Merge pull request #1554 from bryanthaboi/dev

adrian if ur reading this im ....
This commit is contained in:
bryanthaboi
2026-08-19 06:44:22 -04:00
committed by GitHub
8 changed files with 347 additions and 39 deletions
+1 -1
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@@ -11,7 +11,7 @@ Features intentionally added beyond the original Pokémon Red, Blue, and Yellow
* **Persistent custom options** stored separately from game saves
* **Optional widescreen battle layout**
* **Mobile touch controls** with editable layouts, vibration, and orientation settings
* **Touch skins** in RetroArch overlay format, with bezel art, per-button press states, and Super Game Boy borders
* **Touch skins** in RetroArch overlay format and Delta `.deltaskin` (including PDF-wrapped bezel art), with per-button press states and Super Game Boy borders
* **Pokédex diploma and printer image exports**
## Gen 2 Specifics
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@@ -95,18 +95,22 @@ auto-rotates like a RetroArch one. Item `frame` rects are top-left plus size in
`extendedEdges` merge per key into the reach fields; `mask: "circle"` becomes a
radial hitbox. A `dpad` or `thumbstick` item expands into the 3x3 grid, so the
corners fire two directions. `screens[1].outputFrame` (or the legacy
`gameScreenFrame`) becomes the screen cutout, and the skin stretches to the
window the way Delta does rather than letterboxing. Host functions map to
`gameScreenFrame`) becomes the screen cutout. A portrait page with neither
keeps `mappingSize` as the overlay aspect, sits at the bottom of the
window, and puts the Game Boy picture in the leftover space above -- the
usual GBA4iOS controller-deck layout. Pages that name a screen rect still
stretch to the window the way Delta does. Host functions map to
engine hotkeys: `menu` to `menu_toggle`, `fastForward` to
`hold_fast_forward`, `toggleFastForward` to `toggle_fast_forward`;
`quickSave` and `quickLoad` have nothing to bind to and drop to decoration.
Both `com.rileytestut.delta.game.*` and Manic's `public.aoshuang.game.*`
identifiers are accepted, and a non Game Boy system warns instead of failing.
PDF artwork is the one thing that does not come across: Delta's own templates
are all-PDF and this engine has no rasterizer, so such a skin is refused with
the message asking for a PNG version. GBA4iOS `.gbcskin` / `.gbaskin` files are
an older, incompatible schema and are refused by name.
PDF artwork is usually a JPEG wrapped so iOS can scale it (Delta's
Image-to-PDF skins, Preview exports, and the like). Import extracts that
JPEG and draws it; a true vector PDF with no embedded image is still refused,
with a message asking for a PNG version. GBA4iOS `.gbcskin` / `.gbaskin` files
are an older, incompatible schema and are refused by name.
## Bindable actions
@@ -268,6 +272,7 @@ exported file** opens that folder.
## Not implemented
Delta skins whose art is PDF only. Rasterizing them needs a PDF renderer this
engine does not carry, so they are refused with a message rather than imported
half-drawn.
True vector Delta skins (PDF artwork with no embedded JPEG). Those still need
a PDF renderer this engine does not carry, so they are refused with a message
rather than imported half-drawn. PDF files that wrap a JPEG, the usual Delta
skin case, extract on import.