesystem wrote blue/... or yellow/...).
local base = CacheFs.root()
if not base and love.filesystem.getSaveDirectory then
base = love.filesystem.getSaveDirectory()
@@ -355,12 +355,12 @@ function CacheFs.mountVersion(version)
end
-- Undo mountVersion. A process normally mounts exactly one version and then
-- boots it, but the launcher can open the save editor on a Blue save, close
-- it, and press Play on Red: with blue/ still prepended, Red's
-- require("data.generated.*") and its generated art would silently resolve to
-- Blue's files. Callers must also drop the generated modules from
-- package.loaded (src.core.Data:unloadGenerated) -- unmounting alone only
-- fixes the read path, not what require already cached.
-- boots it, but the launcher can open the save editor on a Blue/Yellow save,
-- close it, and press Play on Red: with that version's subtree still
-- prepended, Red's require("data.generated.*") and its generated art would
-- silently resolve to the other game's files. Callers must also drop the
-- generated modules from package.loaded (src.core.Data:unloadGenerated) --
-- unmounting alone only fixes the read path, not what require already cached.
--
-- Returns true when nothing was mounted or the unmount took. Red is a no-op
-- because its cache lives at the root and was never overlaid.
@@ -385,4 +385,31 @@ function CacheFs.unmountVersion(version)
return done
end
-- Mount `dir` at `mountPoint` for the length of `fn()`, then take it back off
-- the read path and hand back whatever fn returned.
--
-- Every other mount here is permanent and lands at the physfs root: this one
-- exists to *look* at a folder the game has deliberately not mounted, which
-- is a different job. The mods panel uses it to read a mods/ folder sitting
-- beside the executable of a non-portable install (LauncherMods.strays).
-- Because it unmounts again, and because a non-empty mountPoint keeps the
-- tree in its own corner of the namespace while it is up, a folder inspected
-- this way can never shadow a game file or change what the running game
-- resolves -- which is what makes it safe to point at a folder whose contents
-- nobody has validated.
--
-- Returns nil when the mount is unavailable (no ffi, no PHYSFS symbol, or the
-- mount was refused), which callers must treat as "could not look", not as
-- "nothing there". An error inside fn still unmounts before it propagates.
function CacheFs.withMounted(dir, mountPoint, fn)
if not dir or dir == "" then return nil end
local mount, unmount = resolveMount(), resolveUnmount()
if not (mount and unmount) then return nil end
if not mount(dir, mountPoint, true) then return nil end
local ok, res = pcall(fn)
unmount(dir)
if not ok then error(res, 0) end
return res
end
return CacheFs
+345 -49
View File
@@ -163,8 +163,12 @@ function RomExtractor:extractTilesets()
for pos = offset, offset + 15 do block[#block + 1] = blocksRaw[pos] end
blocks[#blocks + 1] = block
end
-- Red/Blue keep collision lists in ROM0; Yellow moved them to bank 1
-- (pokeyellow Overworld_Coll at 01:4ac2). Pointers in $4000-$7FFF are
-- banked; treat ROM0-range pointers as bank 0.
local collBank = collisionPointer < 0x4000 and 0 or 1
local walkable = sorted(self:readTerminated(
0, collisionPointer, 0xFF))
collBank, collisionPointer, 0xFF))
local warpPointer = self.rom:word(
warpPointers.bank, warpPointers.address + (index - 1) * 2)
local warpTiles = unique(self:readTerminated(
@@ -447,14 +451,26 @@ function RomExtractor:extractSprites()
local pointer = self.rom:word(pointerTable.bank, address)
local firstHalf = self.rom:byte(pointerTable.bank, address + 2)
local bank = self.rom:byte(pointerTable.bank, address + 3)
local byteLength = spec.imageWidth * spec.imageHeight / 4
local frames = spec.imageHeight / 16
local width = spec.imageWidth
local height = spec.imageHeight
local byteLength = width * height / 4
local frames = height / 16
local expected = firstHalf * (frames >= 6 and 2 or 1)
assert(byteLength == expected, constName .. ": sprite length mismatch")
if byteLength ~= expected then
-- Commercial ROM sheet length wins over pret PNG atlases (Yellow nurse
-- PNG is taller than the 12-tile SpriteSheetPointerTable entry).
byteLength = expected
assert(byteLength * 4 % width == 0,
constName .. ": ROM sprite length not tile-aligned")
height = byteLength * 4 / width
frames = height / 16
expected = firstHalf * (frames >= 6 and 2 or 1)
assert(byteLength == expected, constName .. ": sprite length mismatch")
end
local base = spec.imageBase
if not written[base] then
self:write2bpp(self.rom:bytes(bank, pointer, byteLength),
spec.imageWidth, spec.imageHeight,
width, height,
"sprites/" .. base .. ".png", true)
written[base] = true
end
@@ -862,20 +878,24 @@ function RomExtractor:extractPalettes()
local order = self.manifest.paletteOrder
local paletteTable = self:symbol("SuperPalettes")
local function scale5(value) return round(value * 255 / 31) end
local palettes = {}
for index, name in ipairs(order) do
local colors = {}
for color = 0, 3 do
local value = self.rom:word(paletteTable.bank,
paletteTable.address + (index - 1) * 8 + color * 2)
colors[#colors + 1] = {
scale5(bit.band(value, 0x1F)),
scale5(bit.band(bit.rshift(value, 5), 0x1F)),
scale5(bit.band(bit.rshift(value, 10), 0x1F)),
}
local function readTable(symbol, names)
local out = {}
for index, name in ipairs(names) do
local colors = {}
for color = 0, 3 do
local value = self.rom:word(symbol.bank,
symbol.address + (index - 1) * 8 + color * 2)
colors[#colors + 1] = {
scale5(bit.band(value, 0x1F)),
scale5(bit.band(bit.rshift(value, 5), 0x1F)),
scale5(bit.band(bit.rshift(value, 10), 0x1F)),
}
end
out[name] = colors
end
palettes[name] = colors
return out
end
local palettes = readTable(paletteTable, order)
local monsterTable = self:symbol("MonsterPalettes")
local monsterPalettes = {}
for index, species in ipairs(self.manifest.dexOrder) do
@@ -887,6 +907,11 @@ function RomExtractor:extractPalettes()
source = "ROM:SuperPalettes + MonsterPalettes",
palettes = palettes, order = order, pokemon = monsterPalettes,
}
-- Yellow (and GBC carts) also carry CGBBasePalettes beside SuperPalettes.
if self.symbols["CGBBasePalettes"] then
data.cgbBase = readTable(self:symbol("CGBBasePalettes"), order)
data.source = data.source .. " + CGBBasePalettes"
end
self:write("palettes", data)
self:tick("Color palettes", 1, 1)
return data
@@ -915,6 +940,10 @@ function RomExtractor:extractIcons()
GRASS = "assets/generated/icons/plant.png",
SNAKE = "assets/generated/icons/snake.png",
QUADRUPED = "assets/generated/icons/quadruped.png",
-- Yellow's ICON_PIKACHU draws from the overworld PikachuSprite sheet
-- (data/icon_pointers.asm mon_icon_header PikachuSprite, 0/12);
-- only referenced when the manifest's iconOrder includes it
PIKACHU = "assets/generated/sprites/pikachu.png",
}
local frames = {
{ "bug", "BugIconFrame1", "BugIconFrame2" },
@@ -1048,7 +1077,9 @@ function RomExtractor:extractPokemon()
local typeById = self:typesById()
local names = self:symbol("MonsterNames")
local baseStats = self:symbol("BaseStats")
local mewStats = self:symbol("MewBaseStats")
-- Red/Blue keep Mew outside BaseStats (pret pokered MewBaseStats).
-- Yellow stores Mew as dex 151 inside BaseStats (pret/pokeyellow).
local mewStats = self.symbols["MewBaseStats"] and self:symbol("MewBaseStats")
local decodedNames = {}
for index = 1, #speciesOrder do
decodedNames[index] = self.rom:decodeText(
@@ -1067,7 +1098,7 @@ function RomExtractor:extractPokemon()
local dex = assert(dexBySpecies[species],
"missing dex number for " .. species)
local row
if species == "MEW" then
if species == "MEW" and mewStats then
row = self.rom:bytes(mewStats.bank, mewStats.address, 28)
else
row = self.rom:bytes(
@@ -1410,6 +1441,142 @@ function RomExtractor:extractText()
}
end
function RomExtractor:extractYellowTitleArt()
-- pret/pokeyellow engine/movie/title_yellow.asm: the Yellow title is a
-- tilemap composition over BOTH tile banks. LoadYellowTitleScreenGFX
-- loads PokemonLogoGraphics into vChars2 (BG ids $00-$7F),
-- TitlePikachuBGGraphics into vChars1 (ids $80-$EF),
-- TitlePikachuOBGraphics at vChars1 tile $70 (ids $F0-$FC, also the eye
-- OAM tiles), and PokemonLogoCornerGraphics at vChars1 tile $7D (ids
-- $FD-$FF). Every tilemap mixes ids from several of those sheets, so a
-- single-sheet lookup shows checkerboard garbage where a foreign-bank id
-- lands (e.g. blank id $00 = logo tile 0, not Pikachu BG tile 0).
if not self.symbols["TitlePikachuBGGraphics"] then return end
-- raw sheets, kept for debugging / mod reference
self:raw2bpp("TitlePikachuBGGraphics", 128, 32,
"title/pikachu_bg.png", { transparent = true })
self:raw2bpp("TitlePikachuOBGraphics", 96, 8,
"title/pikachu_ob.png", { transparent = true })
-- Tile counts are the Graphics..GraphicsEnd symbol gaps in pokeyellow.sym.
local function sheetTiles(label, count, transparent)
local symbol = self:symbol(label)
local raw = self.rom:bytes(symbol.bank, symbol.address, count * 16)
local tiles = {}
for offset = 1, #raw, 16 do
local one = {}
for i = offset, offset + 15 do one[#one + 1] = raw[i] end
tiles[#tiles + 1] = ImageWriter.decode2bpp(one, 8, 8, transparent)
end
return tiles
end
local logo = sheetTiles("PokemonLogoGraphics", 115)
local corner = sheetTiles("PokemonLogoCornerGraphics", 3)
local bg = sheetTiles("TitlePikachuBGGraphics", 64)
local ob = sheetTiles("TitlePikachuOBGraphics", 12)
local obClear = sheetTiles("TitlePikachuOBGraphics", 12, true)
local function tileFor(id)
if id < 0x80 then return logo[id + 1] end
if id < 0xF0 then return bg[id - 0x80 + 1] end
if id < 0xFD then return ob[id - 0xF0 + 1] end
return corner[id - 0xFD + 1]
end
-- OAM-style blit: color-0 pixels stay whatever the target already holds
-- (ImageWriter.blit copies alpha-0 pixels wholesale, which would punch
-- holes into the face under the eye sprites).
local function blitSprite(target, tile, tx, ty, flipX)
for y = 0, 7 do
for x = 0, 7 do
local sx = flipX and 7 - x or x
local r, g, b, a = tile:getPixel(sx, y)
if a ~= 0 then target:setPixel(tx + x, ty + y, r, g, b, a) end
end
end
end
-- cells = { {id, col, row}, ... }; untouched cells stay transparent
local function compose(cols, rows, cells)
local pose = ImageWriter.blank(cols * 8, rows * 8, 1, 1, 1, 0)
for _, cell in ipairs(cells) do
local tile = tileFor(cell[1])
if tile then ImageWriter.blit(pose, tile, cell[2] * 8, cell[3] * 8) end
end
return pose
end
local function mapCells(map, cols, rows)
local ids = self.rom:bytes(map.bank, map.address, cols * rows)
local cells = {}
for index, id in ipairs(ids) do
cells[#cells + 1] =
{ id, (index - 1) % cols, math.floor((index - 1) / cols) }
end
return cells
end
-- TitleScreen_PlacePokemonLogo: 16x7 box at (2,1). Yellow's logo sheet
-- is deduplicated (unlike Red's sequential rip), so the raw2bpp
-- pokemon_logo.png from extractField is scrambled; overwrite it with the
-- tilemap composition. Kept opaque: TitleState clears to white behind it.
self:save(compose(16, 7,
mapCells(self:symbol("TitleScreenPokemonLogoTilemap"), 16, 7)),
"title/pokemon_logo.png")
-- TitleScreen_PlacePikaSpeechBubble: 7x4 box at (6,4) plus the two tail
-- tiles $64/$65 the routine pokes at (9,8) -- one row below the box, over
-- blank cells of the Pikachu row. Composed 7x5 with the tail at (3,4);
-- matteColor0 clears the outside-the-balloon whites, the outline protects
-- the interior.
local bubbleCells = mapCells(
self:symbol("TitleScreenPikaBubbleTilemap"), 7, 4)
bubbleCells[#bubbleCells + 1] = { 0x64, 3, 4 }
bubbleCells[#bubbleCells + 1] = { 0x65, 4, 4 }
self:save(ImageWriter.matteColor0(compose(7, 5, bubbleCells)),
"title/pika_bubble.png")
-- TitleScreen_PlacePikachu: 12x9 box at (4,8) plus the right-ear edge
-- tiles it pokes down column 16 (rows 10-13) -- composed 13x9 with those
-- at relative column 12, rows 2-5. The open eyes are OAM
-- (TitleScreenPikachuEyesOAMData, copied at place time): OB tiles 0-3 at
-- screen (56,80)/(88,80) blocks, the left eye x-flipped (attr $22); baked
-- into the composition relative to the box origin px(32,64).
local pikaCells = mapCells(self:symbol("TitleScreenPikachuTilemap"), 12, 9)
pikaCells[#pikaCells + 1] = { 0x96, 12, 2 }
pikaCells[#pikaCells + 1] = { 0x9d, 12, 3 }
pikaCells[#pikaCells + 1] = { 0xa7, 12, 4 }
pikaCells[#pikaCells + 1] = { 0xb1, 12, 5 }
local pikachu = ImageWriter.matteColor0(compose(13, 9, pikaCells))
-- DoTitleScreenFunction's blink rewrites the eye OAM tile ids with
-- `and $f3 / or e` (e = 0 open / 4 half / 8 closed), so the OB sheet
-- holds three 4-tile eye sets. Bake the open set into pikachu.png and
-- save half/closed as standalone overlays for TitleState's blink.
local EYE_LAYOUT = {
{ 2, 24, 16, true }, { 1, 32, 16, true },
{ 4, 24, 24, true }, { 3, 32, 24, true },
{ 1, 56, 16 }, { 2, 64, 16 },
{ 3, 56, 24 }, { 4, 64, 24 },
}
-- Blink overlays for the (24,16)-(71,31) eye band: the BG face is
-- eyeless (the eyes are OAM), so each overlay = the blank-face crop
-- with the half (+4) / closed (+8) tile set composited color-0
-- transparent -- exactly what the hardware shows mid-blink.
local overlays = {}
for suffix, base in pairs({ eyes_half = 4, eyes_closed = 8 }) do
local overlay = ImageWriter.blank(48, 16, 1, 1, 1, 0)
ImageWriter.blit(overlay, pikachu, 0, 0, 24, 16, 48, 16)
for _, e in ipairs(EYE_LAYOUT) do
blitSprite(overlay, obClear[base + e[1]], e[2] - 24, e[3] - 16, e[4])
end
overlays[suffix] = overlay
end
-- open eyes bake into pikachu.png AFTER the blank-face crops
for _, e in ipairs(EYE_LAYOUT) do
blitSprite(pikachu, obClear[e[1]], e[2], e[3], e[4])
end
self:save(pikachu, "title/pikachu.png")
for suffix, overlay in pairs(overlays) do
self:save(overlay, "title/" .. suffix .. ".png")
end
end
function RomExtractor:raw2bpp(label, width, height, relative, options)
options = options or {}
local expected = width * height / 4
@@ -1454,6 +1621,8 @@ function RomExtractor:extractField()
"title/copyright.png"); tick()
self:raw2bpp("GameFreakLogoGraphics", 72, 8,
"title/gamefreak_inc.png"); tick()
-- Yellow fixed Pikachu title art (no-op on Red/Blue manifests).
self:extractYellowTitleArt(); tick()
local fallingStar = self:raw2bpp(
"FallingStar", 8, 8, "intro/falling_star.png",
@@ -1502,35 +1671,71 @@ function RomExtractor:extractField()
end
self:save(star, "intro/big_star.png"); tick()
local gengar = self:symbol("FightIntroBackMon")
local gengarRaw = self.rom:bytes(
gengar.bank, gengar.address, 96 * 16)
local gengarTiles = {}
for offset = 1, #gengarRaw, 16 do
local raw = {}
for index = offset, offset + 15 do raw[#raw + 1] = gengarRaw[index] end
gengarTiles[#gengarTiles + 1] = ImageWriter.decode2bpp(raw, 8, 8)
end
for number = 1, 3 do
local tilemap = self:symbol("GengarIntroTiles" .. number)
local tileIds = self.rom:bytes(tilemap.bank, tilemap.address, 49)
local pose = ImageWriter.blank(56, 56, 0, 0, 0, 0)
for index, tileId in ipairs(tileIds) do
ImageWriter.blit(pose, gengarTiles[tileId + 1],
(index - 1) % 7 * 8, math.floor((index - 1) / 7) * 8)
-- Yellow has no FightIntro Gengar/Nidorino fight (pret/pokeyellow
-- engine/movie/intro_yellow.asm); write blank placeholders so Title/
-- Intro still find the expected paths. Red/Blue keep the tilemap rip.
if self.symbols["FightIntroBackMon"] then
local gengar = self:symbol("FightIntroBackMon")
local gengarRaw = self.rom:bytes(
gengar.bank, gengar.address, 96 * 16)
local gengarTiles = {}
for offset = 1, #gengarRaw, 16 do
local raw = {}
for index = offset, offset + 15 do raw[#raw + 1] = gengarRaw[index] end
gengarTiles[#gengarTiles + 1] = ImageWriter.decode2bpp(raw, 8, 8)
end
for number = 1, 3 do
local tilemap = self:symbol("GengarIntroTiles" .. number)
local tileIds = self.rom:bytes(tilemap.bank, tilemap.address, 49)
local pose = ImageWriter.blank(56, 56, 0, 0, 0, 0)
for index, tileId in ipairs(tileIds) do
ImageWriter.blit(pose, gengarTiles[tileId + 1],
(index - 1) % 7 * 8, math.floor((index - 1) / 7) * 8)
end
pose = ImageWriter.matteColor0(pose)
self:save(pose, "intro/gengar_" .. number .. ".png"); tick()
end
else
for number = 1, 3 do
self:save(ImageWriter.blank(56, 56, 0, 0, 0, 0),
"intro/gengar_" .. number .. ".png"); tick()
end
pose = ImageWriter.matteColor0(pose)
self:save(pose, "intro/gengar_" .. number .. ".png"); tick()
end
for number, label in ipairs({
"FightIntroFrontMon", "FightIntroFrontMon2", "FightIntroFrontMon3",
}) do
self:raw2bpp(label, 48, 48,
"intro/red_nidorino_" .. number .. ".png",
{ transparent = true, columns = true })
tick()
if self.symbols["FightIntroFrontMon"] then
for number, label in ipairs({
"FightIntroFrontMon", "FightIntroFrontMon2", "FightIntroFrontMon3",
}) do
self:raw2bpp(label, 48, 48,
"intro/red_nidorino_" .. number .. ".png",
{ transparent = true, columns = true })
tick()
end
else
for number = 1, 3 do
self:save(ImageWriter.blank(48, 48, 1, 1, 1, 0),
"intro/red_nidorino_" .. number .. ".png"); tick()
end
end
-- Optional Yellow-only intro atlas (pret/pokeyellow gfx/yellow_intro.asm).
if self.symbols["YellowIntroGraphics1"] then
self:raw2bpp("YellowIntroGraphics1", 128, 64,
"intro/yellow_intro_1.png")
end
if self.symbols["YellowIntroGraphics2"] then
-- atlas2 doubles as the intro's OBJ tile bank (vChars0); OBJ color 0
-- is hardware-transparent, and the BG draws it over a white clear so
-- BG cells lose nothing
self:raw2bpp("YellowIntroGraphics2", 128, 128,
"intro/yellow_intro_2.png", { transparent = true })
end
-- Yellow intro clouds (intro_yellow.asm YellowIntroCloudGFX): 8 tiles,
-- two 4-tile animation frames -- saved 32x16, one frame per row.
if self.symbols["YellowIntroCloudGFX"] then
self:raw2bpp("YellowIntroCloudGFX", 32, 16, "intro/clouds.png")
end
for number = 1, 2 do
self:writeCompressedPic(
"ShrinkPic" .. number, "intro/shrink" .. number .. ".png")
@@ -1563,10 +1768,27 @@ function RomExtractor:extractField()
end
self:save(symbolSheet, "slots/symbols.png"); tick()
local emotes = ImageWriter.blank(48, 16, 1, 1, 1, 0)
for index, label in ipairs({
"ShockEmote", "QuestionEmote", "HappyEmote",
}) do
-- Emote sheet layout comes from manifest.field.emotionBubbles so the
-- versions can differ: Red ships the three shared bubbles, Yellow adds
-- the five Pikachu-only ones (emotion_bubbles.asm Skull/Heart/Bolt/
-- Zzz/FishEmote, used by the PikachuEmotionTable reactions).
local EMOTE_SYMBOLS = {
EXCLAMATION_BUBBLE = "ShockEmote", QUESTION_BUBBLE = "QuestionEmote",
SMILE_BUBBLE = "HappyEmote", SKULL_BUBBLE = "SkullEmote",
HEART_BUBBLE = "HeartEmote", BOLT_BUBBLE = "BoltEmote",
ZZZ_BUBBLE = "ZzzEmote", FISH_BUBBLE = "FishEmote",
}
local bubbleDefs = self.manifest.field.emotionBubbles
and self.manifest.field.emotionBubbles.bubbles
local emoteLabels = {}
for _, b in ipairs(bubbleDefs or {}) do
emoteLabels[#emoteLabels + 1] = EMOTE_SYMBOLS[b.name]
end
if #emoteLabels == 0 then
emoteLabels = { "ShockEmote", "QuestionEmote", "HappyEmote" }
end
local emotes = ImageWriter.blank(#emoteLabels * 16, 16, 1, 1, 1, 0)
for index, label in ipairs(emoteLabels) do
local symbol = self:symbol(label)
local image = ImageWriter.decode2bpp(
self.rom:bytes(symbol.bank, symbol.address, 64), 16, 16, true)
@@ -1574,6 +1796,26 @@ function RomExtractor:extractField()
end
self:save(emotes, "emotes.png"); tick()
-- Yellow-only: the Surfing Pikachu minigame sheets
-- (gfx/surfing_pikachu.asm) at pret's canvas widths, so
-- src/ui/SurfingMinigame.lua's quads can be read off the source pngs.
-- 1a is the BG set (water/beach/score tiles, opaque); 1b the OAM pose
-- sheet and 1c the intro set (both color-0 transparent).
for _, spec in ipairs({
{ "SurfingPikachu1Graphics1", 65, 40, false, "minigame/surf_1a.png" },
{ "SurfingPikachu1Graphics2", 256, 128, true, "minigame/surf_1b.png" },
{ "SurfingPikachu1Graphics3", 144, 96, true, "minigame/surf_1c.png" },
}) do
if self.symbols[spec[1]] then
local symbol = self:symbol(spec[1])
local tilesPerRow = spec[3] / 8
local image = ImageWriter.decode2bpp(
self.rom:bytes(symbol.bank, symbol.address, spec[2] * 16),
spec[3], spec[2] / tilesPerRow * 8, spec[4])
self:save(image, spec[5])
end
end
self:raw1bpp("LedgeHoppingShadow", 8, 8,
"fx/shadow.png", true); tick()
for _, spec in ipairs({
@@ -1664,7 +1906,9 @@ end
function RomExtractor:extractAudio()
self:beginStage("Sound programs")
local metadata = copy(self.manifest.audio)
local bankOrder = { 2, 8, 31 }
-- Yellow adds a fourth music bank ($20: Jessie & James, Surfing
-- Pikachu, GB Printer); the manifest names the pack when it needs it.
local bankOrder = metadata.programBanks or { 2, 8, 31 }
local chunks = {}
for index, bank in ipairs(bankOrder) do
local first = Rom.offset(bank, 0x4000) + 1
@@ -1683,6 +1927,7 @@ function RomExtractor:extractAudio()
for name, header in pairs(metadata.musicHeaders) do
songs[name] = header
end
metadata.pikaCries = self:extractPikachuCries()
local cries = {}
local cryData = metadata.cryData
for index, species in ipairs(self.manifest.constants.speciesOrder) do
@@ -1709,6 +1954,57 @@ function RomExtractor:extractAudio()
return metadata
end
-- Yellow's voiced Pikachu clips (audio/pikachu_cries_pointers.asm
-- PikachuCriesPointerTable, 42 `dba` rows; each clip is `dw length` then
-- 1-bit PCM, MSB first -- home/pikachu_cries.asm PlayPikachuPCM toggles
-- rAUD3LEVEL per bit at roughly 190 CPU cycles a sample). Decoded to
-- plain 8-bit mono WAVs; returns the clip count for data.audio.pikaCries,
-- or nil when the manifest has no pointer table (Red/Blue).
function RomExtractor:extractPikachuCries()
if not self.symbols["PikachuCriesPointerTable"] then return nil end
local NUM = 42 -- NUM_PIKA_CRIES
local RATE = 22050 -- ~4.19 MHz / ~190 cycles per sample
-- byte -> 8 samples, MSB first (LoadNextSoundClipSample: `and $80`)
local lut = {}
for byte = 0, 255 do
local out = {}
for bit = 7, 0, -1 do
local on = math.floor(byte / 2 ^ bit) % 2 == 1
out[#out + 1] = string.char(on and 0xE0 or 0x20)
end
lut[byte] = table.concat(out)
end
local function u16(v)
return string.char(v % 256, math.floor(v / 256) % 256)
end
local function u32(v)
return string.char(v % 256, math.floor(v / 256) % 256,
math.floor(v / 65536) % 256, math.floor(v / 16777216) % 256)
end
local CacheFs = require("src.import.CacheFs")
local pointers = self:symbol("PikachuCriesPointerTable")
for index = 0, NUM - 1 do
local row = self.rom:bytes(pointers.bank, pointers.address + index * 3, 3)
local bank, address = row[1], row[2] + row[3] * 256
local header = self.rom:bytes(bank, address, 2)
local length = header[1] + header[2] * 256
local raw = self.rom:bytes(bank, address + 2, length)
local samples = {}
for i, byte in ipairs(raw) do samples[i] = lut[byte] end
local pcm = table.concat(samples)
local wav = "RIFF" .. u32(36 + #pcm) .. "WAVEfmt " .. u32(16)
.. u16(1) .. u16(1) .. u32(RATE) .. u32(RATE) .. u16(1) .. u16(8)
.. "data" .. u32(#pcm) .. pcm
local ok, err = CacheFs.write(
("assets/generated/audio/pika_cries/cry_%02d.wav"):format(index + 1),
wav)
if not ok then
error("could not write pika cry " .. (index + 1) .. ": " .. tostring(err))
end
end
return NUM
end
function RomExtractor:run()
local results = {}
results.constants = self:extractConstants()
+373 -130
View File
@@ -37,8 +37,8 @@ local REQUIRED_FILES = {
-- "Split-screen ROM selector" first-run palette (matches FirstRun.dc.html from
-- the Claude Design project): a dark neon arcade panel, one column per game.
-- Red is live; Blue and Yellow are lit placeholders until those games are
-- supported. Values are 0-255 RGB; alpha is applied per draw.
-- Red, Blue, and Yellow share the same importer flow once listed in
-- GameVersion.VERSIONS. Values are 0-255 RGB; alpha is applied per draw.
local PAL = {
-- radial background gradient (bright navy at top-centre -> near black)
bgTop = { 22, 34, 74 }, -- #16224a
@@ -302,13 +302,13 @@ end
-- it directly through love.filesystem -- already mounted at the physfs
-- root, so no io.* absolute-path handling is needed.
--
-- Only a .gb whose SHA maps to a version that is not yet ready counts as
-- Only a .gb/.gbc whose SHA maps to a version that is not yet ready counts as
-- pending. GameActivity always writes the SAF pick to picked_rom.gb, so a
-- naive "first .gb wins" scan would re-import Red when the player tries to
-- add Blue (issue #167).
-- naive "first ROM wins" scan would re-import Red when the player tries to
-- add Blue (issue #167). Yellow carts are typically .gbc.
local function findPendingRom(ready)
for _, name in ipairs(love.filesystem.getDirectoryItems("")) do
if name:lower():match("%.gb$") and love.filesystem.getInfo(name, "file") then
if name:lower():match("%.gbc?$") and love.filesystem.getInfo(name, "file") then
local data = love.filesystem.read(name)
if type(data) == "string" and #data == 1024 * 1024 then
local version = GameVersion.forSha1(sha1(data))
@@ -360,14 +360,14 @@ local function chooseRom(promptName)
local platform = love.system.getOS()
if platform == "OS X" then
return commandOutput(
([[osascript -e 'POSIX path of (choose file with prompt "%s" of type {"gb"})' 2>/dev/null]])
([[osascript -e 'POSIX path of (choose file with prompt "%s" of type {"gb", "gbc"})' 2>/dev/null]])
:format(prompt))
elseif platform == "Windows" then
local script = table.concat({
"Add-Type -AssemblyName System.Windows.Forms;",
"$d=New-Object System.Windows.Forms.OpenFileDialog;",
"$d.Title='" .. prompt .. "';",
"$d.Filter='Game Boy ROM (*.gb)|*.gb|All files (*.*)|*.*';",
"$d.Filter='Game Boy ROM (*.gb;*.gbc)|*.gb;*.gbc|All files (*.*)|*.*';",
-- write the pick as UTF-8: the console's OEM codepage would mangle
-- non-ASCII names (Pokémon -> Pok\x82mon) and crash any text draw
-- that shows them (#325)
@@ -377,11 +377,11 @@ local function chooseRom(promptName)
'powershell -NoProfile -STA -Command "' .. script .. '"')
elseif platform == "Linux" then
local path = commandOutput(
([[zenity --file-selection --title="%s" --file-filter="Game Boy ROM | *.gb" 2>/dev/null]])
([[zenity --file-selection --title="%s" --file-filter="Game Boy ROM | *.gb *.gbc" 2>/dev/null]])
:format(prompt))
if path then return path end
return commandOutput(
[[kdialog --getopenfilename "$HOME" "*.gb|Game Boy ROM" 2>/dev/null]])
[[kdialog --getopenfilename "$HOME" "*.gb *.gbc|Game Boy ROM" 2>/dev/null]])
end
return nil
end
@@ -470,10 +470,11 @@ local function updaterAllowed()
return true
end
-- The launcher runs Red and Blue as two independent columns. Each dropped or
-- The launcher runs each GameVersion as an independent tab. Each dropped or
-- chosen ROM is routed to its version by SHA-1, extracted into that version's
-- own cache (Red at the root, Blue under blue/), so both can be imported and
-- played side by side. onComplete(version) hands the chosen game off to boot.
-- own cache (Red at the root, Blue under blue/, Yellow under yellow/), so all
-- can be imported and played side by side. onComplete(version) hands the
-- chosen game off to boot.
-- opts: launcher (a fresh import stays on the launcher instead of auto-booting),
-- forceImport (treat every version as not-yet-imported, so re-import is forced),
-- onEditSave(version, slotId) (host handler for the Edit affordance on a save
@@ -489,6 +490,14 @@ function RomImporter.new(onComplete, opts)
forceImport = opts.forceImport or false,
onEditSave = opts.onEditSave,
android = android,
-- Android drag: the launcher is handed no move events at all (main.lua
-- forwards neither touchmoved nor mousemoved while it is up), and its mouse
-- emulation is what "no reliable pointer polling" below refers to.
-- love.touch IS pollable, so where it exists a touch drag can be resolved
-- inside draw the same way the desktop mouse is. Where it does not, every
-- Android path stays exactly as it was: act on press, never arm.
touchPollable = android and love.touch ~= nil
and love.touch.getTouches ~= nil and love.touch.getPosition ~= nil,
tab = "red", -- active launcher tab: "red"/"blue"/"yellow"/"mods"
logo = love.graphics.newImage("assets/logo/logo.png"),
bcg = love.graphics.newImage("assets/logo/bcg.png"),
@@ -514,6 +523,10 @@ function RomImporter.new(onComplete, opts)
-- modScroll is the list scroll offset (px, clamped in draw); modNotice is
-- the last install/delete result { ok, text } shown as a line above the list.
mods = nil, modScroll = 0, modNotice = nil,
-- Page scroll offset (px) for the column under the tab bar -- panel, updater
-- banner and footer -- used only while that column is taller than the window
-- (see draw()). Clamped against content in draw, reset on a tab change.
pageScroll = 0,
-- Android SAF: which game tab should receive the next picked_save.sav when
-- focus consumes it (set by chooseSaveImport before opening the picker).
androidPendingVersion = nil,
@@ -542,13 +555,18 @@ function RomImporter.new(onComplete, opts)
CacheFs.prefix = saved
self.returning[version] =
(not ready) and marker ~= nil and marker ~= markerFor(version)
self.romName[version] = "pokemon_" .. info.id .. ".gb"
self.romName[version] = "pokemon_" .. info.id
.. (info.id == "yellow" and ".gbc" or ".gb")
end
-- Android: import a save-dir .gb that is not yet ready (USB drop or a
-- Android: import a save-dir .gb/.gbc that is not yet ready (USB drop or a
-- leftover SAF pick), routed by SHA-1. Already-imported carts are skipped
-- so a stale picked_rom.gb cannot block the opposite version.
if android and not (self.ready.red and self.ready.blue) then
-- so a stale picked_rom.gb cannot block another version.
local needRom = false
for _, version in ipairs(GameVersion.ORDER) do
if not self.ready[version] then needRom = true; break end
end
if android and needRom then
local name, data = findPendingRom(self.ready)
if name then self:startData(data, name) end
end
@@ -608,7 +626,7 @@ function RomImporter:focus(f)
local version = self.androidPendingExportVersion or self:_savedropTarget()
self.androidPendingExportVersion = nil
self.saveNotice[version] = { ok = true, text = "Save exported." }
if self.tab == "mods" or self.tab == "yellow" then self.tab = version end
if self.tab == "mods" then self.tab = version end
return
end
local modName = findPendingMod(false)
@@ -629,9 +647,13 @@ function RomImporter:focus(f)
end
return
end
if self.ready.red and self.ready.blue then return end
local name, data = findPendingRom(self.ready)
if name then self:startData(data, name) end
for _, v in ipairs(GameVersion.ORDER) do
if not self.ready[v] then
local name, data = findPendingRom(self.ready)
if name then self:startData(data, name) end
return
end
end
end
function RomImporter:setError(message, version)
@@ -660,7 +682,8 @@ local function resetPointerCursor(self)
end
-- Verify + extract a ROM. The version is decided by the ROM's own SHA-1, so
-- dropping a Red or Blue cart into either column always lands in the right one.
-- dropping a Red, Blue, or Yellow cart into any column always lands in the
-- right one.
function RomImporter:startData(data, displayName)
if self.workState == "working" then return end
if type(data) ~= "string" then
@@ -676,14 +699,14 @@ function RomImporter:startData(data, displayName)
local version = GameVersion.forSha1(actualHash)
if not version then
self:setError(("Unsupported ROM (SHA-1 %s). Use an unmodified US Pokemon "
.. "Red or Blue ROM."):format(actualHash))
.. "Red, Blue, or Yellow ROM."):format(actualHash))
return
end
local info = GameVersion.info(version)
-- Bring the launcher to this version's tab so its progress bar is on screen
-- (a dropped cart is routed by SHA-1 regardless of which tab was showing).
if self.tab == "red" or self.tab == "blue" or self.tab == "yellow" then
if GameVersion.VERSIONS[self.tab] then
self.tab = version
end
self.importing = version
@@ -731,7 +754,7 @@ function RomImporter:startData(data, displayName)
self.returning[version] = false
self.romName[version] = (displayName
and (displayName:match("[^/\\]+$") or displayName)) or self.romName[version]
-- Android: drop the consumed save-dir .gb (picked_rom.gb or a USB copy)
-- Android: drop the consumed save-dir .gb/.gbc (picked_rom.gb or a USB copy)
-- so the next Choose / focus cannot treat it as a fresh pending ROM.
if self.android and type(displayName) == "string"
and not displayName:find("[/\\]") then
@@ -845,12 +868,12 @@ function RomImporter:chooseMod()
end
-- Which game a dropped .sav imports into: a .sav has no version signature of
-- its own, so it lands on the active game tab. When a non-game tab (mods, or
-- the locked yellow placeholder) is showing, default to red -- the always-
-- present first game -- rather than guess.
-- its own, so it lands on the active game tab. When a non-game tab (mods) is
-- showing, default to red -- the always-present first game -- rather than
-- guess.
function RomImporter:_savedropTarget()
local v = self.tab
if v == "red" or v == "blue" then return v end
if GameVersion.VERSIONS[v] then return v end
return "red"
end
@@ -861,8 +884,7 @@ end
-- playable with its game's data present.
function RomImporter:_importSave(version, source)
if self.workState == "working" then return end
if self.tab == "red" or self.tab == "blue" or self.tab == "mods"
or self.tab == "yellow" then
if GameVersion.VERSIONS[self.tab] or self.tab == "mods" then
self.tab = version
end
if not self.ready[version] then
@@ -971,8 +993,8 @@ function RomImporter:choose(version)
if self.workState == "working" then return end
self.chooseVersion = version or "red"
if self.android then
-- Prefer a not-yet-imported .gb already in the save dir (USB copy, or a
-- fresh SAF pick). Never reuse an already-imported cart's file -- that
-- Prefer a not-yet-imported .gb/.gbc already in the save dir (USB copy, or
-- a fresh SAF pick). Never reuse an already-imported cart's file -- that
-- was the #167 failure mode (second Choose just re-extracted Red).
local name, data = findPendingRom(self.ready)
if name then
@@ -995,8 +1017,8 @@ function RomImporter:choose(version)
return
end
-- Handheld Linux (Anbernic stock OS / PortMaster) rarely has zenity or
-- kdialog. Fall back to the same "drop a .gb next to the game" scan used
-- on Android, which works when the game is launched as an unpacked
-- kdialog. Fall back to the same "drop a .gb/.gbc next to the game" scan
-- used on Android, which works when the game is launched as an unpacked
-- directory (see build-rg34xxsp.sh).
local name, data = findPendingRom(self.ready)
if name then
@@ -1010,13 +1032,13 @@ function RomImporter:choose(version)
or "the game folder"
self.notice = {
version = self.chooseVersion,
status = "No file picker. Copy your .gb into:",
status = "No file picker. Copy your .gb/.gbc into:",
detail = where,
}
return
end
if love.system.getOS() ~= "OS X" and love.system.getOS() ~= "Windows" then
self:setError("File selection is unavailable here. Drop the .gb file onto the window.")
self:setError("File selection is unavailable here. Drop the .gb/.gbc file onto the window.")
end
end
@@ -1101,18 +1123,22 @@ function RomImporter:_updatePadCursor(dt)
self._padCursor.y = math.max(0, math.min(h, ny))
end
-- Right stick scrolls the active list (save slots or mods).
-- Right stick scrolls the active list (save slots or mods), or the whole page
-- when it is the thing that overflows.
local ry = self._padAxis.righty or 0
if math.abs(ry) > PAD_DEAD then
self:_activatePadCursor()
local step = -ry * 480 * dt
if self.tab == "mods" then
local maxPage = self._pageMax or 0
if maxPage > 0 then
self.pageScroll = math.max(0, math.min(maxPage, (self.pageScroll or 0) + step))
elseif self.tab == "mods" then
local maxS = self._modMax or 0
if maxS > 0 then
local next = (self.modScroll or 0) + step
self.modScroll = math.max(0, math.min(maxS, next))
end
elseif self.tab == "red" or self.tab == "blue" then
elseif GameVersion.VERSIONS[self.tab] then
local maxS = (self._slotMax and self._slotMax[self.tab]) or 0
if maxS > 0 then
local next = (self.slotScroll[self.tab] or 0) + step
@@ -1138,7 +1164,7 @@ function RomImporter:gamepadpressed(_, button)
-- Start / Select: Play if ready, else Choose ROM on the active game tab.
if self.workState == "working" then return end
local version = self.tab
if version == "red" or version == "blue" then
if GameVersion.VERSIONS[version] then
if self.ready[version] then self:play(version) else self:choose(version) end
end
end
@@ -1371,6 +1397,24 @@ local function roundedCard(x, y, w, h, r)
love.graphics.rectangle("line", x, y, w, h, r, r)
end
-- {top, bottom} of the scrolling page viewport, or nil while the page fits and
-- nothing scrolls. Written once per frame by draw(); read by the two hit tests
-- (`inside` for clicks, `_ptIn` for hover) so a control scrolled out from under
-- the pinned header, or past the window bottom, stops responding at the moment
-- it stops being visible. Rects that live in the pinned header carry
-- `pinned = true` and are exempt.
local pageBand = nil
-- Page-scroll arithmetic, kept pure (no love, no self) so the engine tier can
-- pin it: given how tall the column under the tab bar wants to be and how much
-- room is left under it, say whether the page scrolls, where it sits, and how
-- far it can go. A window that grew back pulls the offset down with it rather
-- than leaving the page parked past its own end.
function RomImporter.pageScrollFor(naturalH, viewportH, scroll)
local maxPage = math.max(0, (naturalH or 0) - math.max(0, viewportH or 0))
return maxPage > 0, clamp(scroll or 0, 0, maxPage), maxPage
end
function RomImporter:draw()
local width, height = love.graphics.getDimensions()
local s = clamp(height / 768, 0.7, 1.6)
@@ -1528,17 +1572,16 @@ function RomImporter:draw()
end
-- Footer (Boi's Club Games logo + trust warning), measured first so the
-- content region knows where it must stop. Drawn near the end.
-- content region knows where it must stop. Only its height is fixed here:
-- it is laid out from a top edge further down, which is the window bottom
-- while the page fits and the end of the scrolled content when it does not.
local warningWidth = math.min(appW - 32 * s, 640 * s)
local _, warningLines = self.warningFont:getWrap(TRUST_WARNING, warningWidth)
local warningH = #warningLines * self.warningFont:getHeight()
local warningY = height - warningH - 12 * s
local bcgW, bcgH = self.bcg:getDimensions()
local bcgScale = math.min(math.min(appW - 48 * s, 190 * s) / bcgW, height * 0.06 / bcgH)
local bcgDW, bcgDH = bcgW * bcgScale, bcgH * bcgScale
local bcgX, bcgY = appX + (appW - bcgDW) / 2, warningY - bcgDH - 6 * s
self.bcgButton = { x = bcgX, y = bcgY, width = bcgDW, height = bcgDH }
local footerTop = bcgY - 10 * s
local footerH = 10 * s + bcgDH + 6 * s + warningH + 12 * s
-- Logo: centred over the strip, width clamped, gentle bob + glow pulse. The
-- resting metrics fix the tab bar's top so the layout never shifts as it bobs.
@@ -1574,36 +1617,53 @@ function RomImporter:draw()
-- Content region: from below the tab bar down to the footer, minus the
-- updater band when one is showing.
local contentTop = tabBarY + tabBarH + 16 * s
local contentBottom = footerTop - (bannerActive and (bannerH + 20 * s) or 6 * s)
local bannerBand = bannerActive and (bannerH + 20 * s) or 6 * s
local cX = appX + padH
local cW = appW - 2 * padH
local contentBottom = height - footerH - bannerBand
local cH = math.max(0, contentBottom - contentTop)
-- tab bar (rebuilds self.tabRects)
-- Page scroll. Everything under the tab bar -- panel, updater banner and
-- footer -- is one column: too short a window scrolls it instead of letting
-- the panel run under a footer pinned to the window bottom (a stacked
-- single-column layout on a phone-shaped window overflows by a card or two).
-- The panels report their natural height as they draw, so the decision reads
-- the previous frame's measurement, the same one-frame settle the slot and
-- mod lists already rely on. While the page fits, `paged` is false and every
-- measurement below is what it always was.
local viewportH = math.max(0, height - contentTop)
self._panelNaturalH = self._panelNaturalH or {}
local naturalH = (self._panelNaturalH[self.tab] or 0) + bannerBand + footerH
local paged, pageScroll, maxPage =
RomImporter.pageScrollFor(naturalH, viewportH, self.pageScroll)
self.pageScroll, self._pageMax = pageScroll, maxPage
-- read by the hit tests; a scrolled control is live only inside the viewport
pageBand = paged and { contentTop, height } or nil
-- tab bar (rebuilds self.tabRects). Pinned: it is the launcher's navigation,
-- and it sits above the scrolling viewport.
self:_drawTabBar(cX, tabBarY, cW, tabBarH, chip)
-- content: game panel for a version tab, mods panel for the mods tab
if self.tab == "mods" then
self:_drawModsPanel(cX, contentTop, cW, cH)
else
self:_drawGamePanel(self.tab, cX, contentTop, cW, cH)
local panelY = contentTop - (paged and self.pageScroll or 0)
if paged then
love.graphics.setScissor(math.floor(appX), math.floor(contentTop),
math.ceil(appW), math.ceil(viewportH))
end
-- logo, over the split, with a gentle bob + gold glow + sweeping shine
local bob = math.sin(pulse * (2 * math.pi / 4)) * 6 * s
local lx, ly = (width - logoDW) / 2, logoY + bob
love.graphics.setBlendMode("add")
love.graphics.setColor(1, 0.85, 0.2, 0.16 + 0.12 * (0.5 + 0.5 * math.sin(pulse * 1.6)))
love.graphics.draw(self.logo, (width - logoDW * 1.05) / 2, ly - logoDH * 0.025, 0,
logoScale * 1.05, logoScale * 1.05)
love.graphics.setBlendMode("alpha")
local shineW = 0.16
self.shineShader:send("shinePos", -shineW + ((pulse % 2.8) / 2.8) * (1 + 2 * shineW))
self.shineShader:send("shineW", shineW)
love.graphics.setShader(self.shineShader)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.logo, lx, ly, 0, logoScale, logoScale)
love.graphics.setShader()
-- content: game panel for a version tab, mods panel for the mods tab
local panelH
if self.tab == "mods" then
panelH = self:_drawModsPanel(cX, panelY, cW, cH, paged)
else
panelH = self:_drawGamePanel(self.tab, cX, panelY, cW, cH, paged)
end
panelH = panelH or 0
self._panelNaturalH[self.tab] = panelH
-- The updater band and the footer follow the content: pinned to the window
-- bottom while the page fits, riding at the end of the scroll when it does not.
local bandTop = paged and (panelY + panelH) or contentBottom
local footerTop = bandTop + bannerBand
-- Self-updater banner: a compact pill centred in the reserved band just above
-- the footer, on every tab. Same green "Play" treatment on its CTA.
@@ -1611,7 +1671,7 @@ function RomImporter:draw()
if bannerActive then
local bannerW = math.min(appW - 32 * s, 560 * s)
local bx = appX + (appW - bannerW) / 2
local by = contentBottom + math.max(0, (footerTop - contentBottom - bannerH) / 2)
local by = bandTop + math.max(0, (footerTop - bandTop - bannerH) / 2)
local r = 12 * s
local accent = PAL.gold
@@ -1692,11 +1752,17 @@ function RomImporter:draw()
end
-- footer: a hairline top border, the BCG mark (inverted to white, glowing
-- brighter on hover) + the trust warning with its live bois.icu link.
-- brighter on hover) + the trust warning with its live bois.icu link. Laid
-- out downward from footerTop, so the same code serves the pinned and the
-- scrolled position.
love.graphics.setLineWidth(1)
col(PAL.cardBorder, 0.18)
love.graphics.line(appX + padH, footerTop, appX + appW - padH, footerTop)
local bcgX, bcgY = appX + (appW - bcgDW) / 2, footerTop + 10 * s
local warningY = bcgY + bcgDH + 6 * s
self.bcgButton = { x = bcgX, y = bcgY, width = bcgDW, height = bcgDH }
local bcgHot = self:_hover(self.bcgButton)
love.graphics.setShader(self.invertShader)
love.graphics.setBlendMode("add")
@@ -1735,6 +1801,35 @@ function RomImporter:draw()
end
end
-- End of the scrolling column; the logo and the page scrollbar are pinned and
-- draw outside it.
if paged then love.graphics.setScissor() end
-- logo, over the split, with a gentle bob + gold glow + sweeping shine
local bob = math.sin(pulse * (2 * math.pi / 4)) * 6 * s
local lx, ly = (width - logoDW) / 2, logoY + bob
love.graphics.setBlendMode("add")
love.graphics.setColor(1, 0.85, 0.2, 0.16 + 0.12 * (0.5 + 0.5 * math.sin(pulse * 1.6)))
love.graphics.draw(self.logo, (width - logoDW * 1.05) / 2, ly - logoDH * 0.025, 0,
logoScale * 1.05, logoScale * 1.05)
love.graphics.setBlendMode("alpha")
local shineW = 0.16
self.shineShader:send("shinePos", -shineW + ((pulse % 2.8) / 2.8) * (1 + 2 * shineW))
self.shineShader:send("shineW", shineW)
love.graphics.setShader(self.shineShader)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.logo, lx, ly, 0, logoScale, logoScale)
love.graphics.setShader()
-- page scrollbar: the same thin thumb the lists use, against the app edge
if paged then
local thumbH = math.max(24 * s, viewportH * (viewportH / naturalH))
local thumbY = contentTop + (viewportH - thumbH) * (self.pageScroll / maxPage)
col(PAL.cardBorder, 0.35)
love.graphics.rectangle("fill", appX + appW - padH * 0.5, thumbY, 3 * s, thumbH,
1.5 * s, 1.5 * s)
end
-- CRT scanlines + vignette, over everything
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.scanlineImage, self.scanlineQuad, 0, 0)
@@ -1830,11 +1925,22 @@ function RomImporter:draw()
end
local function inside(r, x, y)
return r and x >= r.x and x <= r.x + r.width and y >= r.y and y <= r.y + r.height
if not (r and x >= r.x and x <= r.x + r.width and y >= r.y and y <= r.y + r.height) then
return false
end
-- Page-scroll mode: only the header is pinned, so any other rect is a
-- scrolled one and is live only where the viewport actually shows it.
if pageBand and not r.pinned and (y < pageBand[1] or y > pageBand[2]) then
return false
end
return true
end
function RomImporter:mousepressed(x, y, button)
if self._rename then return end -- the rename modal swallows all clicks
-- Whether a press can be ARMED and resolved on release, which needs a
-- pollable pointer: always on desktop, on Android only where love.touch is.
local armDrag = (not self.android) or self.touchPollable
-- right-click a save-slot row to rename it (#205); desktop only (touch
-- has no secondary button)
if button == 2 then
@@ -1873,6 +1979,10 @@ function RomImporter:mousepressed(x, y, button)
self.tab = t.id
self._slotPress = nil -- drop any half-started slot drag on tab change
self._modPress = nil -- and any half-started mod toggle press
self._pagePress = nil -- and any half-started page pan
-- Each tab is its own column of a different length; carrying one tab's
-- offset into another lands somewhere arbitrary.
self.pageScroll = 0
return
end
end
@@ -1901,11 +2011,12 @@ function RomImporter:mousepressed(x, y, button)
return
end
-- SAVE SLOT rows / Edit / Delete. The two labels are checked first so a tap
-- on either never also selects the row. On desktop a press only ARMS a row
-- click: _updateSlotDrag commits it on release when the pointer did not move
-- (a moved pointer scrolls instead). Android has no reliable pointer
-- polling, so it selects on press. Edit and Delete fire immediately (small
-- fixed targets, no scroll conflict).
-- on either never also selects the row. A press only ARMS a row click:
-- _updateSlotDrag commits it on release when the pointer did not move (a
-- moved pointer scrolls instead). Android arms too wherever love.touch can
-- be polled; without that there is nothing to resolve a release with, so it
-- keeps selecting on press. Edit and Delete fire immediately (small fixed
-- targets, no scroll conflict).
for _, r in ipairs(self.slotDeleteRects or {}) do
if inside(r, x, y) then
self:_deleteSlot(self.panelVersion, r.id)
@@ -1920,11 +2031,12 @@ function RomImporter:mousepressed(x, y, button)
end
for _, r in ipairs(self.slotRects or {}) do
if inside(r, x, y) then
if self.android then
if not armDrag then
self:_selectSlot(self.panelVersion, r.id)
else
self._slotPress = { version = self.panelVersion, id = r.id, y0 = y,
scroll0 = self.slotScroll[self.panelVersion] or 0, moved = false }
scroll0 = self.slotScroll[self.panelVersion] or 0,
pageScroll0 = self.pageScroll or 0, moved = false }
end
return
end
@@ -1947,15 +2059,20 @@ function RomImporter:mousepressed(x, y, button)
end
for _, r in ipairs(self.modRects or {}) do
if inside(r, x, y) then
if self.android then
if not armDrag then
self:_toggleMod(r.id)
else
self._modPress = { id = r.id, y0 = y,
scroll0 = self.modScroll or 0, moved = false }
self._modPress = { id = r.id, y0 = y, scroll0 = self.modScroll or 0,
pageScroll0 = self.pageScroll or 0, moved = false }
end
return
end
end
-- Nothing was hit. On a scrolling page that is a press on empty background,
-- which is the natural place to grab and pan from.
if armDrag and (self._pageMax or 0) > 0 then
self._pagePress = { y0 = y, scroll0 = self.pageScroll or 0 }
end
end
function RomImporter:keypressed(key)
@@ -1972,9 +2089,9 @@ function RomImporter:keypressed(key)
if self.workState == "working" then return end
if key == "return" or key == "space" or key == "kpenter" then
-- Enter acts on the visible game tab: Play if its ROM is ready, otherwise
-- open its picker. The mods / placeholder tabs have no keyboard action.
-- open its picker. The mods tab has no keyboard action.
local version = self.tab
if version == "red" or version == "blue" then
if GameVersion.VERSIONS[version] then
if self.ready[version] then self:play(version) else self:choose(version) end
end
end
@@ -1987,7 +2104,14 @@ end
function RomImporter:_ptIn(r)
local mx, my = self._mx, self._my
return r and mx >= r.x and mx <= r.x + r.width and my >= r.y and my <= r.y + r.height
if not (r and mx >= r.x and mx <= r.x + r.width and my >= r.y and my <= r.y + r.height) then
return false
end
-- Same clip the click path applies, so nothing glows outside the viewport.
if pageBand and not r.pinned and (my < pageBand[1] or my > pageBand[2]) then
return false
end
return true
end
function RomImporter:_hover(r)
@@ -2116,8 +2240,9 @@ function RomImporter:_drawTabBar(x, y, w, h, chip)
col(PAL.bgBot, 0.62)
love.graphics.rectangle("fill", cursorX, chipY, chip, chip, r, r)
end
-- pinned: the tab bar never scrolls, so it stays live above the viewport
self.tabRects[#self.tabRects + 1] =
{ x = cursorX, y = chipY, width = chip, height = chip, id = t.id }
{ x = cursorX, y = chipY, width = chip, height = chip, id = t.id, pinned = true }
local segEnd = cursorX + chip
if active then
love.graphics.setFont(self.tabLabelFont)
@@ -2132,7 +2257,7 @@ function RomImporter:_drawTabBar(x, y, w, h, chip)
end
cursorX = segEnd + gap
end
-- "N of 3 ready" (Red + Blue count; Yellow never ready), hidden if no room
-- "N of 3 ready" (Red + Blue + Yellow once in GameVersion.ORDER)
local ready = 0
for _, v in ipairs(GameVersion.ORDER) do if self.ready[v] then ready = ready + 1 end end
love.graphics.setFont(self.readyFont)
@@ -2149,12 +2274,20 @@ end
-- One version's game panel: header (name + status pill), then a responsive
-- two-column grid (left: ROM + SAVE FILES cards + Play; right: SAVE SLOT).
function RomImporter:_drawGamePanel(version, x, y, w, h)
-- `paged`: the whole page is scrolling (see draw()), so nothing stretches to
-- fill `h` -- Play sits right under the SAVE FILES card instead of being pinned
-- to the column bottom, and the slot card takes its natural height. Returns
-- the panel's natural height either way, which is what draw() measures the page
-- against on the next frame.
function RomImporter:_drawGamePanel(version, x, y, w, h, paged)
local s, pulse = self._s, self.pulse
self.panelVersion = version
local locked = version == "yellow"
local info = (not locked) and GameVersion.info(version) or nil
local gameName = locked and "Pokemon Yellow" or info.displayName
-- Defensive: only lock when the version is absent from GameVersion (never
-- solely because id == "yellow").
local info = GameVersion.info(version)
local locked = info == nil
local gameName = info and (info.launcherName or info.displayName)
or tostring(version)
local ready = (not locked) and self.ready[version] or false
-- header: name + status pill
@@ -2191,12 +2324,13 @@ function RomImporter:_drawGamePanel(version, x, y, w, h)
local rightX = twoCol and (x + colW + colGap) or x
-- ROM card contents by state (rehomes the existing import flow)
local dropHint = self.android and "Copy the .gb via USB."
or Strings("Or drop the .gb file here.")
local accent = locked and PAL.gold or (version == "red" and PAL.red or PAL.blue)
local dropHint = self.android and "Copy the .gb/.gbc via USB."
or Strings("Or drop the .gb/.gbc file here.")
local accent = version == "yellow" and PAL.gold
or (version == "red" and PAL.red or PAL.blue)
local romState, romDetail, romBtnLabel, romBtnEnabled, romProgress
if locked then
romState, romDetail = "Not supported yet", "Yellow support is on the way."
romState, romDetail = "Not supported yet", "Support for this game is on the way."
romBtnLabel, romBtnEnabled = "Import unavailable", false
else
local importing = self.importing == version
@@ -2245,7 +2379,6 @@ function RomImporter:_drawGamePanel(version, x, y, w, h)
-- SAVE FILES card: Import save is live once the ROM is imported (playable);
-- Export save is live only when the active slot actually holds a save. The
-- locked yellow placeholder has no save backend, so both stay disabled. The
-- hint line doubles as the last import/export outcome (green ok / red error).
local sfImportEnabled, sfExportEnabled = false, false
if not locked then
@@ -2281,8 +2414,9 @@ function RomImporter:_drawGamePanel(version, x, y, w, h)
-- vertical placement of the left column
local romY = bodyTop
local saveFilesY = romY + romCardH + 12 * s
local leftNaturalH = romCardH + 12 * s + saveFilesH + 12 * s + playH
local playY
if twoCol then
if twoCol and not paged then
playY = bodyTop + bodyH - playH -- pinned to the column's bottom
else
playY = saveFilesY + saveFilesH + 12 * s
@@ -2358,18 +2492,30 @@ function RomImporter:_drawGamePanel(version, x, y, w, h)
self:_playButton(leftX, playY, colW, playH, gameName, ready, locked)
-- SAVE SLOT card (right column, or stacked below Play when single-column).
-- The locked Yellow placeholder has no save backend (no GameVersion entry, so
-- no slots can exist); skip the panel entirely rather than draw an empty,
-- non-functional "+ New save slot" on a COMING SOON game.
-- Skip only when the version is absent from GameVersion (no save backend).
local slotNaturalH = 0
if not locked then
if twoCol then
self:_drawSaveSlotPanel(version, rightX, bodyTop, colW, bodyH)
_, slotNaturalH = self:_drawSaveSlotPanel(version, rightX, bodyTop, colW, bodyH, paged)
else
local slotY = playY + playH + 12 * s
local slotH = math.max(160 * s, (bodyTop + bodyH) - slotY)
self:_drawSaveSlotPanel(version, leftX, slotY, colW, slotH)
_, slotNaturalH = self:_drawSaveSlotPanel(version, leftX, slotY, colW, slotH, paged)
end
end
-- Natural height: side by side the two columns overlap, stacked they add up.
-- Measured from the panel's own top (y), so draw() can compare it against the
-- viewport without knowing anything about the cards inside.
local bodyNaturalH
if twoCol then
bodyNaturalH = math.max(leftNaturalH, slotNaturalH)
elseif locked then
bodyNaturalH = leftNaturalH
else
bodyNaturalH = leftNaturalH + 12 * s + slotNaturalH
end
return (bodyTop - y) + bodyNaturalH
end
-- Reload a version's slot list + active id from SaveData (the source of truth).
@@ -2446,17 +2592,53 @@ end
-- launcher, so a press only ARMS a click (see mousepressed) and this resolves
-- it: a pointer that moved past the threshold scrolls; one that did not, on
-- release, selects. Desktop only -- Android selects on press instead.
-- Where the pointer is this frame and whether it is held, read by polling
-- because no move event ever reaches the launcher: the mouse on desktop, the
-- first active touch on Android. A nil y means "nothing to read" -- the
-- release branches below do not need one.
function RomImporter:_pointerHold()
if not self.android then return love.mouse.isDown(1), self._my end
if not self.touchPollable then return false, nil end
local ok, list = pcall(love.touch.getTouches)
if not ok or type(list) ~= "table" or list[1] == nil then return false, nil end
local ok2, _, ty = pcall(love.touch.getPosition, list[1])
if not ok2 or type(ty) ~= "number" then return false, nil end
return true, ty
end
function RomImporter:_updateSlotDrag()
if self.android then return end
local down = love.mouse.isDown(1)
if self.android and not self.touchPollable then return end
local down, py = self:_pointerHold()
py = py or self._my
local maxPage = self._pageMax or 0
-- A press on empty background pans the page while it overflows. Nothing is
-- armed by it, so there is no release action to resolve.
local pp = self._pagePress
if pp then
if down then
if maxPage > 0 then
self.pageScroll = clamp(pp.scroll0 - (py - pp.y0), 0, maxPage)
end
else
self._pagePress = nil
end
end
local p = self._slotPress
if p then
if down then
local d = self._my - p.y0
local d = py - p.y0
if math.abs(d) > 4 * (self._s or 1) then p.moved = true end
if p.moved then
local maxS = (self._slotMax and self._slotMax[p.version]) or 0
self.slotScroll[p.version] = clamp(p.scroll0 - d, 0, maxS)
-- Paged, the list has no scroll of its own: the drag pans the page, so
-- a swipe that starts on a slot row behaves like one starting beside it.
if maxPage > 0 then
self.pageScroll = clamp(p.pageScroll0 - d, 0, maxPage)
else
local maxS = (self._slotMax and self._slotMax[p.version]) or 0
self.slotScroll[p.version] = clamp(p.scroll0 - d, 0, maxS)
end
end
else
if not p.moved then self:_selectSlot(p.version, p.id) end
@@ -2468,10 +2650,14 @@ function RomImporter:_updateSlotDrag()
local mp = self._modPress
if mp then
if down then
local d = self._my - mp.y0
local d = py - mp.y0
if math.abs(d) > 4 * (self._s or 1) then mp.moved = true end
if mp.moved then
self.modScroll = clamp(mp.scroll0 - d, 0, self._modMax or 0)
if maxPage > 0 then
self.pageScroll = clamp(mp.pageScroll0 - d, 0, maxPage)
else
self.modScroll = clamp(mp.scroll0 - d, 0, self._modMax or 0)
end
end
else
if not mp.moved then self:_toggleMod(mp.id) end
@@ -2485,6 +2671,13 @@ end
-- content extent draw computed for that version.
function RomImporter:wheelmoved(_, dy)
local step = 48 * (self._s or 1)
-- An overflowing page scrolls as a whole; the panels' own lists are flattened
-- in that mode, so there is never a second scroll region competing for this.
local maxPage = self._pageMax or 0
if maxPage > 0 then
self.pageScroll = clamp((self.pageScroll or 0) - dy * step, 0, maxPage)
return
end
if self.tab == "mods" then
local maxS = self._modMax or 0
if maxS <= 0 then return end
@@ -2501,15 +2694,35 @@ end
-- SAVE SLOT card: header ("SAVE SLOT" + "N slots"), a scrollable list of slot
-- rows (name + meta, LOADED pill on the active one), and a dashed "+ New save
-- slot" button pinned to the bottom. Empty registries show a dashed hint box.
function RomImporter:_drawSaveSlotPanel(version, x, y, w, h)
-- `paged` (the whole launcher page is scrolling, see draw()) drops the inner
-- scroll region: the card grows to its natural height, every row is drawn, and
-- the page's own scrollbar is the only one on screen. Returns the height the
-- card actually took, which is what the caller measures the page against.
function RomImporter:_drawSaveSlotPanel(version, x, y, w, h, paged)
local s = self._s
local pad = 16 * s
roundedCard(x, y, w, h, 16 * s)
self:_ensureSlots(version)
local slots = self.slots[version] or {}
local active = self.activeSlot[version]
local n = #slots
-- Row metrics up front: the natural height needs them, and the natural height
-- decides the card's height before anything is drawn.
local labelH = self.labelFont:getHeight()
local newBtnH = math.max(38 * s, self.saveBtnFont:getHeight() + 18 * s)
local nameH = self.slotNameFont:getHeight()
local metaH = self.labelFont:getHeight()
local rowPadV = 10 * s
local rowH = rowPadV * 2 + nameH + 4 * s + metaH
local rowGap = 8 * s
local rr = 12 * s
-- an empty registry shows a fixed-height dashed hint box instead of rows
local totalH = (n > 0) and (n * rowH + (n - 1) * rowGap) or (96 * s)
local naturalH = pad + labelH + 12 * s + totalH + 10 * s + newBtnH + pad
if paged then h = naturalH end
roundedCard(x, y, w, h, 16 * s)
-- header: "SAVE SLOT" (left) + "N slots" / "1 slot" (right)
love.graphics.setFont(self.labelFont)
col(PAL.labelGray)
@@ -2518,11 +2731,9 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h)
local cw = self.labelFont:getWidth(countTxt)
love.graphics.print(countTxt, x + w - pad - cw, y + pad)
local labelH = self.labelFont:getHeight()
local listTop = y + pad + labelH + 12 * s
-- "+ New save slot" pinned to the card bottom; the list fills the gap above.
local newBtnH = math.max(38 * s, self.saveBtnFont:getHeight() + 18 * s)
local newBtnY = y + h - pad - newBtnH
local listBottom = newBtnY - 10 * s
local listH = math.max(0, listBottom - listTop)
@@ -2542,16 +2753,10 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h)
self.slotDeleteRects = {}
self.slotEditRects = {}
elseif listH > 0 then
local nameH = self.slotNameFont:getHeight()
local metaH = self.labelFont:getHeight()
local rowPadV = 10 * s
local rowH = rowPadV * 2 + nameH + 4 * s + metaH
local rowGap = 8 * s
local rr = 12 * s
-- clamp scroll against the current content extent, and stash the max so the
-- wheel handler (which has no geometry) can clamp against the same value
local totalH = n * rowH + (n - 1) * rowGap
-- wheel handler (which has no geometry) can clamp against the same value.
-- Paged, listH already equals totalH, so this is 0 and the wheel falls
-- through to the page scroll.
local maxScroll = math.max(0, totalH - listH)
self._slotMax = self._slotMax or {}
self._slotMax[version] = maxScroll
@@ -2561,8 +2766,12 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h)
self.slotRects = {}
self.slotDeleteRects = {}
self.slotEditRects = {}
love.graphics.setScissor(math.floor(rx), math.floor(listTop),
math.ceil(rw), math.ceil(listH))
-- Paged, the page viewport's scissor is already set and nothing here
-- overflows the card, so leave it alone rather than replace and clear it.
if not paged then
love.graphics.setScissor(math.floor(rx), math.floor(listTop),
math.ceil(rw), math.ceil(listH))
end
for i, slot in ipairs(slots) do
local ry = listTop - scroll + (i - 1) * (rowH + rowGap)
if ry + rowH >= listTop and ry <= listBottom then
@@ -2665,7 +2874,7 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h)
end
end
end
love.graphics.setScissor()
if not paged then love.graphics.setScissor() end
-- thin scrollbar thumb when the list overflows
if maxScroll > 0 then
@@ -2689,6 +2898,7 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h)
printfB("+ New save slot", nrect.x,
nrect.y + (newBtnH - self.saveBtnFont:getHeight()) / 2, nrect.width, "center")
self.newSlotRect = nrect
return h, naturalH
end
-- Reload the mods list from LauncherMods (the source of truth: it reads the
@@ -2697,6 +2907,30 @@ end
-- so a still list costs nothing after the first paint.
function RomImporter:_refreshMods()
local LauncherMods = require("src.mods.LauncherMods")
-- Once per session, ahead of the first listing: pull in any mod the player
-- unzipped beside the executable, which an ordinary (non-portable) install
-- has no way to read. It happens here rather than behind a button because
-- the failure being fixed is one where nothing on screen suggests there is
-- anything to press -- the panel just comes up empty. Guarded so a toggle
-- or a delete does not re-scan; adoptStrays is idempotent regardless.
if not self.modStraysChecked then
self.modStraysChecked = true
local imported, failed = {}, {}
for _, s in ipairs(LauncherMods.adoptStrays() or {}) do
table.insert(s.err and failed or imported, s.id)
end
-- the failure wins the notice: an import that worked speaks for itself in
-- the list right below it, one that did not is the only word they get
if #imported > 0 then
self.modNotice = { ok = true,
text = "Imported from the game folder: " .. table.concat(imported, ", ") }
end
if #failed > 0 then
self.modNotice = { ok = false,
text = "Found beside the game but could not import: "
.. table.concat(failed, ", ") }
end
end
self.mods = LauncherMods.list() or {}
end
@@ -2727,7 +2961,10 @@ end
-- install-result / drag-drop notice line, then a scrollable list of mod cards
-- (name + badge chip + description, a status chip, and a toggle switch). An
-- empty install shows a friendly dashed hint box.
function RomImporter:_drawModsPanel(x, y, w, h)
-- `paged` behaves as it does on the game panel: no inner scroll region, the
-- card list is drawn whole, and the returned natural height is what draw()
-- measures the page against.
function RomImporter:_drawModsPanel(x, y, w, h, paged)
local s = self._s
self:_ensureMods()
local mods = self.mods or {}
@@ -2772,7 +3009,7 @@ function RomImporter:_drawModsPanel(x, y, w, h)
-- empty state: a dashed box with a centred hint
if #mods == 0 then
local boxH = math.min(listH, 120 * s)
local boxH = paged and (120 * s) or math.min(listH, 120 * s)
love.graphics.setLineWidth(math.max(1, 1 * s))
col(PAL.cardBorder, 0.45)
dashedRoundRect(x, top, w, boxH, 14 * s, 7 * s, 5 * s)
@@ -2786,7 +3023,7 @@ function RomImporter:_drawModsPanel(x, y, w, h)
self.modRects = {}
self.modDeleteRects = {}
self._modMax = 0
return
return (top - y) + boxH
end
-- card metrics (design: rounded 14, padding 14x16; toggle 56x28; Delete under)
@@ -2823,6 +3060,9 @@ function RomImporter:_drawModsPanel(x, y, w, h)
end
total = total + (#mods - 1) * cardGap
-- Paged, the list band is the list itself: nothing to clip, nothing to scroll
-- here, and the page's scrollbar covers the overflow.
if paged then listH = total end
local maxScroll = math.max(0, total - listH)
self._modMax = maxScroll
local scroll = clamp(self.modScroll or 0, 0, maxScroll)
@@ -2830,8 +3070,10 @@ function RomImporter:_drawModsPanel(x, y, w, h)
self.modRects = {}
self.modDeleteRects = {}
love.graphics.setScissor(math.floor(x), math.floor(top),
math.ceil(w), math.ceil(listH))
if not paged then
love.graphics.setScissor(math.floor(x), math.floor(top),
math.ceil(w), math.ceil(listH))
end
local cy = top - scroll
for i, m in ipairs(mods) do
local L = layout[i]
@@ -2927,7 +3169,7 @@ function RomImporter:_drawModsPanel(x, y, w, h)
end
cy = cy + cardH + cardGap
end
love.graphics.setScissor()
if not paged then love.graphics.setScissor() end
-- thin scrollbar thumb when the list overflows
if maxScroll > 0 then
@@ -2936,6 +3178,7 @@ function RomImporter:_drawModsPanel(x, y, w, h)
col(PAL.cardBorder, 0.35)
love.graphics.rectangle("fill", x + w - 3 * s, thumbY, 3 * s, thumbH, 1.5 * s, 1.5 * s)
end
return (top - y) + total
end
return RomImporter
+35
View File
@@ -183,6 +183,12 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
return "failed", { Strings("OAK: %s!\nThis isn't the\ntime to use that!", save.player.name) }
end
local b = battle.player
-- PIKAHAPPY_USEDXITEM (item_effects.asm ItemUseXAccuracy /
-- GuardSpec / DireHit / XStat) on the active companion
if itemId ~= "POKE_DOLL" then
require("src.world.PikachuFollower")
.modifyHappiness(save, "USEDXITEM", b and b.mon)
end
if itemId == "X_ACCURACY" then
-- ItemUseXAccuracy sets USING_X_ACCURACY: moves never miss
-- (not an accuracy stage)
@@ -253,6 +259,18 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
return "consumed", { Strings("%s's PP\nwas restored!", monName(data, target)) }
end
-- PIKAHAPPY_USEDITEM (item_effects.asm ItemUseMedicine, item id up to
-- CALCIUM): fires once a medicine has a target, before the effect
-- resolves -- potions, status cures, revives and vitamins all count,
-- RARE_CANDY does not (its success is a LEVELUP bump instead)
if target and (HEAL_AMOUNT[itemId] or STATUS_HEAL[itemId]
or itemId == "MAX_POTION" or itemId == "FULL_RESTORE"
or itemId == "REVIVE" or itemId == "MAX_REVIVE"
or VITAMINS[itemId]) then
require("src.world.PikachuFollower")
.modifyHappiness(save, "USEDITEM", target)
end
local heal = HEAL_AMOUNT[itemId]
if heal or itemId == "MAX_POTION" or itemId == "FULL_RESTORE" then
-- a FULL RESTORE on a statused mon already at full HP acts as a
@@ -323,12 +341,29 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
local old = target.stats
target.stats = Stats.calc(speciesDef, target.level, target.dvs, target.statExp)
target.hp = math.min(target.stats.hp, target.hp + (target.stats.hp - old.hp))
-- PIKAHAPPY_LEVELUP on a candy level (item_effects.asm:1540)
require("src.world.PikachuFollower")
.modifyHappiness(save, "LEVELUP", target)
return "consumed", { Strings("%s grew\nto level %d!", monName(data, target), target.level) },
{ leveledTo = target.level }
end
if STONES[itemId] then
if not target then return "failed", { Strings("It won't have\nany effect.") } end
-- Yellow's starter Pikachu never evolves: ItemUseEvoStone runs
-- IsThisPartyMonStarterPikachu (OT identity match) before
-- TryEvolvingMon and bails with the voiced cry + RefusingText.
-- The stone is NOT consumed on the refuse path.
if target.species == "PIKACHU"
and require("src.core.GameVersion").isYellow()
and target.ot == save.player.name
and target.otId == save.player.id then
require("src.core.Sound").playCry(data, "PIKACHU")
local raw = data.text and data.text._RefusingText
local line = raw and raw:gsub("{RAM:[^}]*}", monName(data, target))
or Strings("%s\nis refusing!", monName(data, target))
return "failed", { line }
end
local speciesDef = data.pokemon[target.species]
for _, evo in ipairs(speciesDef.evolutions) do
if evo.method == "ITEM" and evo.item == itemId then
+6
View File
@@ -382,6 +382,12 @@ function TradeSession:apply(game)
Runtime.emit("pokemon.received",
{ mon = received, from = "link", peerName = self.peerName })
self.party[self.myPick] = received
-- PIKAHAPPY_TRADE (engine/link/cable_club.asm:801): trading the
-- companion away is the biggest happiness hit and zeroes the mood
if game and sent then
require("src.world.PikachuFollower")
.modifyHappiness(game.save, "TRADE", sent)
end
if game and game.save.pokedex then
game.save.pokedex.seen[received.species] = true
game.save.pokedex.owned[received.species] = true
+138 -3
View File
@@ -16,9 +16,19 @@
-- fused build), which is why those mods still loaded while landing in the
-- wrong place.
--
-- Split in two: the pure derivation (deriveList, locateRoot) has no love and
-- no filesystem, so the engine tier can table-drive it; the discovery,
-- install, and uninstall paths reach for love.filesystem and SaveData.
-- The same split decides where a mod is FOUND, and that has a sharp edge: a
-- non-portable install never reads the game folder at all, so a mod unzipped
-- next to the executable -- where most games would want it -- is not wrong so
-- much as invisible, with an empty panel and no error to explain it.
-- adoptStrays looks in those folders anyway (a scoped mount that comes down
-- again, CacheFs.withMounted) and copies what it finds into the tree the game
-- really reads, so the mistake costs a line of notice rather than a support
-- thread.
--
-- Split in two: the pure derivation (deriveList, locateRoot, pickStrays) has
-- no love and no filesystem, so the engine tier can table-drive it; the
-- discovery, install, uninstall, and stray-scan paths reach for
-- love.filesystem and SaveData.
local Manifest = require("src.mods.Manifest")
local ManagerState = require("src.mods.ManagerState")
@@ -136,6 +146,28 @@ function LauncherMods.locateRoot(paths)
return nil, "no manifest.json found in the .zip"
end
-- pickStrays(found, installed) -> the rows worth adopting, pure.
-- found is an array of { id, name, folder, path } in scan order (game folder
-- order, then directory order); installed is the id -> true set of what the
-- game can already see. An installed id is dropped -- the player has a
-- working copy and the loose folder is just where they first put it -- and a
-- duplicate id across two game folders keeps the first, the same first-wins
-- rule discover() uses. Sorted by id so the notice reads the same every time.
function LauncherMods.pickStrays(found, installed)
installed = installed or {}
local out, seen = {}, {}
for _, row in ipairs(found or {}) do
local id = row.id
if id and not installed[id] and not seen[id] then
seen[id] = true
out[#out + 1] = { id = id, name = row.name or id,
folder = row.folder, path = row.path }
end
end
table.sort(out, function(a, b) return a.id < b.id end)
return out
end
-- ------- discovery (love.filesystem)
local function decodeManifest(raw, path)
@@ -301,6 +333,109 @@ local function removeTree(path)
fs.remove(path)
end
-- ------- strays: mods dropped beside the game that it cannot see
-- love.filesystem looks in two places for "mods/": the save directory, and --
-- portable installs only -- the game folder, which CacheFs mounts. A player
-- who unzips a mod next to the executable of an ordinary install, which is
-- where very nearly every other game would want it, gets no error and no mod.
-- The MODS panel simply stays empty, and there is nothing on screen to
-- suggest the files are twenty centimetres away in the wrong folder.
--
-- The scan mounts each game folder at a private mount point just long enough
-- to list mods/ inside it and drops it again (CacheFs.withMounted), so the
-- read path the game actually runs on is never touched and a stray can never
-- shadow a real file.
local STRAY_MOUNT = "stray_scan"
-- Run fn(mountedModsRoot) for each game folder that has a readable mods/
-- directory, one mount at a time. Folders that are already the physfs source
-- are skipped: their mods/ is discoverable by definition, so anything there is
-- installed already and not a stray (this is every `love <gamedir>` dev run).
local function eachStrayRoot(fn)
local SaveData_ = require("src.core.SaveData")
local fs = love and love.filesystem
if not fs then return end
local source = fs.getSource and fs.getSource()
local seen = {}
for _, folder in ipairs(SaveData_.gameFolders() or {}) do
if not seen[folder] and folder ~= source then
seen[folder] = true
CacheFs.withMounted(folder, STRAY_MOUNT, function()
local root = STRAY_MOUNT .. "/mods"
if fs.getInfo(root) then fn(root, folder) end
end)
end
end
end
-- Every valid mod folder sitting in a game folder's mods/, in scan order.
-- Only reads. The rows carry the mounted path, which is live for the length
-- of the mount and dead after it -- copying has to happen inside the same
-- scan, which is why adoption is a flag here rather than a second pass.
local function findStrays(fs, adopt, installed)
local found, adopted = {}, {}
eachStrayRoot(function(root, folder)
local batch = {}
for _, name in ipairs(fs.getDirectoryItems(root)) do
local path = root .. "/" .. name
local info = fs.getInfo(path)
if info and info.type == "directory" then
local raw = fs.read(path .. "/manifest.json")
local manifest = raw and decodeManifest(raw, path)
if manifest then
batch[#batch + 1] = { id = manifest.id,
name = manifest.name or manifest.id,
folder = folder, path = path }
end
end
end
-- filtered per mount, so a copy only ever runs for a row that survived
-- the pure rules -- and so the second game folder sees the first one's
-- ids as taken
for _, row in ipairs(LauncherMods.pickStrays(batch, installed)) do
if adopt then
-- same root pin installZip uses: the mods tree is shared by Red and
-- Blue, never version-prefixed (#330)
local savedPrefix = CacheFs.prefix
CacheFs.prefix = ""
local dest = "mods/" .. row.id
local copied, copyErr = copyTree(row.path, dest)
if not copied then removeTree(dest) end
CacheFs.prefix = savedPrefix
if not copied then row.err = copyErr or "could not copy the files" end
end
installed[row.id] = true
row.path = nil -- dead once this mount comes down
adopted[#adopted + 1] = row
found[#found + 1] = row
end
end)
return LauncherMods.pickStrays(found, {})
end
-- The strays, optionally adopted. A folder whose id the game can already see
-- is left out: the player has a working copy, and the loose one is just where
-- they first put it. Rows that failed to copy come back with .err set.
local function scanStrays(adopt)
local fs = love and love.filesystem
if not fs then return {} end
local installed = {}
for _, m in ipairs(discover()) do installed[m.id] = true end
return findStrays(fs, adopt, installed)
end
-- strays() -> the rows, nothing copied.
function LauncherMods.strays() return scanStrays(false) end
-- adoptStrays() -> the rows, each one copied into the mods tree the game
-- really reads (rows carrying .err failed). Idempotent: a second call finds
-- the ids installed and returns nothing, so the panel can run this on every
-- open without duplicating anything or nagging twice. The loose folder is
-- deliberately left where it is -- deleting files outside the save directory
-- on the player's behalf is not this function's call to make.
function LauncherMods.adoptStrays() return scanStrays(true) end
-- installZip(source) -> true, id | nil, errString
-- source is an external path or a love DroppedFile. The archive is validated
-- BEFORE anything is copied; every path unmounts and clears the staged temp
+6
View File
@@ -493,6 +493,12 @@ R.maps = {
width = f.int(1), height = f.int(1),
blocks = f.list(f.int(0, 255)),
borderBlock = f.opt(f.int(0, 255)),
-- A named SGB palette, which wins over the field.palettes cascade
-- (OverworldController.lua:506 reads map.def.palette first). Deliberately
-- a plain string rather than f.id("palettes"): the ROM-free fixture base
-- carries no palettes at all, so an id reference would fail validation for
-- a perfectly good mod wherever there is no imported dataset.
palette = f.opt(f.str),
warps = f.opt(f.list(f.rec{ x = f.int(0), y = f.int(0),
destMap = f.str, destWarp = f.int(0) })),
objects = f.opt(f.list(f.any)),
+2 -1
View File
@@ -18,7 +18,8 @@ local function samePath(path) return path end
-- side: "front" | "back"
-- opts.mon: the live mon when available (per-instance skins)
-- opts.kind: "battle" | "summary" | "dex" | "evolution" | "hof" | "trade"
-- | "title" | "oak" | "credits" (informational for wrappers)
-- | "title" | "oak" | "credits" | "overworld" (informational
-- for wrappers)
-- Returns path, trueColor.
function Sprites.path(data, species, side, opts)
opts = opts or {}
+22
View File
@@ -78,8 +78,11 @@ PaletteFX.GBC_OBJ_BLUE = {
-- playthrough, red otherwise. White (index 1) and black (index 4) are
-- identical across versions, so callers that only touch the endpoints
-- (e.g. BattleState's zone white/black snap) need no version branch.
-- Yellow is CGB-enhanced (pokeyellow CGBBasePalettes) and has no extracted
-- boot-ROM auto-palette here; keep the Red ramp -- never Blue's GBC_BG_BLUE.
function PaletteFX.ogBg()
if GameVersion.isBlue() then return PaletteFX.GBC_BG_BLUE end
if GameVersion.isYellow() then return PaletteFX.GBC_BG end
return PaletteFX.GBC_BG
end
@@ -88,8 +91,10 @@ end
-- version-distinct cache-group string, because SpriteRenderer.getObpImage keys
-- its baked-image cache by (image path, group): a shared group would collide a
-- Red bake with a Blue one and one version would show the other's colors.
-- Yellow: same Red OBJ green as above until Yellow-specific tables land.
function PaletteFX.ogObj()
if GameVersion.isBlue() then return PaletteFX.GBC_OBJ_BLUE, "gbcobj_blue" end
if GameVersion.isYellow() then return PaletteFX.GBC_OBJ, "gbcobj" end
return PaletteFX.GBC_OBJ, "gbcobj"
end
@@ -311,6 +316,9 @@ end
-- Red-derived pokered-gbc pack, so under RED++ a Blue playthrough must
-- read these from the ROM-imported table or the title ribbon stays red
-- and the Game Corner reels keep Red's pink (issue #128).
-- Yellow is intentionally NOT in BLUE_VERSIONED: skip Blue LOGO1/SLOTS*
-- recolors. When CGBBasePalettes were imported (palettes.cgbBase), Yellow
-- prefers those over SGB SuperPalettes for named zones.
local BLUE_VERSIONED = {
LOGO1 = true, SLOTS2 = true, SLOTS3 = true, SLOTS4 = true,
}
@@ -320,6 +328,11 @@ local function romNamedPal(data, name)
return p and p.palettes and p.palettes[name]
end
local function yellowCgbNamedPal(data, name)
local p = data and data.palettes
return p and p.cgbBase and p.cgbBase[name]
end
-- named palette from the active pack (nil on stale builds / missing name).
-- RED++ falls back to the ROM pack for names the gbc table omits (rare).
-- OG RED short-circuits EVERY name to the one global GBC boot-ROM BG palette
@@ -329,10 +342,16 @@ end
-- GBC_OBJ green), so this stays a BG-only hook.
function PaletteFX.pal(data, name)
if PaletteFX.mode == "ogred" then return PaletteFX.ogBg() end
-- Blue-only ROM override for versioned SuperPals. Yellow (isYellow) and
-- Red keep the active pack / Red-like path -- do not apply Blue recolors.
if GameVersion.isBlue() and BLUE_VERSIONED[name] then
local fromRom = romNamedPal(data, name)
if fromRom then return fromRom end
end
if GameVersion.isYellow() then
local fromCgb = yellowCgbNamedPal(data, name)
if fromCgb then return fromCgb end
end
local p = PaletteFX.pack(data)
local c = p and p.palettes[name]
if c then return c end
@@ -644,7 +663,10 @@ function PaletteFX.modeLabel(mode)
mode = mode or PaletteFX.mode
-- The GBC boot-ROM mode wears the running game's name: it is red for Red and
-- blue for Blue (see ogBg), so a Blue playthrough shows "OG BLUE".
-- Yellow still uses the Red boot-ROM ramp (no Yellow table yet), so keep
-- the "OG RED" label rather than inventing an "OG YELLOW" without colors.
if mode == "ogred" and GameVersion.isBlue() then return "OG BLUE" end
if mode == "ogred" and GameVersion.isYellow() then return "OG RED" end
return PaletteFX.MODE_LABELS[mode] or "GBC"
end
+4 -5
View File
@@ -116,13 +116,12 @@ local function defaultsSave()
end
-- Merge a GenSave.decode() result over the new-game defaults, exactly the
-- way convert.lua did, then stamp the requested version. The 32768-byte
-- import template GenSave stashes as `rawImport` and the decode `warnings`
-- are dropped here: neither belongs in a serialized slot file (a fresh
-- export always starts zero-filled -- see GenSave.lua's header).
-- way convert.lua did, then stamp the requested version. Keep the imported
-- SRAM image with the slot: Pokémon Red restores its saved current-map cache
-- before Continue, and an export needs that unmodeled data to remain bootable.
-- Decode warnings are only import diagnostics and do not belong in the slot.
local function mergeDefaults(decoded, version)
decoded.warnings = nil
decoded.rawImport = nil
local save = defaultsSave()
for k, v in pairs(decoded) do save[k] = v end
save.lastHeal = { map = save.player.map, x = save.player.x, y = save.player.y }
+87 -2
View File
@@ -173,6 +173,27 @@ function Commands.check_item(ctx, itemId)
ctx.lastCheck = (ctx.save.inventory[itemId] or 0) > 0
end
-- check_dex_owned <n>: lastCheck = the player owns at least n species
-- (the CountSetBits-over-wPokedexOwned gate in Yellow's OaksLabOak1Text)
function Commands.check_dex_owned(ctx, n)
local owned = 0
for _ in pairs(ctx.save.pokedex and ctx.save.pokedex.owned or {}) do
owned = owned + 1
end
ctx.lastCheck = owned >= (n or 1)
end
-- dex_rating: DisplayDexRating (engine/events/pokedex_rating.asm) --
-- Oak's seen/owned tally plus the per-decade rating line; blocks until
-- the box closes. Headless-safe no-op without an overworld.
function Commands.dex_rating(ctx)
local ow = ctx.overworld
if not ow then return end
local runner = ctx.runner
ow:dexRating(function() runner:resume() end)
runner:yield()
end
function Commands.jump_if_true(ctx, target)
if ctx.lastCheck then return target end
end
@@ -497,6 +518,17 @@ function Commands.play_cry(ctx, species, waitForButton)
ctx.pendingCryWait = waitForButton or nil
end
-- mark_seen <species>: DisplayPokedex (pokedex.asm) records the species as
-- seen before opening its entry. Map scripts use this for NPC-driven
-- Pokédex previews that do not begin a battle or give the player a Pokémon.
function Commands.mark_seen(ctx, species)
local dex = ctx.save and ctx.save.pokedex
if dex then
dex.seen = dex.seen or {}
dex.seen[species] = true
end
end
-- check_battle_result <r1> [r2 ...]: lastCheck = the last scripted
-- battle ended with any of the given results
-- ("win"|"lose"|"run"|"caught"), for branches like
@@ -561,7 +593,10 @@ end
-- AskName runs for party (AddPartyMon) and box (SendNewMonToBox) when a
-- script runner is present; mods that pre-set gift.nickname skip it.
-- Box deposits also print SentToBoxText (give_pokemon.asm:36-37).
function Commands.give_pokemon(ctx, species, level)
-- skipNickname suppresses the AskName prompt: Yellow's lab Pikachu is
-- added straight through AddPartyMon (pokeyellow scripts/OaksLab.asm
-- OaksLabPlayerReceivedMonText) -- the starter Pikachu keeps its name.
function Commands.give_pokemon(ctx, species, level, skipNickname)
-- Native mods can transform a gift before the Pokémon object is created.
-- This is intentionally an event rather than a special-case starter hook:
-- mods can use the same seam for story gifts, fossils, or custom scripts.
@@ -597,7 +632,7 @@ function Commands.give_pokemon(ctx, species, level)
ctx.boxNum = boxNum
-- AskName: both AddPartyMon and SendNewMonToBox; skip mod-set nicks
-- and callback-style callers with no script runner to yield on.
if not gift.nickname and ctx.runner then
if not gift.nickname and not skipNickname and ctx.runner then
askNickname(ctx, mon)
end
if boxNum then
@@ -748,7 +783,46 @@ end
-- player CHARMANDER -> base+0, SQUIRTLE -> base+1, BULBASAUR -> base+2.
-- offsets (flag -> party offset) lets a modded roster remap the pick;
-- field.starterCounterpicks is the data-side default when stamped.
-- Yellow's rival parties key off wRivalStarter (save.rivalStarter,
-- 1 JOLTEON / 2 FLAREON / 3 VAPOREON -- set in oaks_lab_yellow.lua), not
-- the player's starter counterpick. Keyed by the Red call-site party so
-- the shared story scripts need no version branches:
-- Route 22 #1 RIVAL1 4 -> party 2 (fixed; Route22Script_50ed6), and
-- a win upgrades FLAREON to JOLTEON (Route22Rival1AfterBattleScript)
-- Cerulean RIVAL1 7 -> party 3 (fixed; CeruleanCity.asm:143)
-- S.S. Anne RIVAL2 1 -> party 1 (fixed; SSAnne2F.asm:98)
-- Tower 2F RIVAL2 4 -> 1 + starter (PokemonTower2F.asm:148)
-- Silph 7F RIVAL2 7 -> 4 + starter (SilphCo7F.asm:185)
-- Route 22 #2 RIVAL2 10 -> 7 + starter (Route22Script_50ee1)
-- Champion RIVAL3 1 -> 0 + starter (ChampionsRoom.asm:69)
local YELLOW_RIVAL_PARTIES = {
OPP_RIVAL1 = {
[4] = { party = 2, upgradeOnWin = { from = 2, to = 1 } },
[7] = { party = 3 },
},
OPP_RIVAL2 = {
[1] = { party = 1 }, [4] = { base = 1 },
[7] = { base = 4 }, [10] = { base = 7 },
},
OPP_RIVAL3 = { [1] = { base = 0 } },
}
function Commands.rival_battle(ctx, oppClass, baseParty, offsets)
local GameVersion = require("src.core.GameVersion")
if GameVersion.isYellow() then
local spec = YELLOW_RIVAL_PARTIES[oppClass]
and YELLOW_RIVAL_PARTIES[oppClass][baseParty]
if spec then
local starter = ctx.save.rivalStarter or 1
local party = spec.party or (spec.base + starter)
Commands.start_battle(ctx, "trainer", oppClass, party)
if spec.upgradeOnWin and ctx.lastBattleResult == "win"
and ctx.save.rivalStarter == spec.upgradeOnWin.from then
ctx.save.rivalStarter = spec.upgradeOnWin.to
end
return
end
end
offsets = offsets
or (ctx.game.data.field and ctx.game.data.field.starterCounterpicks)
local offset = 0
@@ -951,6 +1025,17 @@ function Commands.stop_music(ctx)
require("src.core.Music").stop()
end
-- play_default_music: PlayDefaultMusic -- resume the current map's own
-- theme (data.audio.mapSongs) after a cutscene override, keeping the
-- bike/surf substitution rules. Headless-safe no-op without an overworld.
function Commands.play_default_music(ctx)
local ow = ctx.overworld
if not ow then return end
require("src.core.Music").playMap(ctx.game.data, ow.map.id,
ctx.save and ctx.save.onBike,
ow.player and ow.player.surfing)
end
-- replace_block <bx> <by> <blockId>: the Cut-tree/card-key-door idiom,
-- on the current map
function Commands.replace_block(ctx, bx, by, blockId)
+16 -4
View File
@@ -191,8 +191,18 @@ function ScriptRunner:yield()
end
function ScriptRunner:resume(...)
if not self.co then return end
local ok, err = coroutine.resume(self.co, ...)
local co = self.co
if not co then return end
-- A completion callback can fire synchronously from inside the running
-- coroutine (e.g. a battle that finishes during its own stack push when
-- the party is already fainted). Resuming a running coroutine is an
-- error that would kill the whole script, so land the pending yield
-- first and continue on the next update tick instead.
if coroutine.status(co) == "running" then
self.waitingFrames = 1
return
end
local ok, err = coroutine.resume(co, ...)
if not ok then
local source = self.ctx and self.ctx.source
local where = source
@@ -209,8 +219,10 @@ function ScriptRunner:resume(...)
self.co = nil
self.waitingFrames = nil
self.waitingCheck = nil
elseif coroutine.status(self.co) == "dead" then
self.co = nil
-- status via the captured co: a nested resume during the call above may
-- already have torn self.co down, and status(nil) would throw
elseif coroutine.status(co) == "dead" then
if self.co == co then self.co = nil end
end
end
+7
View File
@@ -158,15 +158,22 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
local moveId = payload
local mdef = game.data.moves[moveId]
local function teach()
-- PIKAHAPPY_USEDTMHM on a successful teach (item_effects.asm:2500)
local function taught()
require("src.world.PikachuFollower")
.modifyHappiness(game.save, "USEDTMHM", target)
end
if #target.moves < 4 then
table.insert(target.moves, { id = moveId, pp = mdef.pp })
showMessages(game, { Strings("%s learned\n%s!", target.nickname or
game.data.pokemon[target.species].name, mdef.name) })
if result == "learn" then consume(game, id) end
taught()
else
require("src.ui.Screens").push(game, "MoveLearnMenu", target, moveId,
function(learned)
if learned and result == "learn" then consume(game, id) end
if learned then taught() end
end)
end
end
+45 -3
View File
@@ -127,6 +127,9 @@ local function deposit(game)
end
table.remove(game.save.party, item.value)
table.insert(active, mon)
-- PIKAHAPPY_DEPOSITED (engine/pokemon/bills_pc.asm:247)
require("src.world.PikachuFollower")
.modifyHappiness(game.save, "DEPOSITED", mon)
local name = monName(game, mon)
game.stringBuffer = name
game.boxNumString = tostring(game.save.currentBox)
@@ -220,13 +223,43 @@ local function drawChrome(game)
love.graphics.setColor(1, 1, 1, 1)
end
-- PrintPCBox (engine/printer/printer.asm): Yellow's box-list print job,
-- box number plus each stored mon's name, level and dex number; the PNG
-- under prints/ stands in for the printer paper.
local function printBox(game)
local box = Boxes.active(game.save)
local Printer = require("src.core.Printer")
local TextBox = require("src.render.TextBox")
local h = 32 + math.max(1, #box) * 10
local saved, err = Printer.save("box_" .. (game.save.currentBox or 1),
160, h, function()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, h)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(Strings("BOX No.%d", game.save.currentBox or 1), 8, 8)
if #box == 0 then Font.draw(Strings("Empty."), 8, 24) end
for i, mon in ipairs(box) do
local def = game.data.pokemon[mon.species]
Font.draw(mon.nickname or (def and def.name) or tostring(mon.species),
8, 14 + i * 10)
Font.draw(Strings(":L%d No.%03d", mon.level or 0,
def and def.dex or 0), 88, 14 + i * 10)
end
love.graphics.setColor(1, 1, 1, 1)
end)
game.stack:push(TextBox.new(game, saved
and Strings("Printed BOX %d!\fSaved as\n%s\vin the save\nfolder.",
game.save.currentBox or 1, saved)
or Strings("Printer error!\n%s", tostring(err))))
end
function BoxMenu.new(game)
Boxes.ensure(game.save)
-- bills_pc.asm BillsPCMenu: TextBoxBorder at (0,0) with interior
-- 12x10 → total 14x12. "CHANGE BOX" / "WITHDRAW <PK><MN>" need the
-- full interior (cursor col + label). keepOpen so WITHDRAW/DEPOSIT/
-- RELEASE/CHANGE BOX leave this menu underneath (jp BillsPCMenu).
local menu = Menu.new(game, {
local items = {
{ label = Strings("WITHDRAW <PK><MN>"), keepOpen = true,
onSelect = function() withdraw(game) end },
{ label = Strings("DEPOSIT <PK><MN>"), keepOpen = true,
@@ -235,10 +268,19 @@ function BoxMenu.new(game)
onSelect = function() release(game) end },
{ label = Strings("CHANGE BOX"), keepOpen = true,
onSelect = function() changeBox(game) end },
{ label = Strings("SEE YA!") },
}
-- Yellow's PRINT BOX item (bills_pc.asm _YELLOW -> PrintPCBox): the
-- Game Boy Printer box list becomes a PNG under prints/, like the
-- Pokédex PRNT stand-in
if require("src.core.GameVersion").isYellow() then
items[#items + 1] = { label = Strings("PRINT BOX"), keepOpen = true,
onSelect = function() printBox(game) end }
end
items[#items + 1] = { label = Strings("SEE YA!") }
local menu = Menu.new(game, items,
-- Bill's PC runs silent end to end (BIT_NO_MENU_BUTTON_SOUND,
-- engine/menus/pokemon_pc.asm)
}, { tx = 0, ty = 0, tw = 14, th = 12, noSound = true })
{ tx = 0, ty = 0, tw = 14, th = #items * 2 + 2, noSound = true })
local baseDraw = menu.draw
function menu:draw()
baseDraw(self)
+25 -9
View File
@@ -35,14 +35,15 @@ function DexEntryMenu.new(game, speciesOrOpts)
local species, forceOwned = resolveArgs(speciesOrOpts)
local self = setmetatable({ game = game, forceOwned = forceOwned }, DexEntryMenu)
self.def = game.data.pokemon[species]
local path = require("src.pokemon.Sprites").path(game.data, species, "front",
{ kind = "dex" })
local path, trueColor = require("src.pokemon.Sprites").path(
game.data, species, "front", { kind = "dex" })
-- `path and pcall(...)` truncates to one value, so img was always nil and
-- every dex page drew without its pic (#307); the guard has to be a
-- statement for pcall's second return to survive.
local ok, img = false, nil
if path then ok, img = pcall(love.graphics.newImage, path) end
self.sprite = ok and img or nil
self.spriteTrueColor = self.sprite and trueColor or false
require("src.core.Sound").playCry(game.data, species)
return self
end
@@ -55,11 +56,26 @@ function DexEntryMenu:update(dt)
end
function DexEntryMenu:draw()
DexEntryMenu.render(self.game, self.def, self.sprite, self.forceOwned,
self.spriteTrueColor)
end
-- Static entry-page renderer, shared with the printer stand-in
-- (src/core/Printer.lua renders the same page into a PNG the way
-- PrintPokedexEntry rendered it to the Game Boy Printer).
function DexEntryMenu.render(game, def, sprite, forceOwned, trueColor)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
local def = self.def
if self.sprite then
love.graphics.draw(self.sprite, 8, math.max(0, 60 - self.sprite:getHeight()))
if sprite then
local y = math.max(0, 60 - sprite:getHeight())
love.graphics.draw(sprite, 8, y)
-- a full-color pic has to sit out the SGB recolor, so mark its bounds
-- for the unshaded pass (#350). The printer path leaves trueColor nil:
-- it renders to its own PNG canvas, and a mark left behind there would
-- bleed into the next real frame.
if trueColor then
require("src.render.PaletteFX").markTrueColor(8, y, sprite:getDimensions())
end
end
love.graphics.setColor(0, 0, 0, 1)
Font.draw(def.name, 72, 8)
@@ -70,10 +86,10 @@ function DexEntryMenu:draw()
Font.draw(e.kind or "?", 72, 20)
-- same number width as the list (constants.dexDigits), so a dex past 999
-- prints the extra digit everywhere at once
local digits = (self.game.data.constants or {}).dexDigits or 3
local digits = (game.data.constants or {}).dexDigits or 3
Font.draw(("No.%0" .. digits .. "d"):format(def.dex or 0), 72, 32)
local owned = self.forceOwned
or (self.game.save.pokedex and self.game.save.pokedex.owned[def.id])
local owned = forceOwned
or (game.save.pokedex and game.save.pokedex.owned[def.id])
-- height/weight print only once owned, like the description
-- (pokedex.asm: "if the pokemon has not been owned, don't print the
-- height, weight, or description")
@@ -84,7 +100,7 @@ function DexEntryMenu:draw()
Font.draw(Strings("HT %d%02d″", e.heightFt, e.heightIn or 0), 72, 44)
Font.draw(Strings("WT %.1flb", (e.weight or 0) / 10), 72, 54)
end
local text = owned and e.text and self.game.data.text[e.text] or nil
local text = owned and e.text and game.data.text[e.text] or nil
local y = 72
if text then
for line in (text:gsub("\v", "\n"):gsub("\f", "\n") .. "\n"):gmatch("(.-)\n") do
+50
View File
@@ -0,0 +1,50 @@
-- The dex-completion diploma (engine/events/diploma.asm DisplayDiploma /
-- diploma2.asm DisplayDiplomaTop): a bordered certificate page with the
-- player's name, shown by the Celadon Mansion 3F game designer once 150
-- species are owned. Diploma.render also backs the Yellow-only printed
-- copy (engine/printer/printer.asm PrintDiploma -> src/core/Printer.lua).
local Font = require("src.render.Font")
local Strings = require("src.core.Strings")
local Diploma = {}
Diploma.__index = Diploma
Diploma.isOpaque = true
function Diploma.new(game, onDone)
return setmetatable({ game = game, onDone = onDone }, Diploma)
end
function Diploma:update()
local input = self.game.input
if input:wasPressed("a") or input:wasPressed("b") then
self.game.stack:pop()
if self.onDone then self.onDone() end
end
end
-- the DisplayDiplomaTop layout, hlcoord tiles kept as x*8 / y*8 pixels
function Diploma.render(game)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("line", 2.5, 2.5, 155, 139)
Font.draw(Strings("<Diploma>"), 40, 16) -- hlcoord 5,2
Font.draw(Strings("Player"), 24, 32) -- hlcoord 3,4
Font.draw(game.save.player.name or "RED", 80, 32) -- hlcoord 10,4
local congrats = { -- hlcoord 2,6
"Congrats! This", "diploma certifies", "that you have",
"completed your", "POKéDEX.",
}
for i, line in ipairs(congrats) do
Font.draw(Strings(line), 16, 48 + (i - 1) * 10)
end
Font.draw(Strings("GAME FREAK"), 72, 128) -- hlcoord 9,16
love.graphics.setColor(1, 1, 1, 1)
end
function Diploma:draw()
Diploma.render(self.game)
end
return Diploma
+34 -19
View File
@@ -61,7 +61,7 @@ local function tryImage(path)
return ok and img or nil
end
-- Resolve a pic descriptor to (image, flip).
-- Resolve a pic descriptor to (image, flip, trueColor).
-- Descriptors:
-- "oak" | "rival" | "player" shorthand
-- { type = "trainer", id = "OPP_PROF_OAK" }
@@ -70,7 +70,7 @@ end
-- { type = "image", path = "..." }
-- { type = "sprite", id = "SPRITE_RED" }
function OakSpeech.resolvePic(game, desc, speech)
if desc == nil then return nil, false end
if desc == nil then return nil, false, false end
if type(desc) == "string" then
if desc == "oak" then
desc = { type = "trainer", id = "OPP_PROF_OAK" }
@@ -86,35 +86,37 @@ function OakSpeech.resolvePic(game, desc, speech)
local t = desc.type
if t == "trainer" then
if speech and desc.id == "OPP_PROF_OAK" and speech.oakPic then
return speech.oakPic, false
return speech.oakPic, false, false
end
if speech and desc.id == "OPP_RIVAL1" and speech.rivalPic then
return speech.rivalPic, false
return speech.rivalPic, false, false
end
local trainers = game.data.trainers or {}
local tr = trainers[desc.id]
return tryImage(tr and tr.pic), false
return tryImage(tr and tr.pic), false, false
elseif t == "pokemon" then
if speech and desc.id == speech.demoSpecies and speech.demoPic then
return speech.demoPic, desc.flip and true or false
return speech.demoPic, desc.flip and true or false, speech.demoTrueColor
end
local path = require("src.pokemon.Sprites").path(
local path, trueColor = require("src.pokemon.Sprites").path(
game.data, desc.id, "front", { kind = "oak" })
return tryImage(path), desc.flip and true or false
return tryImage(path), desc.flip and true or false, trueColor
elseif t == "player" then
if speech and speech.playerPic and not desc.path then
return speech.playerPic, false
return speech.playerPic, false, speech.playerTrueColor
end
if desc.path then return tryImage(desc.path), false end
return tryImage(require("src.pokemon.Sprites").playerPath(
game.data, "front", { kind = "intro" })), false
if desc.path then return tryImage(desc.path), false, false end
local path, trueColor = require("src.pokemon.Sprites").playerPath(
game.data, "front", { kind = "intro" })
return tryImage(path), false, trueColor
elseif t == "image" then
return tryImage(desc.path), desc.flip and true or false
return tryImage(desc.path), desc.flip and true or false, false
elseif t == "sprite" then
local sp = game.data.sprites and game.data.sprites[desc.id]
return tryImage(sp and sp.image), desc.flip and true or false
return tryImage(sp and sp.image), desc.flip and true or false,
sp and sp.trueColor or false
end
return nil, false
return nil, false, false
end
-- Vanilla step list. Ids are the stable anchors mods insert around.
@@ -219,15 +221,18 @@ function OakSpeech.new(game, onDone)
-- the show-off mon and the name length cap come from data; the vanilla
-- literals stay as the fallbacks
self.demoSpecies = oakGfx.demoSpecies or "NIDORINO"
local demoPath = require("src.pokemon.Sprites").path(
local demoPath, demoTrueColor = require("src.pokemon.Sprites").path(
game.data, self.demoSpecies, "front", { kind = "oak" })
self.demoPic = tryImage(demoPath)
self.demoTrueColor = self.demoPic and demoTrueColor or false
local constants = game.data.constants or {}
self.nameLen = constants.playerNameLength or 7
-- RedPicFront (gfx/player/red.png, shared with the trainer card) and
-- the ShrinkPic1/ShrinkPic2 frames (gfx/player/shrink{1,2}.png)
self.playerPic = tryImage(require("src.pokemon.Sprites").playerPath(
game.data, "front", { kind = "intro" }))
local playerPath, playerTrueColor = require("src.pokemon.Sprites").playerPath(
game.data, "front", { kind = "intro" })
self.playerPic = tryImage(playerPath)
self.playerTrueColor = self.playerPic and playerTrueColor or false
self.shrinkPic1 = tryImage(oakGfx.shrink1
or "assets/generated/intro/shrink1.png")
self.shrinkPic2 = tryImage(oakGfx.shrink2
@@ -278,14 +283,17 @@ end
function OakSpeech:applyPic(step)
if step.pic == nil then return end
local img, flip = OakSpeech.resolvePic(self.game, step.pic, self)
local img, flip, trueColor = OakSpeech.resolvePic(self.game, step.pic, self)
if img then
self.pic = img
self.picFlip = flip or false
self.picTrueColor = trueColor or false
elseif step.pic == "player" or (type(step.pic) == "table" and step.pic.type == "player") then
-- mirror the old fallback: player pic missing → oak
self.pic = self.playerPic or self.oakPic
self.picFlip = false
self.picTrueColor = self.pic == self.playerPic and self.playerTrueColor
or false
end
end
@@ -342,6 +350,7 @@ function OakSpeech:runStep(step)
-- NIDORINO show-off: mirrored front sprite + wipe + cry + text 2A
self.pic = self.demoPic
self.picFlip = true
self.picTrueColor = self.demoTrueColor
self:revealPic("wipe", function()
Sound.playCry(self.game.data, self.demoSpecies)
self:say(Strings("_OakSpeechText2A"), function() self:advance() end)
@@ -536,8 +545,10 @@ function OakSpeech:update(dt)
s.frame = s.frame + 1
if s.frame == 5 then
self.pic = self.shrinkPic1 or self.pic
self.picTrueColor = false
elseif s.frame == 9 then
self.pic = self.shrinkPic2 or self.pic
self.picTrueColor = false
-- wAudioFadeOutControl = 10: the music ramps to silence over ~70
-- frames (7 levels x 10), reaching 0 just as the fade-to-white
-- begins at frame 79, instead of a hard cut (oak_speech.asm:145-149,
@@ -545,6 +556,7 @@ function OakSpeech:update(dt)
Music.fadeOut(10)
elseif s.frame == 29 then
self.pic = nil
self.picTrueColor = false
self.walkVisible = true
elseif s.frame >= 79 and s.frame <= 102 then
self.fadeLevel = math.floor((s.frame - 79) / 8) + 1
@@ -584,6 +596,9 @@ function OakSpeech:draw()
else
love.graphics.draw(self.pic, x + off, y)
end
if self.picTrueColor then
require("src.render.PaletteFX").markTrueColor(x + off, y, w, h)
end
love.graphics.setColor(1, 1, 1, 1)
end
if self.walkVisible and self.walkSheet then
+1
View File
@@ -104,6 +104,7 @@ PartyMenu.iconFrames = {
FAIRY = { rest = 3, alt = 0 }, -- FairySprite tile 12 <-> tile 0
BIRD = { rest = 3, alt = 0 }, -- BirdSprite tile 12 <-> tile 0
WATER = { rest = 0, alt = 3 }, -- SeelSprite tile 0 <-> tile 12
PIKACHU = { rest = 0, alt = 3 }, -- Yellow: PikachuSprite tile 0 <-> 12
}
-- Which 16x16 frame of `name`'s sheet to draw; `ih` (sheet pixel
+29 -3
View File
@@ -57,7 +57,7 @@ function PokedexMenu.new(game, opts)
-- original, QUIT returns to the list
local Menu = require("src.ui.Menu")
local Screens = require("src.ui.Screens")
game.stack:push(Menu.new(game, {
local entries = {
{ label = Strings("DATA"), onSelect = function()
Screens.push(game, "DexEntryMenu", item.value)
end },
@@ -67,8 +67,34 @@ function PokedexMenu.new(game, opts)
{ label = Strings("AREA"), onSelect = function()
Screens.push(game, "TownMap", { nestSpecies = item.value })
end },
{ label = Strings("QUIT") },
}, { tx = 12, ty = 8, tw = 8, th = 10 }))
}
-- Yellow's PRNT item (engine/menus/pokedex.asm PokedexMenuItemsText
-- _YELLOW branch -> PrintPokedexEntry): the Game Boy Printer job is
-- stood in for by a PNG of the entry page saved under prints/.
if require("src.core.GameVersion").isYellow() then
entries[#entries + 1] = { label = Strings("PRNT"), onSelect = function()
local DexEntryMenu = require("src.ui.DexEntryMenu")
local Printer = require("src.core.Printer")
local TextBox = require("src.render.TextBox")
local def = game.data.pokemon[item.value]
local path = require("src.pokemon.Sprites").path(
game.data, item.value, "front", { kind = "dex" })
local ok, sprite = false, nil
if path then ok, sprite = pcall(love.graphics.newImage, path) end
local saved, err = Printer.save("dex_" .. item.value, 160, 144,
function()
DexEntryMenu.render(game, def, ok and sprite or nil, false)
end)
game.stack:push(TextBox.new(game, saved
and Strings("Printed %s's\ndata!\fSaved as\n%s\vin the save\nfolder.",
def.name, saved)
or Strings("Printer error!\n%s", tostring(err))))
end }
end
entries[#entries + 1] = { label = Strings("QUIT") }
game.stack:push(Menu.new(game, entries,
{ tx = 12, ty = 8, tw = 8,
th = #entries * 2 + 2 }))
end,
})
list.sgbPalettes = PokedexMenu.sgbPalettes
+368
View File
@@ -0,0 +1,368 @@
-- Surfing Pikachu minigame (engine/minigame/surfing_pikachu.asm): the
-- Summer Beach House wave run. Paddle for speed, launch off the wave,
-- spin in the air and land flat for points; a crooked landing wipes out
-- and ends the run. The scene is built from the real ROM sheets
-- (gfx/surfing_pikachu.asm, ripped at import to
-- assets/generated/minigame/surf_1a/1b.png): the scalloped water tiles,
-- the beach with the palm and the doll hut, the "HP:" score strip with
-- the sheet digits, the cloud, and the OAM Pikachu poses -- the air
-- tricks quantize to the sheet's rotation frames like the original's
-- sprite anims, instead of free-rotating one pose. The original drew
-- the big wave with per-scanline scroll tricks (wLYOverrides); here the
-- crest profile is a curve filled with the sheet's foam/shade tiles.
-- Score model keeps the original's shape (ride ticks + airtime + full
-- rotations); high score persists in save.surfingHighScore for the
-- beach-house printer.
local Font = require("src.render.Font")
local Strings = require("src.core.Strings")
local Music = require("src.core.Music")
local Sound = require("src.core.Sound")
local SurfingMinigame = {}
SurfingMinigame.__index = SurfingMinigame
SurfingMinigame.isOpaque = true
local PIKA_X = 44 -- fixed screen x while riding
local RUN_DISTANCE = 3200 -- scroll px from paddle-out to the beach
local GRAVITY = 0.14
local HORIZON = 24 -- sea starts under the sky strip
-- surf_1b quads: {x, y, w, h} in sheet pixels (pose pitch is 24x24)
local B = {
digits = { x = 0, y = 104 }, -- "0123456789", 8x8 each
good = { 0, 72, 32, 8 },
yeah = { 32, 72, 32, 8 },
ohno = { 80, 96, 48, 24 },
splash = { 48, 80, 32, 24 },
cloud = { 96, 112, 32, 8 },
paddle = { { 0, 80, 24, 24 }, { 24, 80, 24, 24 } },
}
-- rotation frames, 45-degree buckets clockwise from upright
local POSES = {
[0] = { 48, 0, 24, 24 }, -- upright ride
[45] = { 24, 0, 24, 24 }, -- nose down
[90] = { 0, 48, 24, 24 }, -- board vertical
[135] = { 48, 48, 24, 24 }, -- tumbling
[180] = { 72, 48, 24, 24 }, -- upside down
[225] = { 48, 48, 24, 24 },
[270] = { 0, 48, 24, 24 },
[315] = { 0, 0, 24, 24 }, -- tail down
}
-- surf_1a quads (BG tiles)
local A = {
scallop = { 16, 0, 8, 8 }, -- open-water pattern, row A
scallop2 = { 16, 8, 8, 8 }, -- row B variant
shade = { 8, 16, 8, 8 }, -- gray dither, wave belly
lip = { 24, 0, 8, 8 }, -- foam curl for the crest edge
palm = { 8, 32, 8, 8 }, -- palm fronds
beach = { 24, 32, 16, 8 }, -- black shore silhouette
hut = { 8, 40, 16, 8 }, -- the Pikachu doll hut on the sand
hp = { 20, 40, 20, 8 }, -- "HP:" score label
}
-- SGB-style zones: one sea palette over the frame plus a yellow
-- OBJ-flavored palette tracking Pikachu's tiles (rectangular attribute
-- blocks are all the SGB could do, bleed and all)
local SEA_PAL = { { 255, 255, 255 }, { 112, 184, 248 },
{ 56, 120, 216 }, { 0, 0, 0 } }
local PIKA_PAL = { { 255, 255, 255 }, { 248, 216, 64 },
{ 224, 144, 32 }, { 0, 0, 0 } }
local function newQuad(spec, img)
return love.graphics.newQuad(spec[1], spec[2], spec[3], spec[4],
img:getDimensions())
end
function SurfingMinigame.new(game, onDone)
local self = setmetatable({ game = game, onDone = onDone }, SurfingMinigame)
self.phase = "ride" -- ride | air | wipeout | results
self.t = 0
self.distance = 0
self.speed = 2
self.score = 0
self.rideTick = 0
self.y = 0 -- air offset above the wave (positive = up)
self.vy = 0
self.rot = 0 -- degrees, accumulates through the air
self.spins = 0
self.airFrames = 0
self.resultShown = 0
self.banner = nil -- {quad, frames}: GOOD!/YEAH-/Oh no..
local function sheet(path)
local ok, img = pcall(love.graphics.newImage, path)
return ok and img or nil
end
self.bg = sheet("assets/generated/minigame/surf_1a.png")
self.ob = sheet("assets/generated/minigame/surf_1b.png")
if self.bg then
self.aq = {}
for k, spec in pairs(A) do self.aq[k] = newQuad(spec, self.bg) end
end
if self.ob then
self.bq = {}
for k, spec in pairs(B) do
if spec[3] then self.bq[k] = newQuad(spec, self.ob) end
end
self.bq.paddle = { newQuad(B.paddle[1], self.ob),
newQuad(B.paddle[2], self.ob) }
self.bq.poses = {}
for deg, spec in pairs(POSES) do
self.bq.poses[deg] = newQuad(spec, self.ob)
end
self.bq.digit = {}
for d = 0, 9 do
self.bq.digit[d] = love.graphics.newQuad(B.digits.x + d * 8,
B.digits.y, 8, 8, self.ob:getDimensions())
end
end
Music.play(game.data, "Music_SurfingPikachu")
return self
end
-- crest height at screen x for the current scroll (two sines so the
-- wave rolls instead of looping visibly)
function SurfingMinigame:seaY(x)
local s = self.distance + x
return 92 - 14 * math.sin(s / 26) - 6 * math.sin(s / 9.5)
end
function SurfingMinigame:finishRun()
self.phase = "results"
local save = self.game.save
self.newRecord = self.score > (save.surfingHighScore or 0)
if self.newRecord then save.surfingHighScore = self.score end
Music.stop()
Sound.play(self.game.data, self.newRecord and "Get_Item1" or "Ball_Poof")
end
function SurfingMinigame:update()
local input = self.game.input
self.t = self.t + 1
if self.banner then
self.banner.frames = self.banner.frames - 1
if self.banner.frames <= 0 then self.banner = nil end
end
if self.phase == "results" then
self.resultShown = self.resultShown + 1
if self.resultShown > 30
and (input:wasPressed("a") or input:wasPressed("b")) then
self.game.stack:pop()
if self.onDone then self.onDone(self.score) end
end
return
end
if self.phase == "wipeout" then
self.splash = (self.splash or 0) + 1
if self.splash > 70 then self:finishRun() end
return
end
-- the wave scrolls by the current speed; the beach ends the run
self.distance = self.distance + 0.8 + self.speed * 0.35
if self.distance >= RUN_DISTANCE then
-- rode it all the way in: distance bonus like the original's goal
self.score = self.score + 500
self:finishRun()
return
end
if self.phase == "ride" then
-- paddling: mash A for speed, it bleeds off on its own
if input:wasPressed("a") and self.speed < 8 then
self.speed = self.speed + 1
end
if self.t % 45 == 0 and self.speed > 2 then
self.speed = self.speed - 1
end
self.rideTick = self.rideTick + 1
if self.rideTick % 12 == 0 then self.score = self.score + 1 end
-- launch off the lip
if input:wasPressed("up") then
self.phase = "air"
self.vy = 1.6 + self.speed * 0.45
self.rot, self.spins, self.airFrames = 0, 0, 0
Sound.play(self.game.data, "Ledge_Jump")
end
elseif self.phase == "air" then
self.airFrames = self.airFrames + 1
self.vy = self.vy - GRAVITY
self.y = self.y + self.vy
-- tricks: hold either direction to spin
local spin = (input:isDown("left") and -6 or 0)
+ (input:isDown("right") and 6 or 0)
self.rot = self.rot + spin
if math.abs(self.rot) >= (self.spins + 1) * 360 then
self.spins = self.spins + 1
end
if self.y <= 0 and self.vy < 0 then
self.y = 0
local tilt = math.abs(self.rot) % 360
if tilt <= 60 or tilt >= 300 then
-- clean landing: airtime + full rotations pay out
self.score = self.score + self.spins * 100
+ math.floor(self.airFrames / 4)
self.phase = "ride"
self.banner = { quad = self.spins > 0 and "yeah" or "good",
frames = 50 }
Sound.play(self.game.data, "Cut")
else
self.phase = "wipeout"
self.splash = 0
self.banner = { quad = "ohno", frames = 70 }
Sound.play(self.game.data, "Faint_Fall")
end
end
end
end
-- draw one 8x8 sheet tile quad at x, y
function SurfingMinigame:tile(q, x, y)
love.graphics.draw(self.bg, self.aq[q], x, y)
end
function SurfingMinigame:sgbPalettes()
local P = require("src.render.PaletteFX")
local zones = { P.whole(SEA_PAL) }
if self.phase ~= "wipeout" and self.phase ~= "results" then
local tx = math.floor((PIKA_X - 12) / 8)
local ty = math.floor(math.max(0, self.pikaScreenY or 60) / 8)
zones[#zones + 1] = P.zone(PIKA_PAL, tx, ty, tx + 3, ty + 3)
end
return zones
end
function SurfingMinigame:drawScore(x, y, n)
local s = tostring(n)
for i = 1, #s do
love.graphics.draw(self.ob, self.bq.digit[tonumber(s:sub(i, i))],
x + (i - 1) * 8, y)
end
end
function SurfingMinigame:draw()
local haveSheets = self.bg and self.ob
-- sky
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
if not haveSheets then
-- cache predates the surf sheets: plain shapes keep it playable
love.graphics.setColor(0, 0, 0, 1)
Font.draw(Strings("SCORE %d", self.score), 4, 4)
love.graphics.rectangle("fill", PIKA_X - 8,
self:seaY(PIKA_X) - 16 - self.y, 16, 16)
love.graphics.setColor(1, 1, 1, 1)
return
end
-- cloud in the sky strip
love.graphics.draw(self.ob, self.bq.cloud, 112, 8)
-- open water: the scalloped pattern tiles the whole sea, phase-locked
-- to the scroll so the surface slides
local shift = math.floor(self.distance) % 8
for ty = HORIZON, 136, 8 do
local alt = (ty / 8) % 2 == 0
for tx = -8, 160, 8 do
self:tile(alt and "scallop" or "scallop2", tx - shift, ty)
end
end
-- the wave face: a white patch hugging the ride line (the original
-- carved it with per-scanline scroll; the ellipse stands in), with a
-- few scallops floating inside and the foam lip along its upper edge
local faceY = self:seaY(56) + 10
love.graphics.setColor(1, 1, 1, 1)
love.graphics.ellipse("fill", 56, faceY, 46, 30)
love.graphics.ellipse("fill", 100, faceY + 16, 40, 22)
for _, spot in ipairs({ { 30, 8 }, { 70, 16 }, { 48, 22 } }) do
self:tile("scallop", 56 - 46 + spot[1] - shift, faceY - 24 + spot[2])
end
local pikaY = self:seaY(PIKA_X) - 20 - self.y
for a = 205, 335, 18 do
local r = math.rad(a)
local lx = 56 + math.cos(r) * 44 - 4
local ly = faceY + math.sin(r) * 28 - 4
-- foam that would land inside Pikachu's SGB zone comes out orange;
-- leave that patch to the spray ellipse instead
if math.abs(lx - PIKA_X) > 28 or math.abs(ly - (pikaY + 12)) > 26 then
self:tile("lip", lx, ly)
end
end
self:tile("shade", 92 - shift, faceY + 20)
self:tile("shade", 116 - shift, faceY + 24)
-- beach slides through at the start and again before the goal
local beachX
if self.distance < 160 then
beachX = -self.distance
elseif self.distance > RUN_DISTANCE - 200 then
beachX = 160 - (self.distance - (RUN_DISTANCE - 200))
end
if beachX then
for tx = 0, 32, 8 do
self:tile("beach", beachX + tx, 128)
self:tile("beach", beachX + tx, 136)
end
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", beachX + 9, 118, 2, 10)
love.graphics.setColor(1, 1, 1, 1)
self:tile("palm", beachX + 6, 112)
self:tile("hut", beachX + 20, 118)
end
-- Pikachu. The white spray patch under him doubles as the yellow SGB
-- zone's backdrop: shade 0 maps to white in both palettes, so the
-- attribute-block bleed never shows on the water pattern.
love.graphics.setColor(1, 1, 1, 1)
local py = self:seaY(PIKA_X) - 20 - self.y
self.pikaScreenY = py -- the yellow SGB zone tracks this
love.graphics.ellipse("fill", PIKA_X, py + 12, 25, 21)
if self.phase == "wipeout" then
love.graphics.draw(self.ob, self.bq.splash, PIKA_X - 16,
self:seaY(PIKA_X) - 16)
else
local quad
if self.phase == "ride" and self.speed <= 2
and self.distance < 120 then
quad = self.bq.paddle[math.floor(self.t / 8) % 2 + 1]
else
local bucket = math.floor(((self.rot % 360) + 22.5) / 45) % 8 * 45
quad = self.bq.poses[bucket] or self.bq.poses[0]
end
love.graphics.draw(self.ob, quad, PIKA_X - 12, py)
end
-- banner beats: GOOD! / YEAH- / Oh no..
if self.banner and self.bq[self.banner.quad] then
love.graphics.draw(self.ob, self.bq[self.banner.quad], 60, 40)
end
-- score strip, bottom right: HP: + sheet digits
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 100, 134, 60, 10)
love.graphics.draw(self.bg, self.aq.hp, 102, 135)
self:drawScore(126, 135, self.score)
if self.phase == "results" then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 20, 48, 120, 48)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("line", 20.5, 48.5, 119, 47)
Font.draw(Strings("SCORE %d", self.score), 32, 56)
if self.newRecord then
Font.draw(Strings("New record!"), 32, 68)
else
Font.draw(Strings("HI %d", self.game.save.surfingHighScore or 0),
32, 68)
end
if self.resultShown > 30 then
Font.draw(Strings("A: done"), 32, 82)
end
love.graphics.setColor(1, 1, 1, 1)
end
end
return SurfingMinigame
+255 -48
View File
@@ -33,11 +33,25 @@ end
function TitleState:sgbPalettes(game)
local P = require("src.render.PaletteFX")
local z = {
P.zone(P.pal(game.data, "LOGO2"), 0, 0, 19, 7),
P.zone(withPureWhite(P.pal(game.data, "LOGO1")), 0, 8, 19, 9),
P.zone(P.pal(game.data, "MEWMON"), 0, 10, 19, 17),
}
local z
if self.yellowLayout then
-- Yellow's BlkPacket_Titlescreen (pokeyellow data/sgb/sgb_packets.asm):
-- rows 0-7 logo band pal 0 (PAL_LOGO2), rows 8-17 Pikachu + copyright
-- pal 2 (PAL_MEWMON), then the two bubble-tail cells at (9,8)-(10,8)
-- back on pal 0. No Red/Blue LOGO1 ribbon band.
local logoPal = P.pal(game.data, "LOGO2")
z = {
P.zone(logoPal, 0, 0, 19, 7),
P.zone(P.pal(game.data, "MEWMON"), 0, 8, 19, 17),
P.zone(logoPal, 9, 8, 10, 8),
}
else
z = {
P.zone(P.pal(game.data, "LOGO2"), 0, 0, 19, 7),
P.zone(withPureWhite(P.pal(game.data, "LOGO1")), 0, 8, 19, 9),
P.zone(P.pal(game.data, "MEWMON"), 0, 10, 19, 17),
}
end
local top = game.stack and game.stack:top()
local box = top and top.titleUiBox
if box then
@@ -61,6 +75,14 @@ local BLUE_CYCLE_SPECIES = {
"VULPIX", "CHANSEY", "AERODACTYL", "JOLTEON", "SNORLAX",
"GLOOM", "POLIWAG", "DODUO", "PORYGON", "GENGAR", "RAICHU",
}
-- Yellow has no TitleMons table (engine/movie/title_yellow.asm is a fixed
-- Pikachu title). Until field.title.cycleSpecies is imported, keep a short
-- Pikachu-centric list so the Red/Blue cycling UI still has something to show.
local YELLOW_CYCLE_SPECIES = {
"PIKACHU", "EEVEE", "BULBASAUR", "CHARMANDER", "SQUIRTLE",
"JIGGLYPUFF", "MEOWTH", "PSYDUCK", "VULPIX", "ABRA",
"GROWLITHE", "CUBONE", "GASTLY", "HITMONLEE", "SNORLAX", "DRAGONITE",
}
local CYCLE_FRAMES = 240 -- the original waits ~4s between picks
local function tryImage(path)
@@ -76,6 +98,30 @@ local function imagePath(entry)
return entry
end
-- PaletteFX redraws a true-color rectangle after the palette pass. Red's
-- title art is drawn on top of the title mon, so leave its bounds out of the
-- rectangle rather than redrawing that art without its title palette.
local function markVisibleTrueColor(x, y, w, h, cover)
local P = require("src.render.PaletteFX")
if not cover then
P.markTrueColor(x, y, w, h)
return
end
local cx, cy, cw, ch = cover[1], cover[2], cover[3], cover[4]
local right, bottom = x + w, y + h
local cright, cbottom = cx + cw, cy + ch
local ix1, iy1 = math.max(x, cx), math.max(y, cy)
local ix2, iy2 = math.min(right, cright), math.min(bottom, cbottom)
if ix1 >= ix2 or iy1 >= iy2 then
P.markTrueColor(x, y, w, h)
return
end
if y < iy1 then P.markTrueColor(x, y, w, iy1 - y) end
if iy2 < bottom then P.markTrueColor(x, iy2, w, bottom - iy2) end
if x < ix1 then P.markTrueColor(x, iy1, ix1 - x, iy2 - iy1) end
if ix2 < right then P.markTrueColor(ix2, iy1, right - ix2, iy2 - iy1) end
end
function TitleState.new(game, opts)
opts = opts or {}
local self = setmetatable({}, TitleState)
@@ -93,13 +139,40 @@ function TitleState.new(game, opts)
or "assets/generated/title/red_version.png")
self.player = tryImage("assets/generated/title/player.png")
self.blue = GameVersion.isBlue()
-- Blue cycles its own title mons and prints its ribbon contiguously; a
-- field.title.cycleSpecies override (mods / total conversions) still wins.
local defaultCycle = self.blue and BLUE_CYCLE_SPECIES or CYCLE_SPECIES
self.yellow = GameVersion.isYellow()
or title.layout == "yellow_pikachu"
-- Yellow title is a fixed Pikachu composition (title_yellow.asm), not
-- TitleMons cycling. Prefer composed pikachu.png from the Yellow import.
self.yellowPikachu = self.yellow and tryImage(imagePath(title.pikachu)
or "assets/generated/title/pikachu.png") or nil
self.yellowBubble = self.yellow and tryImage(imagePath(title.pikaBubble)
or "assets/generated/title/pika_bubble.png") or nil
self.yellowLayout = self.yellow and self.yellowPikachu ~= nil
if self.yellowLayout then
-- title.asm boot: hSCY starts at $40 with the logo parked above the
-- viewport; .bouncePokemonLogoLoop drops it in with an overshoot
-- bounce, then the whoosh, the speech bubble, and PikachuCry1 before
-- the title music starts. Blink overlays are the OB tile swaps of
-- DoTitleScreenFunction.
self.eyesHalf = tryImage("assets/generated/title/eyes_half.png")
self.eyesClosed = tryImage("assets/generated/title/eyes_closed.png")
self.scy = 0x40
self.phase = "drop"
self.dropStep, self.dropLeft = 1, nil
self.showBubble = false
self.blinkTimer = 0
self.blinkAt = nil
else
self.phase = "loop"
self.showBubble = true
end
local defaultCycle = self.yellowLayout and { "PIKACHU" }
or (self.yellow and YELLOW_CYCLE_SPECIES)
or (self.blue and BLUE_CYCLE_SPECIES or CYCLE_SPECIES)
self.cycleSpecies = (type(title.cycleSpecies) == "table"
and #title.cycleSpecies > 0)
and title.cycleSpecies or defaultCycle
self.sprites = {} -- species -> image or false (load failed)
self.sprites = {} -- species -> { image, trueColor } or false (load failed)
self.cycleIndex = 1
self.timer = 0
self.blink = 0
@@ -107,6 +180,14 @@ function TitleState.new(game, opts)
end
function TitleState:enter()
-- Yellow defers the title theme until after the logo drop and
-- Pikachu's cry (title.asm plays MUSIC_TITLE_SCREEN only after
-- WaitForSoundToFinish on PikachuCry1)
if self.yellowLayout then return end
self:startMusic()
end
function TitleState:startMusic()
local data = self.game.data
local song = self.title.music or "Music_TitleScreen"
if data.audio and data.audio.songs and data.audio.songs[song] then
@@ -114,16 +195,94 @@ function TitleState:enter()
end
end
-- .TitleScreenPokemonLogoYScrolls: { dy per frame, frames }; the -3
-- rebound step lands with SFX_INTRO_CRASH
local DROP_STEPS = {
{ -4, 16 }, { 3, 4 }, { -3, 4 }, { 2, 2 }, { -2, 2 }, { 1, 2 }, { -1, 2 },
}
-- the boot cinematic up to the interactive loop; one call per frame
function TitleState:updateSequence()
local Sound = require("src.core.Sound")
local data = self.game.data
if self.phase == "drop" then
local step = DROP_STEPS[self.dropStep]
if not step then
self.phase = "settle"
self.timer = 0
return
end
if self.dropLeft == nil then
self.dropLeft = step[2]
if step[1] == -3 then Sound.play(data, "Intro_Crash") end
end
self.scy = self.scy + step[1]
self.dropLeft = self.dropLeft - 1
if self.dropLeft <= 0 then
self.dropStep = self.dropStep + 1
self.dropLeft = nil
end
elseif self.phase == "settle" then
-- ld c, 36 / DelayFrames, then the whoosh and the bubble
self.timer = self.timer + 1
if self.timer >= 36 then
Sound.play(data, "Intro_Whoosh")
self.showBubble = true
self.phase = "bubble"
self.timer = 0
end
elseif self.phase == "bubble" then
self.timer = self.timer + 1
if self.timer >= 3 then
self.crySrc = Sound.playPikaCry(data, 1)
self.phase = "cry"
self.timer = 0
end
elseif self.phase == "cry" then
-- WaitForSoundToFinish before the music starts
self.timer = self.timer + 1
local playing = self.crySrc and self.crySrc.isPlaying
and self.crySrc:isPlaying()
if not playing or self.timer > 180 then
self.crySrc = nil
self:startMusic()
self.phase = "loop"
self.blinkTimer = 0
end
end
end
-- DoTitleScreenFunction.CheckTimer: an 8-bit frame counter blinks at 0,
-- $80 and $90; the blink itself runs half/closed/half over 9 frames
function TitleState:updateBlink()
local t = self.blinkTimer
self.blinkTimer = (t + 1) % 256
if t == 0 or t == 0x80 or t == 0x90 then self.blinkAt = 0 end
if self.blinkAt then
self.blinkAt = self.blinkAt + 1
if self.blinkAt > 9 then self.blinkAt = nil end
end
end
-- the blink overlay for this frame (nil = open eyes)
function TitleState:blinkOverlay()
local at = self.blinkAt
if not at then return nil end
if at <= 3 or at > 6 then return self.eyesHalf end
return self.eyesClosed
end
function TitleState:currentSprite()
local species = self.cycleSpecies[self.cycleIndex]
local cached = self.sprites[species]
if cached == nil then
local path = require("src.pokemon.Sprites").path(
local path, trueColor = require("src.pokemon.Sprites").path(
self.game.data, species, "front", { kind = "title" })
cached = tryImage(path) or false
local image = tryImage(path)
cached = image and { image = image, trueColor = trueColor } or false
self.sprites[species] = cached
end
return cached or nil
return cached and cached.image or nil, cached and cached.trueColor or false
end
local function hasSave()
@@ -219,9 +378,26 @@ function TitleState:openMenu()
end
function TitleState:update(dt)
if self.yellowLayout then
if self.phase ~= "loop" then
self:updateSequence()
return -- input is ignored until the cinematic lands (title.asm)
end
self:updateBlink()
local input = self.game.input
if input:wasPressed("start") or input:wasPressed("a") then
-- .go_to_main_menu voices PikachuCry11 on the way out
local Sound = require("src.core.Sound")
if not Sound.playPikaCry(self.game.data, 11) then
Sound.playCry(self.game.data, "PIKACHU")
end
self:openMenu()
end
return
end
self.timer = self.timer + 1
self.blink = (self.blink + 1) % 60
if self.timer >= CYCLE_FRAMES then
if not self.yellowLayout and self.timer >= CYCLE_FRAMES then
self.timer = 0
-- random pick that never repeats the current one
if #self.cycleSpecies > 1 then
@@ -238,9 +414,11 @@ function TitleState:update(dt)
end
local input = self.game.input
if input:wasPressed("start") or input:wasPressed("a") then
-- the title mon cries when you leave the title (.finishedWaiting)
-- the title mon cries when you leave the title (.finishedWaiting);
-- Yellow's fixed Pikachu title always cries Pikachu.
require("src.core.Sound").playCry(self.game.data,
self.cycleSpecies[self.cycleIndex])
self.yellowLayout and "PIKACHU"
or self.cycleSpecies[self.cycleIndex])
self:openMenu()
end
end
@@ -248,50 +426,79 @@ end
-- The original tilemap (engine/movie/title.asm): logo at tile (2,1),
-- the version ribbon at (7,8), Red's title art as OAM at px (82,80),
-- the title mon in the 7x7 box at tile (5,10), copyright on row 17.
-- Yellow (title_yellow.asm): logo (2,1), speech bubble (6,4), Pikachu
-- (4,8) 12x9 — no version ribbon, no cycling mon, no Red OAM.
function TitleState:draw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
local scrollY = self.yellowLayout and -(self.scy or 0) or 0
if self.logo then
love.graphics.draw(self.logo, 16, 8)
love.graphics.draw(self.logo, 16, 8 + scrollY)
else
love.graphics.setColor(0, 0, 0, 1)
Font.draw(self.blue and "POKéMON BLUE" or Strings("POKéMON RED"),
(160 - 12 * 8) / 2, 24)
local brand = self.yellow and "POKéMON YELLOW"
or (self.blue and "POKéMON BLUE" or Strings("POKéMON RED"))
Font.draw(brand, (160 - 12 * 8) / 2, 24 + scrollY)
love.graphics.setColor(1, 1, 1, 1)
end
if self.version then
local iw, ih = self.version:getDimensions()
if self.blue then
-- Blue prints its ribbon contiguously ("Blue Version", hlcoord 7,8).
-- The extracted strip packs those eight glyph tiles into image tiles
-- 0..7 (tiles 8..9 are blank), so draw that 64px run at px (56, 64).
love.graphics.draw(self.version,
love.graphics.newQuad(0, 0, 64, 8, iw, ih), 56, 64)
else
-- Red's strip holds Red+Green+Version glyphs; the tilemap prints
-- tiles $60,$61 ("Red"), a space, then $65-$69 ("Version").
love.graphics.draw(self.version,
love.graphics.newQuad(0, 0, 16, 8, iw, ih), 56, 64)
love.graphics.draw(self.version,
love.graphics.newQuad(40, 0, 40, 8, iw, ih), 80, 64)
if self.yellowLayout then
-- everything scrolls together through the logo drop (rSCY): screen
-- y = BG y - SCY, so the composition rides at -scy until it lands
local dy = scrollY
if self.yellowBubble and self.showBubble then
love.graphics.draw(self.yellowBubble, 48, 32 + dy)
end
-- hlcoord 4,8 → px (32, 64); composed 13x9 tile sprite
love.graphics.draw(self.yellowPikachu, 32, 64 + dy)
local overlay = self:blinkOverlay()
if overlay then
-- the eye OAM band sits at (56,80) on the landed screen
love.graphics.draw(overlay, 32 + 24, 64 + 16 + dy)
end
else
-- Yellow's Version_GFX slot holds a leftover "Blue Version" ribbon
-- (pokeyellow gfx/title/blue_version.png, unreferenced by title code);
-- the Yellow fallback layout draws no ribbon at all.
if self.version and not self.yellow then
local iw, ih = self.version:getDimensions()
if self.blue then
love.graphics.draw(self.version,
love.graphics.newQuad(0, 0, 64, 8, iw, ih), 56, 64)
else
love.graphics.draw(self.version,
love.graphics.newQuad(0, 0, 16, 8, iw, ih), 56, 64)
love.graphics.draw(self.version,
love.graphics.newQuad(40, 0, 40, 8, iw, ih), 80, 64)
end
end
local sprite, spriteTrueColor = self:currentSprite()
if sprite then
local w, h = sprite:getDimensions()
local slide = (self.slideIn or 0) * 8 -- scroll in from the right
-- bottom-aligned and centered in the (5,10)-(11,16) tile box
local x = 40 + math.floor((56 - w) / 2) + slide
local y = 136 - h
love.graphics.draw(sprite, x, y)
-- a full-color mon keeps its own palette through the SGB pass, minus
-- the strip Red's OAM covers (#350). Yellow never reaches here: its
-- layout has no cycling mon and no Red art (title_yellow.asm).
if spriteTrueColor then
local cover
if self.player then
local pw, ph = self.player:getDimensions()
cover = { 82, 80, pw, ph }
end
markVisibleTrueColor(x, y, w, h, cover)
end
end
-- Red is OAM in the original: he draws over the mon's box edge
if self.player then
love.graphics.draw(self.player, 82, 80)
end
end
local sprite = self:currentSprite()
if sprite then
local w, h = sprite:getDimensions()
local slide = (self.slideIn or 0) * 8 -- scroll in from the right
-- bottom-aligned and centered in the (5,10)-(11,16) tile box
love.graphics.draw(sprite, 40 + math.floor((56 - w) / 2) + slide,
136 - h)
end
-- Red is OAM in the original: he draws over the mon's box edge
if self.player then
love.graphics.draw(self.player, 82, 80)
end
love.graphics.setColor(0, 0, 0, 1)
-- the copyright row (tile 2,17); copyrightText because field.title's
-- copyright key already names the extracted image strip
Font.draw(self.title.copyrightText or Strings("2026 bois club games"), 1, 136)
Font.draw(self.title.copyrightText or Strings("2026 bois club games"),
1, 136 + scrollY)
love.graphics.setColor(1, 1, 1, 1)
end
+740
View File
@@ -0,0 +1,740 @@
-- Yellow's boot attract movie, a faithful port of PlayIntroScene
-- (pokeyellow engine/movie/intro_yellow.asm) over the extracted atlases
-- (gfx/intro/yellow_intro_1.2bpp -> intro/yellow_intro_1.png, atlas1,
-- 16x8 tiles; yellow_intro_2.2bpp -> yellow_intro_2.png, atlas2, 16x16
-- tiles; clouds.2bpp -> intro/clouds.png, two 4-tile frames).
--
-- Faithful pieces: the 18-scene jumptable with its 128/88-frame timers,
-- the animated-object system (YellowIntro_AnimatedObjectSpawnStateData /
-- Jumptable / FramesData / OAMData, data/sprite_anims/intro_frames.asm +
-- intro_oam.asm), the scene-7 per-scanline SCY sine wave
-- (YellowIntro_Copy8BitSineWave, +-4px period 32, rotated 1 line/frame),
-- the scene-3 SCX ramp to $68, the scene-11 cloud tile flip every 8
-- frames, and the scene-14/15/16 BGP strobe / fade sequences
-- (YellowIntroPalSequence_f9dd6 / _f9e0a). BGP composes with the SGB
-- colorization through sgbPalettes (PalPacket_Generic = MEWMON,
-- PalPacket_PikachusBeach = PIKACHUS_BEACH), like the title screen.
--
-- Deliberately dropped: the CGB-only OBJ-palette pokes of scenes 7/11
-- (Func_f98a2 / Func_f98cb recolor 5-6 tiles of the surf/fly sprite),
-- OBP-vs-BGP divergence during the strobes (one whole-screen shade map
-- stands in for both), and the never-spawned objects $0/$4 (dead code,
-- intro_yellow.asm:173).
--
-- Any of A/B/START skips the whole movie (PlayIntroScene:16-19). Pops
-- itself and calls onDone() when finished or skipped.
local Music = require("src.core.Music")
local YellowIntro = {}
YellowIntro.__index = YellowIntro
YellowIntro.isOpaque = true
-- ------- data tables (data/sprite_anims/intro_oam.asm) ----------------
-- OAM lists: rows of { dy, dx, tileDelta, flip }
local function grid(rows, cols, dy0, dx0, tileForRC)
local list = {}
for r = 0, rows - 1 do
for c = 0, cols - 1 do
list[#list + 1] = { dy0 + r * 8, dx0 + c * 8, tileForRC(r, c), false }
end
end
return list
end
local OAM = {}
-- Unkn_fa17e: 2x2, tiles +0/+1 over +$10/+$11
OAM.fa17e = grid(2, 2, -8, -8, function(r, c) return r * 0x10 + c end)
-- Unkn_fa18f: 16x32; bottom two rows mirror their left half
OAM.fa18f = {
{ -16, -8, 0x00 }, { -16, 0, 0x01 },
{ -8, -8, 0x10 }, { -8, 0, 0x11 },
{ 0, -8, 0x20 }, { 0, 0, 0x20, true },
{ 8, -8, 0x21 }, { 8, 0, 0x21, true },
}
-- Unkn_fa1b0: 32x40 (16-wide head rows, 32-wide mirrored body rows)
OAM.fa1b0 = {
{ -24, -8, 0x00 }, { -24, 0, 0x01 },
{ -16, -8, 0x02 }, { -16, 0, 0x03 },
{ -8, -16, 0x04 }, { -8, -8, 0x05 }, { -8, 0, 0x06 }, { -8, 8, 0x04, true },
{ 0, -16, 0x07 }, { 0, -8, 0x08 }, { 0, 0, 0x08, true }, { 0, 8, 0x07, true },
{ 8, -16, 0x09 }, { 8, -8, 0x0a }, { 8, 0, 0x0a, true }, { 8, 8, 0x09, true },
{ 16, -16, 0x0b }, { 16, -8, 0x0c }, { 16, 0, 0x0c, true }, { 16, 8, 0x0b, true },
}
-- Unkn_fa201: 6x6 = 48x48, row r uses tiles +$r0..+$r5
OAM.fa201 = grid(6, 6, -24, -24, function(r, c) return r * 0x10 + c end)
-- Unkn_fa292: 5x5 = 40x40, row bases $00,$05,$10,$15,$20
local FA292_ROW = { 0x00, 0x05, 0x10, 0x15, 0x20 }
OAM.fa292 = {}
for r = 0, 4 do
for c = 0, 4 do
OAM.fa292[#OAM.fa292 + 1] =
{ -20 + r * 8, -16 + c * 8, FA292_ROW[r + 1] + c, false }
end
end
-- Unkn_fa2f7: 32x8 mirrored streak
OAM.fa2f7 = {
{ -4, -16, 0x00 }, { -4, -8, 0x01 },
{ -4, 0, 0x01, true }, { -4, 8, 0x00, true },
}
-- Unkn_fa308: two mirrored 16x16 clusters, 32px apart
OAM.fa308 = {
{ -8, -24, 0x00 }, { -8, -16, 0x01 },
{ 0, -24, 0x02 }, { 0, -16, 0x03 },
{ -8, 8, 0x01, true }, { -8, 16, 0x00, true },
{ 0, 8, 0x03, true }, { 0, 16, 0x02, true },
}
-- Unkn_fa329: two mirrored 24x16 clusters
OAM.fa329 = {
{ -8, -40, 0x00 }, { -8, -32, 0x01 }, { -8, -24, 0x02 },
{ 0, -40, 0x10 }, { 0, -32, 0x11 }, { 0, -24, 0x12 },
{ -8, 16, 0x02, true }, { -8, 24, 0x01, true }, { -8, 32, 0x00, true },
{ 0, 16, 0x12, true }, { 0, 24, 0x11, true }, { 0, 32, 0x10, true },
}
-- frameId -> { atlas2 tile offset, OAM list }
local FRAMES = {
[0x01] = { 0x96, OAM.fa17e }, [0x02] = { 0x98, OAM.fa17e },
[0x03] = { 0x9a, OAM.fa17e },
[0x04] = { 0x0c, OAM.fa18f }, [0x05] = { 0x0e, OAM.fa18f },
[0x06] = { 0x3c, OAM.fa18f },
[0x07] = { 0x60, OAM.fa1b0 }, [0x08] = { 0x70, OAM.fa1b0 },
[0x09] = { 0x80, OAM.fa1b0 },
[0x0a] = { 0x90, OAM.fa201 }, [0x0b] = { 0x00, OAM.fa201 },
[0x0c] = { 0x06, OAM.fa201 },
[0x0d] = { 0xc6, OAM.fa292 },
[0x0e] = { 0x6d, OAM.fa2f7 },
[0x0f] = { 0xf0, OAM.fa308 }, [0x10] = { 0xf4, OAM.fa308 },
[0x11] = { 0xf8, OAM.fa308 },
[0x12] = { 0x9c, OAM.fa329 }, [0x13] = { 0xec, OAM.fa329 },
}
-- frame scripts (intro_frames.asm): { {frameId, duration}, ..., loop=bool }
local FRAMESETS = {
[1] = { { 0x01, 4 }, { 0x02, 4 }, { 0x03, 4 }, loop = true },
[2] = { { 0x04, 4 }, { 0x05, 4 }, { 0x06, 4 }, loop = true },
[3] = { { 0x07, 4 }, { 0x08, 4 }, { 0x09, 4 }, loop = true },
[5] = { { 0x0b, 32 } },
[6] = { { 0x0c, 32 } },
[7] = { { 0x0d, 32 } },
[8] = { { 0x0e, 32 } },
[9] = { { 0x0f, 31 }, { 0x11, 2 }, { 0x0f, 2 }, { 0x11, 2 },
{ 0x0f, 31 }, { 0x11, 2 }, { 0x0f, 23 }, { 0x10, 32 } },
[10] = { { 0x12, 4 }, { 0x13, 4 }, loop = true },
}
-- object id -> { frameset, seq } (YellowIntro_AnimatedObjectSpawnStateData;
-- seq indexes the movement jumptable)
local SPAWN = {
[1] = { 1, "static" }, [2] = { 2, "static" }, [3] = { 3, "static" },
[5] = { 5, "surf" }, [6] = { 6, "fly" }, [7] = { 7, "static" },
[8] = { 8, "bar" }, [9] = { 9, "static" }, [10] = { 10, "static" },
}
-- speed-bar spawn rows (YellowIntroFlyingSpeedBarData; first byte is X --
-- the source's "; y, x, speed" comment is wrong)
local SPEED_BARS = {
{ 0xD0, 0x20, 2 }, { 0xF0, 0x30, 4 }, { 0xD0, 0x40, 6 },
{ 0xC0, 0x50, 8 }, { 0xE0, 0x60, 8 }, { 0xC0, 0x70, 6 },
{ 0xE0, 0x80, 4 }, { 0xF0, 0x90, 2 },
}
-- scene-6 sine (YellowIntro_Copy8BitSineWave.SineWave), signed SCY deltas
local WAVE = { 0, 0, 1, 2, 2, 3, 3, 3, 4, 3, 3, 3, 2, 2, 1, 0,
0, 0, -1, -2, -2, -3, -3, -3, -4, -3, -3, -3, -2, -2, -1, 0 }
-- scene-10 BG tilemaps (gfx/intro/unknown_f9b6e/f9be6/f9bf2.tilemap)
local SKY_MAP = {
{ 0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x60,0x61,0x62 },
{ 0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x62,0x00,0x00,0x00 },
{ 0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x62,0x00,0x00,0x00,0x00 },
{ 0x60,0x61,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x62,0x00,0x00,0x00,0x00,0x00 },
{ 0x00,0x00,0x63,0x60,0x61,0x60,0x61,0x02,0x02,0x02,0x02,0x60,0x61,0x62,0x00,0x00,0x00,0x00,0x00,0x00 },
{ 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x63,0x62,0x63,0x62,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00 },
}
local BADGE_MAP = {
{ 0x30, 0x31, 0x32, 0x33 }, { 0x40, 0x41, 0x42, 0x43 },
{ 0x50, 0x51, 0x52, 0x53 },
}
local MARK_MAP = { { 0x12, 0x13 }, { 0x22, 0x23 } }
-- scene-14 strobe (YellowIntroPalSequence_f9dd6): 13 groups of
-- $e4,$c0,$c0,$e4 with the 52nd byte replaced by the terminator
local STROBE_SEQ = {}
for i = 1, 51 do
local m = (i - 1) % 4
STROBE_SEQ[i] = (m == 1 or m == 2) and 0xC0 or 0xE4
end
-- scene-16 fade to white (YellowIntroPalSequence_f9e0a)
local FADE_SEQ = { 0xE4, 0x90, 0x90, 0x40, 0x40, 0x00, 0x00 }
-- Func_fa079's sine bob (Unkn_fa0aa, sine_table 32). The ROM table's
-- `dw sin(x)` truncates the 1.0 peak to $0000, which pops the sprite 8px
-- for one frame at every crest (a=16 / a=48) on hardware; the true peak
-- is restored here so the balloon glide loops smoothly.
local function bobOffset(phase)
local a = phase % 64
local half = a % 32
local v = math.floor(8 * math.sin(math.pi * half / 32))
return a < 32 and v or -v
end
local function tryImage(path)
local ok, img = pcall(love.graphics.newImage, path)
return ok and img or nil
end
-- ------- state --------------------------------------------------------
function YellowIntro.new(game, onDone)
local self = setmetatable({}, YellowIntro)
self.game = game
self.onDone = onDone
self.finished = false
self.scene = 0
self.timer = 0
self.seqIndex = 0
self.scx = 0
self.bgp = 0xE4
self.palName = "MEWMON" -- PalPacket_Generic
self.objects = {}
self.cloudFrame = 0
self.atlas1 = tryImage("assets/generated/intro/yellow_intro_1.png")
self.atlas2 = tryImage("assets/generated/intro/yellow_intro_2.png")
self.clouds = tryImage("assets/generated/intro/clouds.png")
self.quads = {}
-- 32x32 BG tile grid (vBGMap0); signed addressing: id < $80 -> atlas1,
-- id >= $80 -> atlas2 (LCDC $e3, bit4 = 0)
self.bg = {}
self:bgLetterbox()
self.bgDirty = true
self.wave = nil
local ok, canvas = pcall(love.graphics.newCanvas, 256, 256)
self.bgCanvas = ok and canvas or nil
-- Yellow boots exactly like Red up to the attract movie: the copyright
-- card and the GAME FREAK shooting-star splash play first. Reuse
-- IntroMovie's phases 1-2 and take over where its Gengar fight (phase
-- 3) would begin; a skip press during the pre-roll skips everything.
local IntroMovie = require("src.ui.IntroMovie")
local pre = IntroMovie.new(game, nil)
local baseStart = pre.startPhase
pre.finish = function(m)
if m.finished then return end
m.finished = true
self.pre = nil
self:finish()
end
pre.startPhase = function(m, phase)
if phase == 3 then
m.finished = true
self.pre = nil
self:beginScenes()
else
baseStart(m, phase)
end
end
self.pre = pre
return self
end
function YellowIntro:sgbPalettes(game)
if self.pre then return self.pre:sgbPalettes(game) end
local P = require("src.render.PaletteFX")
local pal = P.pal(game.data, self.palName)
if not pal then return nil end
-- rBGP composed with the SGB colors: shade i displays palette color
-- ((bgp >> 2i) & 3), whole screen (one map stands in for BGP and OBP)
local bgp = self.bgp
local map = {}
for i = 0, 3 do
map[i] = math.floor(bgp / 4 ^ i) % 4
end
return { P.whole(P.permute(pal, map)) }
end
-- ------- BG helpers ---------------------------------------------------
function YellowIntro:bgFill(id)
for y = 0, 31 do
local row = self.bg[y] or {}
self.bg[y] = row
for x = 0, 31 do row[x] = id end
end
self.bgDirty = true
end
-- Func_f9e5f: rows 0-3 / 14-17 tile $01, rows 4-13 tile $00
function YellowIntro:bgLetterbox()
self:bgFill(0x01)
for y = 4, 13 do
for x = 0, 31 do self.bg[y][x] = 0x00 end
end
for y = 18, 31 do
for x = 0, 31 do self.bg[y][x] = 0x00 end
end
self.bgDirty = true
end
function YellowIntro:bgBlit(col, row, map)
for r, line in ipairs(map) do
for c, id in ipairs(line) do
self.bg[(row + r - 1) % 32][(col + c - 1) % 32] = id
end
end
self.bgDirty = true
end
function YellowIntro:quadFor(image, tile)
local key = image
local cacheByImage = self.quads[key]
if not cacheByImage then
cacheByImage = {}
self.quads[key] = cacheByImage
end
local quad = cacheByImage[tile]
if not quad then
local iw, ih = image:getDimensions()
quad = love.graphics.newQuad(
(tile % 16) * 8, math.floor(tile / 16) * 8, 8, 8, iw, ih)
cacheByImage[tile] = quad
end
return quad
end
function YellowIntro:rebuildBgCanvas()
if not self.bgCanvas then return end
love.graphics.push("all")
love.graphics.setCanvas(self.bgCanvas)
love.graphics.clear(1, 1, 1, 1)
love.graphics.setColor(1, 1, 1, 1)
for y = 0, 31 do
for x = 0, 31 do
local id = self.bg[y][x]
local image, tile
if id < 0x80 then
image, tile = self.atlas1, id
else
image, tile = self.atlas2, id
end
if image then
-- scene-11 cloud animation retargets BG tiles $60-$63 at the
-- clouds sheet (VBlank copy to $9600); frame = clouds row 0/1
if self.clouds and id >= 0x60 and id <= 0x63 then
local cw, ch = self.clouds:getDimensions()
love.graphics.draw(self.clouds,
love.graphics.newQuad((id - 0x60) * 8, self.cloudFrame * 8,
8, 8, cw, ch), x * 8, y * 8)
else
love.graphics.draw(image, self:quadFor(image, tile), x * 8, y * 8)
end
end
end
end
love.graphics.pop()
self.bgDirty = false
end
-- ------- objects ------------------------------------------------------
function YellowIntro:spawn(id, x, y)
local spec = SPAWN[id]
local obj = {
id = id, frameset = spec[1], seq = spec[2],
x = x, y = y, xoff = 0, yoff = 0,
step = 1, wait = 0, held = false,
fieldB = 0, fieldC = 0,
}
local script = FRAMESETS[obj.frameset]
obj.wait = script[1][2]
self.objects[#self.objects + 1] = obj
return obj
end
function YellowIntro:clearObjects()
self.objects = {}
end
local function updateFrameScript(obj)
if obj.held then return end
obj.wait = obj.wait - 1
if obj.wait > 0 then return end
local script = FRAMESETS[obj.frameset]
if obj.step >= #script then
if script.loop then
obj.step = 1
obj.wait = script[1][2]
else
obj.held = true -- endanim: hold last frame forever
end
return
end
obj.step = obj.step + 1
obj.wait = script[obj.step][2]
end
function YellowIntro:updateObjects()
for _, obj in ipairs(self.objects) do
if obj.seq == "bar" then
-- Func_fa062: constant velocity, 8-bit wrap
obj.x = (obj.x + obj.fieldB) % 256
elseif obj.seq == "surf" then
-- Func_fa014, including the original's Y = X + 1 quirk: the
-- comparison register still holds X when Y is written, so the
-- sprite rides a 45-degree diagonal until X parks at $58
if obj.x ~= 0x58 then
obj.x = (obj.x + 4) % 256
obj.y = (obj.x + 1) % 256
end
elseif obj.seq == "fly" then
-- Func_fa02b: rise 2px/frame to Y=$58, then a +-8px sine bob
-- with a 64-frame period (and the truncated-peak notch)
if obj.fieldB == 0 then
if obj.y ~= 0x58 then
obj.y = (obj.y - 2) % 256
else
obj.fieldB = 1
end
end
if obj.fieldB == 1 then
obj.yoff = bobOffset(obj.fieldC)
obj.fieldC = obj.fieldC + 1
end
end
updateFrameScript(obj)
end
end
function YellowIntro:drawObjects()
if not self.atlas2 then return end
for _, obj in ipairs(self.objects) do
local frameId = FRAMESETS[obj.frameset][obj.step][1]
local frame = FRAMES[frameId]
if frame then
local base, list = frame[1], frame[2]
for _, entry in ipairs(list) do
local dy, dx, delta, flip = entry[1], entry[2], entry[3], entry[4]
-- OAM position: screen = (X + dx - 8, Y + dy - 16)
local px = (obj.x + obj.xoff + dx - 8) % 256
local py = (obj.y + obj.yoff + dy - 16) % 256
if px < 160 and py < 144 then
local quad = self:quadFor(self.atlas2, base + delta)
if flip then
love.graphics.draw(self.atlas2, quad, px + 8, py, 0, -1, 1)
else
love.graphics.draw(self.atlas2, quad, px, py)
end
end
end
end
end
end
-- ------- scenes -------------------------------------------------------
-- setup scenes run once and advance immediately; wait scenes count their
-- timer down (YellowIntro_CheckFrameTimerDecrement: N running frames,
-- expiry actions on frame N+1)
function YellowIntro:startScene(scene)
self.scene = scene
local t = self
if scene == 0 then
-- running pika 1 over the boot letterbox
t.palName = "MEWMON"
t.scx = 0
t:bgLetterbox()
t:spawn(1, 0x58, 0x58)
t.timer = 130
t.scene = 1
elseif scene == 2 then
-- pikachu kick: 6x6 atlas2 block parked at BG col 20 row 6 (scrolled
-- in by scene 3) + 8 speed bars
t:bgFill(0x00)
local block = {}
for r = 0, 5 do
local line = {}
for c = 0, 5 do line[c + 1] = 0x90 + r * 0x10 + c end
block[r + 1] = line
end
t:bgBlit(20, 6, block)
for _, bar in ipairs(SPEED_BARS) do
local obj = t:spawn(8, bar[1], bar[2])
obj.fieldB = bar[3]
end
t.palName = "PIKACHUS_BEACH"
t.timer = 128
t.scene = 3
elseif scene == 4 then
-- running pika 2
t:clearObjects()
t.scx = 0
t:bgLetterbox()
t:spawn(2, 0x58, 0x58)
t.palName = "MEWMON"
t.timer = 128
t.scene = 5
elseif scene == 6 then
-- surfing pika over the wavy sea (per-scanline SCY sine)
t.scx = 0
t.wave = {}
for i = 0, 255 do t.wave[i] = WAVE[i % 32 + 1] end
t:bgFill(0x10)
for y = 0, 2 do
for x = 0, 31 do t.bg[y][x] = 0x00 end
end
for x = 0, 31 do t.bg[3][x] = x % 2 == 0 and 0x20 or 0x21 end
t:spawn(5, 0xF8, 0x40)
t.palName = "PIKACHUS_BEACH"
t.bgDirty = true
t.timer = 88
t.scene = 7
elseif scene == 8 then
-- running pika 3
t:clearObjects()
t.wave = nil
t.scx = 0
t:bgLetterbox()
t:spawn(3, 0x58, 0x58)
t.palName = "MEWMON"
t.timer = 128
t.scene = 9
elseif scene == 10 then
-- flying pika over clouds + badge + mark
t:clearObjects()
t.scx = 0
t:bgFill(0x00)
for y = 0, 7 do
for x = 0, 31 do t.bg[y][x] = 0x02 end
end
t:bgBlit(0, 8, SKY_MAP)
t:bgBlit(12, 4, BADGE_MAP)
t:bgBlit(3, 7, MARK_MAP)
t:spawn(6, 0x58, 0x98)
t.palName = "PIKACHUS_BEACH"
t.timer = 128
t.scene = 11
elseif scene == 12 then
-- pika close-up: 12x8 atlas1 paste at BG (5,6) + fixups
t:clearObjects()
t.scx = 0
t:bgLetterbox()
local paste = {}
for r = 0, 7 do
local line = {}
for c = 0, 11 do line[c + 1] = 0x04 + r * 0x10 + c end
paste[r + 1] = line
end
t:bgBlit(5, 6, paste)
t.bg[6][4] = 0x03
t.bg[7][4] = 0x74
t.bg[13][5] = 0x00
t:spawn(9, 0x58, 0x60)
t.palName = "MEWMON"
t.timer = 128
t.scene = 13
elseif scene == 14 then
-- thunderbolt strobe; timer reused as the sequence index
t.seqIndex = 0
t.scene = 14
elseif scene == 15 then
t.timer = 40
t.scene = 15
elseif scene == 16 then
t.seqIndex = 0
t.scene = 16
elseif scene == 17 then
t.timer = 64
t.scene = 17
end
end
function YellowIntro:enter()
if self.pre then return end -- pre-roll first; beginScenes takes over
self:beginScenes()
end
-- InitYellowIntroGFXAndMusic: the movie's own music starts with scene 0
function YellowIntro:beginScenes()
local data = self.game.data
local songs = data.audio and data.audio.songs
local song = songs and (songs.Music_YellowIntro and "Music_YellowIntro"
or songs.Music_IntroBattle and "Music_IntroBattle")
if song then pcall(Music.play, data, song, false) end
self:startScene(0)
end
function YellowIntro:finish()
if self.finished then return end
self.finished = true
pcall(Music.stop)
self.game.stack:pop()
if self.onDone then self.onDone() end
end
function YellowIntro:update(dt)
if self.finished then return end
if self.pre then
self.pre:update(dt)
return
end
local input = self.game.input
if input:wasPressed("a") or input:wasPressed("b")
or input:wasPressed("start") then
self:finish()
return
end
local scene = self.scene
if scene == 1 or scene == 5 or scene == 9 then
if self.timer > 0 then
self.timer = self.timer - 1
else
self:clearObjects()
self:startScene(scene + 1)
end
elseif scene == 3 then
if self.timer > 0 then
self.timer = self.timer - 1
if self.scx ~= 0x68 then self.scx = self.scx + 4 end
else
self:clearObjects()
self:startScene(4)
end
elseif scene == 7 then
if self.timer > 0 then
self.timer = self.timer - 1
self.scx = (self.scx + 2) % 256
-- rotate the sine phase 1 scanline per frame
local first = self.wave[0]
for i = 0, 254 do self.wave[i] = self.wave[i + 1] end
self.wave[255] = first
else
self:clearObjects()
self:startScene(8)
end
elseif scene == 11 then
if self.timer > 0 then
-- cloud tiles swap every 8 frames (YellowIntroScene11)
if self.timer % 8 == 0 then
local frame = math.floor(self.timer / 8) % 2
if frame ~= self.cloudFrame then
self.cloudFrame = frame
self.bgDirty = true
end
end
self.timer = self.timer - 1
else
self:clearObjects()
self:startScene(12)
end
elseif scene == 13 then
if self.timer > 0 then
self.timer = self.timer - 1
else
-- spawn the thunderbolt over the close-up (object $A stays with $9)
self:spawn(10, 0x58, 0x68)
self:startScene(14)
end
elseif scene == 14 then
self.seqIndex = self.seqIndex + 1
local v = STROBE_SEQ[self.seqIndex]
if v then
self.bgp = v
else
-- .expired: everything despawns, letterbox returns, logo/face
-- object $7 appears for the strobe scene
self:clearObjects()
self:bgLetterbox()
self.bgp = 0xE4
self:spawn(7, 0x58, 0x58)
self:startScene(15)
end
elseif scene == 15 then
if self.timer > 0 then
if self.timer % 4 == 0 then
-- rBGP ^= $03: flips how the two lightest shades display
self.bgp = self.bgp == 0xE4 and 0xE7 or 0xE4
end
self.timer = self.timer - 1
else
self.bgp = 0xE4
self:startScene(16)
end
elseif scene == 16 then
self.seqIndex = self.seqIndex + 1
local v = FADE_SEQ[self.seqIndex]
if v then
self.bgp = v
else
self:startScene(17)
end
elseif scene == 17 then
if self.timer > 0 then
self.timer = self.timer - 1
else
self:finish()
return
end
end
self:updateObjects()
if self.bgDirty then self:rebuildBgCanvas() end
end
function YellowIntro:draw()
if self.pre then
self.pre:draw()
return
end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
if self.bgCanvas then
if self.wave then
-- per-scanline SCY override, LY $10-$7F only (scene 7's VBlank
-- copy covers just that band; the rest render unshifted). Each
-- strip wraps horizontally like the BG map: SCX climbs past 96
-- during the scene and a single quad would clamp at the canvas
-- edge and smear the right of the screen.
local cw, ch = self.bgCanvas:getDimensions()
local sx = self.scx % 256
local w1 = math.min(160, 256 - sx)
for ly = 0, 143 do
local dy = (ly >= 16 and ly < 128) and self.wave[ly] or 0
local sy = (ly + dy) % 256
love.graphics.draw(self.bgCanvas,
love.graphics.newQuad(sx, sy, w1, 1, cw, ch), 0, ly)
if w1 < 160 then
love.graphics.draw(self.bgCanvas,
love.graphics.newQuad(0, sy, 160 - w1, 1, cw, ch), w1, ly)
end
end
else
local cw, ch = self.bgCanvas:getDimensions()
local sx = self.scx % 256
love.graphics.draw(self.bgCanvas,
love.graphics.newQuad(sx, 0, math.min(160, 256 - sx), 144, cw, ch),
0, 0)
if sx > 96 then
-- horizontal wrap (scene 3 scrolls the kick block in from col 20)
love.graphics.draw(self.bgCanvas,
love.graphics.newQuad(0, 0, 160 - (256 - sx), 144, cw, ch),
256 - sx, 0)
end
end
end
self:drawObjects()
love.graphics.setColor(1, 1, 1, 1)
end
return YellowIntro
+3 -1
View File
@@ -15,9 +15,11 @@ end
-- entities: array of anything with cellX/cellY (and optional targetX/targetY
-- while mid-step, so nobody walks into a cell being entered).
-- e.passable entities never block (Yellow's companion Pikachu: the player
-- walks straight through and it re-trails, pikachu_follow.asm).
function Collision.occupied(entities, cx, cy, ignore)
for _, e in ipairs(entities) do
if e ~= ignore then
if e ~= ignore and not e.passable then
if (e.cellX == cx and e.cellY == cy) or
(e.targetX == cx and e.targetY == cy) then
return e
+20 -4
View File
@@ -52,13 +52,24 @@ function NPC:facePlayer(player)
end
function NPC:update(map, entities)
-- self.stepFrames overrides the shared 16-frame walk for an object whose
-- step has to stay in phase with something else: Yellow's follower
-- Pikachu takes the player's own step length, halved while it is more
-- than a cell behind (FastPikachuFollow, engine/pikachu/
-- pikachu_follow.asm). self.hopStep is the same file's $5-$8 hop
-- command: two cells of travel inside one step's frames
-- (DoubleAddPikachuStepVectorToScreenPixelCoords), which is why the
-- pixel span doubles while the frame count does not. Nothing else sets
-- either field, so every other object keeps the constant (#410, #409).
local stepLen = self.stepFrames or STEP_FRAMES
local span = self.hopStep and 2 or 1
if self.moving then
self.progress = self.progress + 1
-- NPC_CHANGE_FACING: animate the walk cycle in place, no translation
-- (movement.asm ChangeFacingDirection zeroes the delta); px/py stay
-- pinned to the current cell while walkPhase() cycles.
if self.marching then
if self.progress >= STEP_FRAMES then
if self.progress >= stepLen then
self.progress = 0
self.moving = false
self.marching = false
@@ -67,13 +78,18 @@ function NPC:update(map, entities)
return
end
local d = Collision.DELTA[self.facing]
self.px = self.cellX * 16 + d[1] * self.progress
self.py = self.cellY * 16 + d[2] * self.progress
if self.progress >= STEP_FRAMES then
-- 1px per frame at the default length; a shortened step scales instead,
-- so the cell still lands on a 16px boundary (Player:update does the
-- same for the bicycle)
local moved = math.floor(self.progress * 16 * span / stepLen)
self.px = self.cellX * 16 + d[1] * moved
self.py = self.cellY * 16 + d[2] * moved
if self.progress >= stepLen then
self.cellX, self.cellY = self.targetX, self.targetY
self.targetX, self.targetY = nil, nil
self.px, self.py = self.cellX * 16, self.cellY * 16
self.moving = false
self.hopStep = nil
self.stepFlip = not self.stepFlip
end
return
+99 -32
View File
@@ -343,6 +343,9 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
self.pendingSeamMusic = nil
self.entities = { self.player }
for _, n in ipairs(self.npcs) do table.insert(self.entities, n) end
-- Yellow's companion Pikachu trails the player (never in
-- self.entities: it does not block movement, pikachu_follow.asm)
require("src.world.PikachuFollower").onMapEntered(Game, self)
-- opts.keepMusic: the Oak-escort warp keeps MUSIC_MEET_PROF_OAK
-- playing into the lab (BIT_NO_MAP_MUSIC in wStatusFlags7);
@@ -792,6 +795,12 @@ function OverworldState:update(dt)
if ca.onDone then ca.onDone() end
end
end
-- Yellow's companion hopping up onto the Poke Center counter owns the
-- world for its arc, the same way the heal machine below does (#417)
if self.pikaHop then
require("src.world.PikachuFollower").updateHop(self)
return
end
if self.healAnim then
local ha = self.healAnim
local ev = OverworldState.stepHealAnim(ha)
@@ -870,6 +879,7 @@ function OverworldState:update(dt)
for _, npc in ipairs(self.npcs) do
npc:update(self.map, self.entities)
end
require("src.world.PikachuFollower").update(Game, self)
for _, g in ipairs(self.ghosts) do
g.npc:update(g.map, g.peers)
@@ -1493,7 +1503,17 @@ function OverworldState:interact()
npc = self:npcAtCell(fx2, fy2)
end
if npc then
if not npc.moving then
if npc.pikachuFollower then
-- the companion answers directly (TalkToPikachu), no map text id --
-- and it answers mid-step too. pikachu_follow.asm walks the follower
-- on the player's own step clock, so the original never has it
-- mid-tile while the player stands; this port's follow is a frame
-- late (the npc loop runs before Player:update lands the step), so
-- the not-moving gate used to eat the A press in the frames right
-- after landing -- exactly when you turn round to face it (#407).
-- talk() lands the follower on its cell first.
require("src.world.PikachuFollower").talk(Game, self, npc)
elseif not npc.moving then
self:talkTo(npc)
end
interacted(self, fx, fy, "npc", npc)
@@ -2431,7 +2451,7 @@ end
-- Prof. Oak's dex rating service (engine/events/pokedex_rating.asm):
-- the completion line with seen AND owned counts, then the per-decade
-- rating text.
function OverworldState:dexRating()
function OverworldState:dexRating(onDone)
require("src.core.Sound").play(Game.data, "Pokedex_Rating")
local seen, owned = 0, 0
for _ in pairs(Game.save.pokedex.seen or {}) do seen = seen + 1 end
@@ -2449,7 +2469,7 @@ function OverworldState:dexRating()
completion = completion
:gsub("{NUM:hDexRatingNumMonsSeen[^}]*}", tostring(seen))
:gsub("{NUM:hDexRatingNumMonsOwned[^}]*}", tostring(owned))
Game.stack:push(TextBox.new(Game, completion .. "\f" .. rating))
Game.stack:push(TextBox.new(Game, completion .. "\f" .. rating, onDone))
end
-- AnimateHealingMachine (engine/overworld/healing_machine.asm): balls
@@ -2500,41 +2520,56 @@ function OverworldState:nurseHeal(onDone, npc)
hello = hello .. "\f"
.. (t._ShallWeHealYourPokemonText or Strings("Shall we heal your\nPOKéMON?"))
end
-- Yellow's companion has its own beat threaded through this sequence
local Follower = require("src.world.PikachuFollower")
Game.stack:push(TextBox.new(Game, hello, nil, { choice = function(yes)
if not yes then
Game.stack:push(TextBox.new(Game, bye, onDone))
return
end
local need = t._NeedYourPokemonText or Strings("OK. We'll need\nyour POKéMON.")
Game.stack:push(TextBox.new(Game, need, function()
-- the nurse turns to the machine, the map music stops, and the
-- party heals before the machine runs (predef HealParty)
if npc then npc.facing = "left" end
require("src.core.Music").stop()
local Pokemon = require("src.pokemon.Pokemon")
for _, mon in ipairs(Game.save.party) do
Pokemon.heal(mon)
end
Game.save.lastHeal = { -- SetLastBlackoutMap
map = self.map.id, x = self.player.cellX, y = self.player.cellY,
-- the town door of this interior, for LAST_MAP exits after a
-- blackout/ESCAPE ROPE warp here
outdoor = self.lastOutdoor
and { id = self.lastOutdoor.id, x = self.lastOutdoor.x, y = self.lastOutdoor.y }
or nil,
}
self.healAnim = { balls = #Game.save.party, lit = 0, timer = 0,
visible = true,
-- map anchor: the player's cell when healing
-- began (the GB's fixed screen coords assume it
-- BG-aligned at (64,64))
px = self.player.cellX * 16,
py = self.player.cellY * 16 }
self.healAnim.onDone = function()
if npc then npc:facePlayer(self.player) end
self:finishNurseHeal(bye, onDone)
end
end))
-- accepting the heal sends the companion up onto the counter to Nurse
-- Joy first: pokecenter.asm runs `callfar PikachuWalksToNurseJoy`
-- between SetLastBlackoutMap and NeedYourPokemonText, and the hop has
-- to finish before the text box goes up because only the top state
-- updates. No follower (or not Yellow) calls straight through (#417).
Follower.hopToCounter(self, function()
Game.stack:push(TextBox.new(Game, need, function()
-- the nurse turns to the machine, the map music stops, and the
-- party heals before the machine runs (predef HealParty)
if npc then npc.facing = "left" end
-- DisablePikachuOverworldSpriteDrawing: Pikachu goes behind the
-- counter with the party for the machine animation
Follower.setVisible(self, false)
require("src.core.Music").stop()
local Pokemon = require("src.pokemon.Pokemon")
for _, mon in ipairs(Game.save.party) do
Pokemon.heal(mon)
end
Game.save.lastHeal = { -- SetLastBlackoutMap
map = self.map.id, x = self.player.cellX, y = self.player.cellY,
-- the town door of this interior, for LAST_MAP exits after a
-- blackout/ESCAPE ROPE warp here
outdoor = self.lastOutdoor
and { id = self.lastOutdoor.id, x = self.lastOutdoor.x, y = self.lastOutdoor.y }
or nil,
}
self.healAnim = { balls = #Game.save.party, lit = 0, timer = 0,
visible = true,
-- map anchor: the player's cell when healing
-- began (the GB's fixed screen coords assume it
-- BG-aligned at (64,64))
px = self.player.cellX * 16,
py = self.player.cellY * 16 }
self.healAnim.onDone = function()
-- EnablePikachuOverworldSpriteDrawing, before the fighting-fit
-- line: it comes back on the counter facing the player
Follower.setVisible(self, true)
if npc then npc:facePlayer(self.player) end
self:finishNurseHeal(bye, onDone)
end
end))
end)
end }))
end
@@ -2874,6 +2909,9 @@ function OverworldState:applyFieldPoison()
mon.hp = 0
mon.status = nil -- the original clears status on the faint
table.insert(fainted, mon)
-- callfar_ModifyPikachuHappiness PIKAHAPPY_PSNFNT (poison.asm)
require("src.world.PikachuFollower")
.modifyHappiness(save, "PSNFNT", mon)
end
end
end
@@ -2942,6 +2980,8 @@ end
function OverworldState:onStepComplete()
local p = self.player
self.todSteps = (self.todSteps or 0) + 1
-- UpdatePikachuHappinessAndMood rides the step counter (poison.asm)
require("src.world.PikachuFollower").onStep(Game.save)
-- re-evaluate day/night so a step-based clock can fire world.tod_changed;
-- paletteNameFor reads self.tod on the next paint
if Runtime.wantsHook("world.tod") then
@@ -4032,6 +4072,9 @@ function OverworldState:drawWorld()
-- the "!" bubble above a trainer who spotted the player
local function fxEmote()
if not (self.emote and self.emote.npc) then return end
-- bubble = false is a silent hold (a Pikachu emotion that plays a
-- cry with no bubble still pauses the world for its beat)
if self.emote.bubble == false then return end
local npc = self.emote.npc
local ex = npc.px - cam.x + 4
local ey = npc.py - cam.y - 14
@@ -4393,6 +4436,30 @@ end
-- screen-space overlays: drawn to the UI canvas at normal scale
function OverworldState:drawUI()
-- TalkToPikachu's picture box (engine/pikachu/pikachu_pic_animation.asm
-- PlacePikapicTextBoxBorder: TextBoxBorder at (6,5) with b,c = 5,5, so a
-- 7x7 box holding the 5x5 pic at (7,6) -- PikaAnimTilemap_1). The
-- per-emotion frame gfx (gfx/pikachu/unknown_*) are not extracted, so
-- the front pic holds for the whole beat while the cry and any emote
-- bubble play over the world below (#407).
if self.emote and self.emote.pikaPic then
require("src.render.Font").drawBox(6, 5, 7, 7)
-- one image per path, cached: this draws every frame of the hold, and
-- a mod skin can move the path between talks
if self.pikaPicPath ~= self.emote.pikaPic then
local ok, loaded = pcall(love.graphics.newImage, self.emote.pikaPic)
self.pikaPicImg = ok and loaded or nil
self.pikaPicPath = self.emote.pikaPic
end
local img = self.pikaPicImg
if img then
love.graphics.setColor(1, 1, 1, 1)
local w, h = img:getDimensions()
love.graphics.draw(img, math.floor(56 + (40 - w) / 2),
math.floor(48 + (40 - h) / 2))
end
end
-- poison step flicker (ChangeBGPalColor0_4Frames: dark for two
-- 4-frame pulses)
if self.poisonFlash and self.poisonFlash > 0 then
+678
View File
@@ -0,0 +1,678 @@
-- Yellow's overworld companion Pikachu (pokeyellow engine/pikachu/
-- pikachu_follow.asm ShouldPikachuSpawn / SpawnPikachu_, plus the
-- talk-to-it mood beat of engine/pikachu/pikachu_emotions.asm
-- TalkToPikachu). The follower is an NPC-shaped entity that lives in
-- ow.npcs (so the standard update/draw walk cycle runs) but never in
-- ow.entities -- like the original it does not block the player: walk
-- onto its cell and it simply trails to the cell you vacated.
--
-- Happiness rides in save.pikachuHappiness (wPikachuHappiness, seeded 90
-- by init_player_data.asm) and mood in save.pikachuMood (wPikachuMood,
-- neutral 128). modifyHappiness below is the full ModifyPikachuHappiness
-- port (engine/events/pikachu_happiness.asm): the HappinessChangeTable
-- delta picked by the current happiness hundred-band, then the
-- PikachuMoods byte nudging the mood; onStep is poison.asm's
-- UpdatePikachuHappinessAndMood (256-step coin-flip WALKING bump, mood
-- converging by 1 per step toward 128).
local Collision = require("src.world.Collision")
local GameVersion = require("src.core.GameVersion")
local PikachuFollower = {}
local INDEX = 99 -- synthetic object index, clear of any map's real objects
local OPPOSITE = { up = "down", down = "up", left = "right", right = "left" }
-- wPikachuHappiness boot value (engine/movie/oak_speech/
-- init_player_data.asm: happiness = 90)
local function happiness(save)
if save.pikachuHappiness == nil then save.pikachuHappiness = 90 end
return save.pikachuHappiness
end
function PikachuFollower.bumpHappiness(save, delta)
save.pikachuHappiness =
math.max(0, math.min(255, happiness(save) + delta))
end
-- HappinessChangeTable (engine/events/pikachu_happiness.asm): delta by
-- happiness band (<100 / <200 / rest), plus the PikachuMoods target byte
-- ($80 leaves the mood alone). Keys mirror the PIKAHAPPY_* constants.
local HAPPINESS_CHANGES = {
LEVELUP = { 5, 3, 2, mood = 0x8a },
USEDITEM = { 5, 3, 2, mood = 0x83 },
USEDXITEM = { 1, 1, 0, mood = 0x80 },
GYMLEADER = { 3, 2, 1, mood = 0x80 },
USEDTMHM = { 1, 1, 0, mood = 0x94 },
WALKING = { 2, 1, 1, mood = 0x80 },
DEPOSITED = { -3, -3, -5, mood = 0x62 },
FAINTED = { -1, -1, -1, mood = 0x6c },
PSNFNT = { -5, -5, -10, mood = 0x62 },
CARELESSTRAINER = { -5, -5, -10, mood = 0x6c },
TRADE = { -10, -10, -20, mood = 0x00 },
}
-- the companion mon: a healthy (or any) party PIKACHU stands in for the
-- original's OT-checked starter, same approximation as shouldSpawn
function PikachuFollower.starterInParty(save, needHealthy)
for _, mon in ipairs(save.party or {}) do
if mon.species == "PIKACHU"
and (not needHealthy or (mon.hp or 0) > 0) then
return mon
end
end
return nil
end
-- ModifyPikachuHappiness. mon is the party mon the event applied to for
-- the per-mon reasons (IsThisPartyMonStarterPikachu); GYMLEADER and
-- WALKING instead require any healthy starter in the party
-- (IsStarterPikachuAliveInOurParty).
function PikachuFollower.modifyHappiness(save, reason, mon)
if not GameVersion.isYellow() then return end
local row = HAPPINESS_CHANGES[reason]
if not row then return end
if reason == "GYMLEADER" or reason == "WALKING" then
if not PikachuFollower.starterInParty(save, true) then return end
elseif not (mon and mon.species == "PIKACHU") then
return
end
local h = happiness(save)
local band = h < 100 and 1 or h < 200 and 2 or 3
save.pikachuHappiness = math.max(0, math.min(255, h + row[band]))
-- PikachuMoods: bytes above $80 only ever raise the mood (and defer to
-- a pending scripted emotion modifier), bytes below only lower it
local b = row.mood
if b ~= 0x80 then
local mood = save.pikachuMood or 128
if b > 0x80 then
if mood < b and not save.pikachuEmotionModifier then
save.pikachuMood = b
end
elseif mood > b then
save.pikachuMood = b
end
end
end
-- UpdatePikachuHappinessAndMood (engine/events/poison.asm): every 256th
-- step a coin flip on the WALKING bump; every step the mood converges by
-- 1 toward the neutral 128.
function PikachuFollower.onStep(save)
if not GameVersion.isYellow() then return end
save.pikachuWalkSteps = ((save.pikachuWalkSteps or 0) + 1) % 256
local rand = love and love.math and love.math.random or math.random
if save.pikachuWalkSteps == 0 and rand(0, 1) == 1 then
PikachuFollower.modifyHappiness(save, "WALKING")
end
local mood = save.pikachuMood or 128
if mood < 128 then
save.pikachuMood = mood + 1
elseif mood > 128 then
save.pikachuMood = mood - 1
end
end
-- ShouldPikachuSpawn, approximated: Yellow, the lab gift happened, and a
-- healthy Pikachu is in the party (the original checks the starter's OT
-- identity; a traded second Pikachu standing in is accepted here).
-- Surfing and biking hide the follower (BIT_PIKACHU_SPAWN flags).
local function shouldSpawn(game, ow)
if not GameVersion.isYellow() then return false end
local save = game.save
if not (save.flags and save.flags.EVENT_GOT_STARTER) then return false end
if save.onBike or (ow.player and ow.player.surfing) then return false end
if not (game.data.sprites and game.data.sprites.SPRITE_PIKACHU) then
return false
end
for _, mon in ipairs(save.party or {}) do
if mon.species == "PIKACHU" and (mon.hp or 0) > 0 then return true end
end
return false
end
local function makeFollower(game, ow, x, y, facing)
local NPC = require("src.world.NPC")
local npc = NPC.new(game.data, ow.map.id, {
index = INDEX, name = "PIKACHU_FOLLOWER", sprite = "SPRITE_PIKACHU",
movement = "STAY", range = "NONE", x = x, y = y,
})
npc.pikachuFollower = true
npc.passable = true -- never blocks a step (Collision.occupied)
npc.facing = facing or "down"
-- the idle animations below pose the walk cycle with no step under it,
-- which NPC:walkPhase (moving-only) cannot express. An instance field
-- shadows the class method, so NPC:pose keeps working unchanged (#411).
npc.walkPhase = function(self)
local idle = self.idle
if idle and idle.phase then return idle.phase % 2 end
return NPC.walkPhase(self)
end
return npc
end
local function findFollower(ow)
for i, npc in ipairs(ow.npcs or {}) do
if npc.pikachuFollower then return npc, i end
end
return nil
end
local function remove(ow)
local npc, i = findFollower(ow)
if not npc then return end
table.remove(ow.npcs, i)
for j, e in ipairs(ow.entities or {}) do
if e == npc then table.remove(ow.entities, j) break end
end
end
-- spawn cell: directly behind the player's facing when that cell is
-- walkable, else the player's own cell (it trails out on the next step)
local function spawnCell(ow)
local p = ow.player
local dx = p.facing == "left" and 1 or p.facing == "right" and -1 or 0
local dy = p.facing == "up" and 1 or p.facing == "down" and -1 or 0
local bx, by = p.cellX + dx, p.cellY + dy
if ow.map:inBounds(bx, by) and ow.map:isWalkableCell(bx, by) then
return bx, by
end
return p.cellX, p.cellY
end
function PikachuFollower.onMapEntered(game, ow)
remove(ow)
if not shouldSpawn(game, ow) then return end
local x, y = spawnCell(ow)
local npc = makeFollower(game, ow, x, y, ow.player.facing)
table.insert(ow.npcs, npc)
-- entities is the draw list; passable keeps it out of collision
table.insert(ow.entities, npc)
ow.pikachuTrail = { x = ow.player.cellX, y = ow.player.cellY }
end
-- ---------------------------------------------------------------------
-- Idle behavior (pikachu_follow.asm Func_fc803 and the Func_fc842 roll it
-- hands off to). Standing still, the follower burns down a frame
-- counter; at zero it either looks in a random direction (Random & $c,
-- another $20 frames later) or, when the buffered follow command puts it
-- two or more cells off the player (ComputePikachuFollowCommand's 5-8
-- band), rolls one of four in-place animations: a bounce, the walk cycle
-- on the spot, a two frame shuffle, or a clockwise spin. Func_fc82e
-- drops whichever is running the moment the player takes a step. Nothing
-- here plays a bubble or a cry -- those are TalkToPikachu's alone (#411).
-- ---------------------------------------------------------------------
local IDLE_LOOK = 0x20 -- Func_fc803's pause between random glances
local IDLE_REST = 0x10 -- Func_fc835's pause after an animation ends
local IDLE_FRAME = 8 -- frames per sprite frame in Func_fc8f8/92b/95d
local FACINGS = { "down", "up", "left", "right" }
-- Func_fc95d .Facings, the order the spin turns through
local CLOCKWISE = { down = "left", left = "up", up = "right", right = "down" }
-- Pointer_fc8d6, transposed to (dx, dy): the asm stores (y, x) and walks
-- the table backwards as the $11 counter runs down, so entry N here is
-- what counter N draws. A sway four pixels right then four left with the
-- body bobbing up twice, netting zero displacement.
local BOUNCE = {
{ 0, 0 }, { -1, -2 }, { -2, -4 }, { -3, -2 }, { -4, 0 },
{ -3, -2 }, { -2, -4 }, { -1, -2 }, { 0, 0 }, { 1, -2 },
{ 2, -4 }, { 3, -2 }, { 4, 0 }, { 3, -2 }, { 2, -4 },
{ 1, -2 }, { 0, 0 },
}
local function randomInt(a, b)
local rand = love and love.math and love.math.random or math.random
return rand(a, b)
end
-- back onto the cell's own pixels: while the follower stands, nothing else
-- writes px/py, so the bounce offset has to be undone from here
local function idleReset(npc)
npc.idle = nil
npc.px, npc.py = npc.cellX * 16, npc.cellY * 16
end
-- ComputePikachuFollowCommand: the command the idle state reads back is
-- 1-4 while the follower sits within a cell of the player and 5-8 once it
-- is two or more off, Y deciding whenever the rows differ. Returns the
-- facing those 5-8 encode (Func_fc862 turns that way before it bounces),
-- or nil for the near band, which only ever glances.
local function strandedFacing(ow, npc)
local p = ow.player
local dy = p.cellY - npc.cellY
if dy ~= 0 then
if dy > -2 and dy < 2 then return nil end
return dy > 0 and "down" or "up"
end
local dx = p.cellX - npc.cellX
if dx > -2 and dx < 2 then return nil end
return dx > 0 and "right" or "left"
end
-- Func_fc842: an even roll over the four PointerTable_fc85a entries
local function startIdleAnim(npc, facing)
local roll = randomInt(0, 3)
if roll == 0 then
-- Func_fc862 turns toward the player, then asm_fc87f bounces
npc.facing = facing or npc.facing
npc.idle = { kind = "bounce", frames = 0x11 }
elseif roll == 1 then
npc.idle = { kind = "walk", frames = 0x30, tick = 0, phase = 0 }
elseif roll == 2 then
npc.idle = { kind = "shuffle", frames = 0x20, tick = 0, phase = 0 }
else
npc.idle = { kind = "spin", frames = 0x20, tick = 0 }
end
end
local function idleTick(ow, npc)
-- Func_fc82e: a step in progress ends the idle state outright
if ow.player.moving then idleReset(npc) return end
local idle = npc.idle
if not idle then
idle = { kind = "wait", frames = IDLE_LOOK }
npc.idle = idle
end
if idle.kind == "wait" then
idle.frames = idle.frames - 1
if idle.frames > 0 then return end
local facing = strandedFacing(ow, npc)
if facing then
startIdleAnim(npc, facing)
else
npc.facing = FACINGS[randomInt(1, 4)]
idle.frames = IDLE_LOOK
end
return
end
if idle.kind == "bounce" then
local o = BOUNCE[idle.frames] or BOUNCE[1]
npc.px = npc.cellX * 16 + o[1]
npc.py = npc.cellY * 16 + o[2]
else
idle.tick = idle.tick + 1
if idle.tick >= IDLE_FRAME then
idle.tick = 0
if idle.kind == "walk" then
-- Func_fc8f8 runs the anim counter through all four frames; the
-- top bit is the mirrored foot, which is our stepFlip
idle.phase = (idle.phase + 1) % 4
npc.stepFlip = idle.phase >= 2
elseif idle.kind == "shuffle" then
idle.phase = idle.phase == 0 and 1 or 0 -- Func_fc92b's xor $1
else
npc.facing = CLOCKWISE[npc.facing] or "down"
end
end
end
idle.frames = idle.frames - 1
if idle.frames <= 0 then
-- Func_fc835: a $10 frame rest, then the idle counter again
idleReset(npc)
npc.idle = { kind = "wait", frames = IDLE_REST }
end
end
-- The cell ahead is a ledge the player just hopped (data/tilesets/
-- ledge_tiles.asm, the same row match OverworldState:checkLedgeHop makes).
-- The follower only ever retraces cells the player stood on, so a ledge
-- tile in the trail means the player jumped it (#409).
local function ledgeStep(game, ow, cx, cy, dir)
local map = ow.map
local d = Collision.DELTA[dir]
local fx, fy = cx + d[1], cy + d[2]
local lx, ly = cx + d[1] * 2, cy + d[2] * 2
if not (map:inBounds(fx, fy) and map:inBounds(lx, ly)) then return false end
local tileset = map.def.tileset
local standing = map:cellTile(cx, cy)
local front = map:cellTile(fx, fy)
for _, ledge in ipairs(game.data.field.ledges or {}) do
if (ledge.tileset or "OVERWORLD") == tileset
and ledge.facing == dir and ledge.input == dir
and ledge.standingTile == standing and ledge.ledgeTile == front then
return true
end
end
return false
end
-- one follow step per frame: chase the cell the player last vacated
-- (pikachu_follow.asm keeps it one walk step behind)
function PikachuFollower.update(game, ow)
if ow.pikaHop then return end -- the counter hop owns the follower (#417)
local npc = findFollower(ow)
if not npc then
if shouldSpawn(game, ow) then PikachuFollower.onMapEntered(game, ow) end
return
end
if not shouldSpawn(game, ow) then
remove(ow)
return
end
local p = ow.player
local trail = ow.pikachuTrail
if not trail then
trail = { x = p.cellX, y = p.cellY }
ow.pikachuTrail = trail
end
-- The follow command is queued the frame the player COMMITS a step, not
-- the frame it lands: home/overworld.asm .noCollision sets wWalkCounter
-- and calls Func_fcc08 (pikachu_follow.asm Func_fcc42 reads the direction
-- of the step just started) before AdvancePlayerSprite, so Pikachu walks
-- into the cell the player is vacating during that same step and rests
-- exactly one cell behind. Waiting for p.cellX to change put a whole
-- extra step between them -- the two-tile gap of issue #410. targetX/Y
-- is the committed destination while a step is in flight and nil when
-- standing, so a warp or teleport still registers here (and the far > 6
-- snap below still catches it).
local destX = p.targetX or p.cellX
local destY = p.targetY or p.cellY
if destX ~= trail.x or destY ~= trail.y then
npc.goalX, npc.goalY = trail.x, trail.y
trail.x, trail.y = destX, destY
end
-- standing still with nothing to chase is the idle state (Func_fc803);
-- once a step is under way NPC:update owns px/py, so only the idle
-- record is dropped here -- never the interpolated pixels
if npc.moving then npc.idle = nil return end
if not npc.goalX then idleTick(ow, npc) return end
local gx, gy = npc.goalX, npc.goalY
if npc.cellX == gx and npc.cellY == gy then
npc.goalX, npc.goalY = nil, nil
idleTick(ow, npc)
return
end
-- fell more than a screen behind (forced movement, warp math): snap
local far = math.abs(npc.cellX - gx) + math.abs(npc.cellY - gy)
if far > 6 then
npc.cellX, npc.cellY = gx, gy
npc.px, npc.py = gx * 16, gy * 16
npc.goalX, npc.goalY = nil, nil
npc.idle = nil -- the snap already rewrote px/py
return
end
idleReset(npc) -- a real step overrides whatever the idle pose was
local dir
if npc.cellX < gx then dir = "right"
elseif npc.cellX > gx then dir = "left"
elseif npc.cellY < gy then dir = "down"
else dir = "up" end
npc.facing = dir
npc.targetX = npc.cellX + (dir == "right" and 1 or dir == "left" and -1 or 0)
npc.targetY = npc.cellY + (dir == "down" and 1 or dir == "up" and -1 or 0)
-- the cell ahead is the ledge the player hopped: clear both cells in one
-- step instead of stopping on the ledge (#409). pikachu_follow.asm
-- Func_fcc08 appends the $5-$8 hop commands while BIT_LEDGE_OR_FISHING
-- is set, and Func_fca0a runs them as two AddPikachuStepVector cells over
-- one normal step's frames -- no arc and no shadow, the hop command only
-- doubles the step vector (NPC:update's hopStep span).
if ledgeStep(game, ow, npc.cellX, npc.cellY, dir) then
local d = Collision.DELTA[dir]
npc.targetX, npc.targetY = npc.cellX + d[1] * 2, npc.cellY + d[2] * 2
npc.goalX, npc.goalY = npc.targetX, npc.targetY
npc.hopStep = true
end
-- walk at the player's own step length (the bicycle is moot: shouldSpawn
-- hides the follower on a bike, ShouldPikachuSpawn's wWalkBikeSurfState
-- check), and halve it while more than one cell behind -- that is
-- FastPikachuFollow, which pikachu_follow.asm picks whenever two or more
-- steps are queued (AreThereAtLeastTwoStepsInPikachuFollowCommandBuffer:
-- walk counter $4 instead of NormalPikachuFollow's $8).
local stepLen = p.stepFramesCur or p.stepFrames or 16
if far > 1 then stepLen = math.max(1, math.floor(stepLen / 2)) end
npc.stepFrames = stepLen
npc.moving = true
npc.progress = 0
-- this frame's npc:update loop already ran (OverworldState:update walks
-- self.npcs, then calls here), so burn the step's first frame now.
-- Without it the step costs a frame more than the player's and Pikachu
-- trails a pixel further every tile.
npc:update(ow.map, ow.entities)
end
-- ---------------------------------------------------------------------
-- TalkToPikachu (engine/pikachu/pikachu_emotions.asm + data/pikachu/
-- pikachu_emotions.asm): pick a scripted emotion, then play its bubble
-- and voiced PCM clip, and raise the framed Pikachu picture the original
-- puts over the map (pikaemotion_pikapic -> pikachu_pic_animation.asm
-- PlacePikapicTextBoxBorder), drawn by OverworldController:drawUI. The
-- per-emotion animation frames (gfx/pikachu/unknown_*) are not extracted,
-- so the front pic stands in for all twenty of them (#407).
-- ---------------------------------------------------------------------
-- PikachuEmotionTable, reduced to each entry's bubble + pikaemotion_pcm
-- clip (bubble names are the *_BUBBLE constants; nil cry = silent).
-- turnAway is pikaemotion_9 (face away from the player, emotion 30).
local EMOTIONS = {
[1] = {},
[2] = { bubble = "SMILE_BUBBLE", cry = 35 },
[3] = { cry = 40 },
[4] = { cry = 29 },
[5] = { cry = 31 },
[6] = { bubble = "SKULL_BUBBLE" },
[7] = { cry = 1 },
[8] = { cry = 39 },
[9] = { bubble = "SKULL_BUBBLE", cry = 6 },
[10] = { bubble = "HEART_BUBBLE", cry = 5 },
[11] = { bubble = "ZZZ_BUBBLE", cry = 37 },
[12] = {},
[13] = {},
[14] = { bubble = "BOLT_BUBBLE", cry = 10 },
[15] = { cry = 34 },
[16] = { cry = 33 },
[17] = { cry = 13 },
[18] = {},
[19] = { bubble = "HEART_BUBBLE", cry = 33 },
[20] = { bubble = "HEART_BUBBLE", cry = 5 },
[21] = { bubble = "FISH_BUBBLE" },
[22] = { cry = 4 },
[23] = { cry = 19 },
[24] = { bubble = "EXCLAMATION_BUBBLE" },
[25] = { bubble = "BOLT_BUBBLE", cry = 35 },
[26] = { bubble = "ZZZ_BUBBLE", cry = 37 },
[27] = { cry = 9 },
[28] = { cry = 15 },
[29] = { cry = 5 },
[30] = { bubble = "HEART_BUBBLE", cry = 5, turnAway = true },
[31] = { cry = 19 },
[32] = { cry = 26 },
}
-- GetPikaPicAnimationScriptIndex (engine/pikachu/pikachu_pic_animation
-- .asm): mood picks the column (PikachuMoodLookupTable), happiness the
-- row (PikaPicAnimationScriptPointerLookupTable); the cell is the
-- emotion index.
local MOOD_THRESHOLDS = { 40, 127, 128, 210, 255 }
local MOOD_MATRIX = {
{ limit = 50, 14, 14, 6, 13, 13 },
{ limit = 100, 9, 9, 5, 12, 12 },
{ limit = 130, 3, 3, 1, 8, 8 },
{ limit = 160, 3, 3, 4, 15, 15 },
{ limit = 200, 17, 17, 7, 2, 2 },
{ limit = 250, 17, 17, 16, 10, 10 },
{ limit = 255, 17, 17, 19, 20, 20 },
}
-- wPikachuEmotionModifier values 1-5 (MapSpecificPikachuExpression
-- .Emotions): scripted one-shots -- 21 is the fishing-rod reaction
local MODIFIER_EMOTIONS = { 18, 21, 23, 24, 25 }
local function moodEmotion(save)
local mood = save.pikachuMood or 128
local column = 5
for i, threshold in ipairs(MOOD_THRESHOLDS) do
if mood <= threshold then column = i break end
end
local h = happiness(save)
local row = MOOD_MATRIX[#MOOD_MATRIX]
for _, r in ipairs(MOOD_MATRIX) do
if h <= r.limit then row = r break end
end
return row[column]
end
-- MapSpecificPikachuExpression + TalkToPikachu's selection order
local function selectEmotion(game, ow, save)
local mapId = ow.map.id
-- Fan Club / Pewter Center map beats (the Bill's-house event variant
-- is owned by that map's script)
if mapId == "POKEMON_FAN_CLUB" then return 30 end
if mapId == "PEWTER_POKECENTER" then return 26 end
local starter = PikachuFollower.starterInParty(save)
if starter then
if starter.status == "SLP" then return 11 end
if starter.status then return 28 end
end
if mapId:find("POKEMON_TOWER_", 1, true) == 1 then return 22 end
local modifier = save.pikachuEmotionModifier
if modifier and MODIFIER_EMOTIONS[modifier] then
save.pikachuEmotionModifier = nil
return MODIFIER_EMOTIONS[modifier]
end
return moodEmotion(save)
end
local function bubbleIndex(game, name)
local sheet = game.data.field and game.data.field.emotionBubbles
for i, b in ipairs(sheet and sheet.bubbles or {}) do
if b.name == name then return i end
end
return nil
end
function PikachuFollower.talk(game, ow, npc, done)
-- pikachu_follow.asm steps the follower on the player's own walk clock,
-- so it is never mid-tile while the player stands and can always be
-- addressed; this port's follow is a frame late, so land the step here
-- rather than answer from between two cells (#407). The emote hold
-- returns before the npc update loop, so a follower left mid-step would
-- freeze between cells for the whole beat.
if npc.moving then
npc.cellX, npc.cellY = npc.targetX or npc.cellX, npc.targetY or npc.cellY
npc.targetX, npc.targetY = nil, nil
npc.moving = false
npc.progress = 0
npc.hopStep = nil
end
idleReset(npc) -- the bubble anchor reads px/py, and the hold freezes it
npc:facePlayer(ow.player)
ow.player.facing = OPPOSITE[npc.facing] or ow.player.facing
local save = game.save
local emotion = selectEmotion(game, ow, save)
local e = EMOTIONS[emotion] or EMOTIONS[1]
if e.turnAway then
npc.facing = ow.player.facing -- pikaemotion_9: back to the player
end
local Sound = require("src.core.Sound")
if e.cry then
if not Sound.playPikaCry(game.data, e.cry) then
Sound.playCry(game.data, "PIKACHU")
end
end
-- caches built before the Yellow bubble sheet only carry the three
-- shared bubbles; a missing crop degrades to a silent hold
local bi = e.bubble and bubbleIndex(game, e.bubble)
-- pikaemotion_pikapic: every entry in data/pikachu/pikachu_emotions.asm
-- ends with one, and its box is the only thing most of them put on
-- screen (emotion 5, the fresh-save cell, has no bubble at all). The
-- 40x40 front pic is the size of PikaAnimTilemap_1's 5x5 base frame;
-- Sprites.path keeps a mod's replacement skin in play. The scripts'
-- 32-58 frame durations bracket the hold below, so it stays at 50.
local Sprites = require("src.pokemon.Sprites")
local pic = Sprites.path(game.data, "PIKACHU", "front",
{ kind = "overworld" })
ow.emote = {
npc = npc, frames = 50, bubble = bi or false, pikaPic = pic,
onDone = done,
}
end
-- ---------------------------------------------------------------------
-- PikachuWalksToNurseJoy (engine/pikachu/pikachu_emotions.asm, run by
-- engine/events/pokecenter.asm once the heal is accepted): the companion
-- looks up ($36) and hops onto the Poke Center counter. The original
-- picks one of three movement scripts by where it stands -- below the
-- player (.PikaMovementData1: walk up left, hop up right), left of it
-- (.PikaMovementData2: hop up right) or right of it (.PikaMovementData3:
-- hop up left) -- and all three land on the counter tile directly in
-- front of the player, so the port animates that one hop. Pikachu
-- already above the player yields zero movement bytes: no beat (#417).
-- ---------------------------------------------------------------------
local HOP_FRAMES = 32 -- the port's ledge-hop arc (Player:pose hopTotal)
function PikachuFollower.hopToCounter(ow, done)
local npc = GameVersion.isYellow() and findFollower(ow) or nil
local p = ow.player
local cx, cy = p:facingCell()
-- the nurse is talked to across a counter tile (OverworldState:interact);
-- anything else is the .pikachu_above_player no-op path
if not npc or p.facing ~= "up" or not ow.map:isCounterCell(cx, cy) then
if done then done() end
return
end
npc.goalX, npc.goalY = nil, nil
npc.targetX, npc.targetY = nil, nil
npc.moving, npc.progress, npc.hopStep = false, 0, nil
npc.idle = nil
npc.facing = "up" -- $36, look up
ow.pikaHop = {
npc = npc, frames = 0, cellX = cx, cellY = cy, onDone = done,
fromX = npc.px, fromY = npc.py, toX = cx * 16, toY = cy * 16,
}
end
-- One frame of that hop. OverworldState:update holds the world for it the
-- way it holds for the heal machine (only the top state updates, so this
-- has to sit between the two text boxes); the arc matches Player:pose's
-- ledge hop -- a 10px sine over 32 frames.
function PikachuFollower.updateHop(ow)
local h = ow.pikaHop
if not h then return end
h.frames = h.frames + 1
local t = math.min(1, h.frames / HOP_FRAMES)
h.npc.px = h.fromX + (h.toX - h.fromX) * t
h.npc.py = h.fromY + (h.toY - h.fromY) * t
- math.floor(10 * math.sin(t * math.pi) + 0.5)
if h.frames < HOP_FRAMES then return end
h.npc.cellX, h.npc.cellY = h.cellX, h.cellY
h.npc.px, h.npc.py = h.toX, h.toY
ow.pikaHop = nil
-- the player has not moved, so the trail restarts under his feet and the
-- follower only steps back off the counter once he walks away
ow.pikachuTrail = { x = ow.player.cellX, y = ow.player.cellY }
if h.onDone then h.onDone() end
end
-- Disable/EnablePikachuOverworldSpriteDrawing around the healing machine
-- (engine/events/pokecenter.asm): Pikachu goes behind the counter with the
-- party and comes back standing on it, facing the player -- the respawn is
-- wPikachuSpawnState = 5, which is .above_player in pikachu_follow.asm,
-- followed by `lb bc, 15, 0` (sprite struct 15 is Pikachu, image index 0
-- is facing down). ow.entities is the draw list and ow.npcs the update
-- list, so dropping it from entities alone hides it in place (#417).
function PikachuFollower.setVisible(ow, visible)
local npc = findFollower(ow)
if not npc then return end
for i, e in ipairs(ow.entities or {}) do
if e == npc then table.remove(ow.entities, i) break end
end
if visible then
npc.facing = "down"
table.insert(ow.entities, npc)
end
end
-- npc the player is facing, when it is the follower (interact hook)
function PikachuFollower.at(ow, cx, cy)
local npc = findFollower(ow)
if npc and not npc.moving and npc.cellX == cx and npc.cellY == cy then
return npc
end
return nil
end
return PikachuFollower
+21 -7
View File
@@ -4,6 +4,7 @@
local Collision = require("src.world.Collision")
local FieldDefaults = require("src.world.FieldDefaults")
local GameVersion = require("src.core.GameVersion")
local Runtime = require("src.mods.Runtime")
local SpriteRenderer = require("src.render.SpriteRenderer")
@@ -237,17 +238,30 @@ end
function Player:draw(camX, camY)
local sprite, px, py, facing, phase, flip, hopping = self:pose()
-- the shadow stays on the ground under the jumper: one 8x8 tile
-- mirrored into a 2x2 block (normal/XFLIP/YFLIP/both) whose top-left
-- is 8px below the sprite's standing top-left (LoadHoppingShadowOAM +
-- LedgeHoppingShadowOAMBlock, engine/overworld/ledges.asm)
-- the shadow stays on the ground under the jumper, mirrored out of the
-- single 8x8 tile the ROM stores -- but the two engines lay it out
-- differently, and their shadow.png tiles differ to match.
-- RED/BLUE: a 2x2 block (normal/XFLIP/YFLIP/both) whose top-left sits
-- 8px below the sprite's standing top-left (LoadHoppingShadowOAM +
-- LedgeHoppingShadowOAMBlock at "lb bc, $54, $48",
-- engine/overworld/ledges.asm); its tile is blank above the bottom
-- four rows, so the four copies make one 16x16 ellipse.
-- YELLOW: a single 16x8 row 4px lower. Its LoadHoppingShadowOAM
-- copies only two entries (LedgeHoppingShadowOAM: dbsprite 9,11 and
-- dbsprite 10,11 OAM_XFLIP, raw OAM y=88 against RED's $54=84) and
-- parks sprites 38/39 offscreen at y=$a0, because its tile is a
-- full-height half-ellipse that already fills the row. Mirroring
-- that tile downward stacked a second blob under the first (#408).
if hopping and self.shadowImg then
local yellow = GameVersion.isYellow()
local sx = math.floor(self.px - camX)
local sy = math.floor(self.py - camY) - 4 + 8
local sy = math.floor(self.py - camY) - 4 + 8 + (yellow and 4 or 0)
love.graphics.draw(self.shadowImg, sx, sy)
love.graphics.draw(self.shadowImg, sx + 16, sy, 0, -1, 1)
love.graphics.draw(self.shadowImg, sx, sy + 16, 0, 1, -1)
love.graphics.draw(self.shadowImg, sx + 16, sy + 16, 0, -1, -1)
if not yellow then
love.graphics.draw(self.shadowImg, sx, sy + 16, 0, 1, -1)
love.graphics.draw(self.shadowImg, sx + 16, sy + 16, 0, -1, -1)
end
end
sprite:draw(px, py, camX, camY, facing, phase, flip)
end