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https://github.com/bryanthaboi/gen1recomp.git
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CLOSES #455, CLOSES #487, CLOSES #501, CLOSES #540, CLOSES #585, CLOSES #591, CLOSES #593, CLOSES #595, CLOSES #597, CLOSES #599, CLOSES #600, CLOSES #606, CLOSES #607, CLOSES #610, CLOSES #613, CLOSES #616, CLOSES #620, CLOSES #626, CLOSES #632, CLOSES #633, CLOSES #647
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@@ -9,7 +9,8 @@
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-- hidden_text_predef spends the facing byte on the tx_pre id, so neither
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-- tile gates on facing.
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local Menu = require("src.ui.Menu")
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local Font = require("src.render.Font")
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local Theme = require("src.ui.Theme")
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local TextBox = require("src.render.TextBox")
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-- ViridianSchoolBlackboard (engine/events/hidden_events/school_blackboard.asm):
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@@ -25,33 +26,112 @@ local STATUS_LABELS = {
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{ " FRZ", "_ViridianBlackboardFrozenText" },
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}
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-- The headings list is a two-column menu, which src/ui/Menu.lua does not do
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-- (it stacks one column), so the layout lives here (#591). .blackboardLoop:
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-- TextBoxBorder at hlcoord 0, 0 with `lb bc, 6, 10` is the 12x8 box,
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-- StatusAilmentText1 (" SLP"/" PSN"/" PAR") is placed at hlcoord 1, 2 and
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-- StatusAilmentText2 (" BRN"/" FRZ"/" QUIT") at hlcoord 6, 2. LEFT/RIGHT
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-- move wTopMenuItemX between those two columns and swap wMenuItemOffset
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-- between 0 and 3 while leaving wCurrentMenuItem (the row) alone; UP/DOWN
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-- are not in wMenuWatchedKeys, so they only slide the cursor and loop.
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local BOARD_LABELS = {}
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for i, row in ipairs(STATUS_LABELS) do BOARD_LABELS[i] = row[1] end
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BOARD_LABELS[#BOARD_LABELS + 1] = " QUIT"
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local BOARD_COL_X = { 1, 6 }
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local BOARD_ROW_Y = 2
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local BOARD_ROWS = 3
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local StatusBoard = {}
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StatusBoard.__index = StatusBoard
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function StatusBoard.new(game, onPick, onQuit)
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return setmetatable({ game = game, col = 1, row = 1, labels = BOARD_LABELS,
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onPick = onPick, onQuit = onQuit }, StatusBoard)
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end
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-- flat index = pokered's wMenuItemOffset (0 or 3) + wCurrentMenuItem (0..2),
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-- so 1..5 are the statuses in ViridianBlackboardStatusPointers order and 6
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-- is QUIT
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function StatusBoard:selection()
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return (self.col - 1) * BOARD_ROWS + self.row
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end
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function StatusBoard:update()
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local input = self.game.input
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if input:wasPressed("up") then
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-- wMenuWrappingEnabled is never set here, so both ends are hard stops
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if self.row > 1 then self.row = self.row - 1 end
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elseif input:wasPressed("down") then
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if self.row < BOARD_ROWS then self.row = self.row + 1 end
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elseif input:wasPressed("left") then
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self.col = 1
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elseif input:wasPressed("right") then
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self.col = 2
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elseif input:wasPressed("a") or input:wasPressed("b") then
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-- HandleMenuInput_ (home/window.asm) beeps for the PAD_A | PAD_B branch,
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-- and B and QUIT share .exitBlackboard
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require("src.core.Sound").play(self.game.data, "Press_AB")
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local sel = self:selection()
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if input:wasPressed("b") or sel > #STATUS_LABELS then
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self.onQuit()
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else
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self.onPick(sel)
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end
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end
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end
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function StatusBoard:draw()
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Font.drawBox(0, 0, 12, 8)
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love.graphics.setColor(0, 0, 0, 1)
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for i, label in ipairs(BOARD_LABELS) do
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local col = i <= BOARD_ROWS and 1 or 2
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local row = i - (col - 1) * BOARD_ROWS
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Font.draw(label, BOARD_COL_X[col] * 8, (BOARD_ROW_Y + row - 1) * 8)
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end
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-- wTopMenuItemX equals the column PlaceString started at, so the cursor
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-- covers the blank each label leads with
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Font.drawCode(Theme.cursor, BOARD_COL_X[self.col] * 8,
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(BOARD_ROW_Y + self.row - 1) * 8)
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love.graphics.setColor(1, 1, 1, 1)
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end
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local function blackboard(game)
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local text = game.data.text or {}
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local items, showMenu, askHeading
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function showMenu()
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game.stack:push(Menu.new(game, items,
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{ tx = 0, ty = 0, tw = 12, th = 8, rowStep = 1 }))
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local openBoard
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-- wCurrentMenuItem / wMenuItemOffset are zeroed once, above .blackboardLoop,
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-- and nothing inside the loop clears them again: after a status blurb
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-- `jp .blackboardLoop` comes back with the cursor still on the row and
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-- column the player just picked. One StatusBoard lives for the whole
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-- reading and is re-pushed each pass, so only entering the blackboard
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-- resets to the left column / top row (#591).
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local board
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-- .blackboardLoop reprints ViridianSchoolBlackboardText2 and only then
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-- calls HandleMenuInput, so the prompt is on screen for exactly as long as
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-- the headings list is. That text ends in `done`, not `prompt`
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-- (data/text/text_2.asm:646), so PrintText returns with the box still up
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-- and never waits for a button: TextBox opts.stay holds it open under the
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-- list and these callbacks pop the pair together (#591).
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local function closeBoard()
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game.stack:pop() -- the headings list
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game.stack:pop() -- the held "Which heading" box under it
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end
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-- ViridianSchoolBlackboardText2 is reprinted on every .blackboardLoop
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-- pass, immediately before HandleMenuInput
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function askHeading()
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local function pick(i)
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closeBoard()
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game.stack:push(TextBox.new(game,
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text[STATUS_LABELS[i][2]] or STATUS_LABELS[i][1], openBoard))
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end
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function openBoard()
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game.stack:push(TextBox.new(game,
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text._ViridianSchoolBlackboardText2 or "Which heading do\nyou want to read?",
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showMenu))
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nil, { stay = { onShown = function()
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board = board or StatusBoard.new(game, pick, closeBoard)
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game.stack:push(board)
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end } }))
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end
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items = {}
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for i, row in ipairs(STATUS_LABELS) do
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local label, key = row[1], row[2]
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items[i] = { label = label, onSelect = function()
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game.stack:push(TextBox.new(game, text[key] or label, askHeading))
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end }
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end
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-- no onSelect: Menu's own pop closes the box, matching .exitBlackboard
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items[#items + 1] = { label = " QUIT" }
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game.stack:push(TextBox.new(game,
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text._ViridianSchoolBlackboardText1
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or "The blackboard\ndescribes POKéMON\vSTATUS changes\vduring battles.",
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askHeading))
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openBoard))
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end
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-- ViridianSchoolNotebook (engine/events/hidden_events/school_notebooks.asm):
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