big ass modding update

This commit is contained in:
bryanthaboi
2026-07-19 16:18:18 -04:00
parent b5a673b252
commit 47923d95b3
258 changed files with 31048 additions and 2310 deletions
+223 -119
View File
@@ -2,6 +2,9 @@
-- a single static SpriteBatch covering the map plus a border-block ring
-- (the ring plays the role of the GB border blocks around small maps).
local Assets = require("src.render.Assets")
local PaletteFX = require("src.render.PaletteFX")
local TileRenderer = {}
TileRenderer.__index = TileRenderer
@@ -24,7 +27,7 @@ local imageCache = {}
local function getImage(path)
if not imageCache[path] then
imageCache[path] = love.graphics.newImage(path)
imageCache[path] = Assets.image(path)
end
return imageCache[path]
end
@@ -33,6 +36,9 @@ end
-- Tile animation (home/vcopy.asm): tilesets with TILEANIM_WATER[_FLOWER]
-- rotate water tile $14 one pixel every 20 frames (4 steps right, 4
-- left) and cycle flower tile $03 through 3 frames.
-- Those two cycles are the *defaults* a vanilla tileset record derives
-- from its `animation` string; a tileset that carries `animatedTiles`
-- declares its own set instead and animates with no engine change.
-- ------------------------------------------------------------------
local WATER_TILE, FLOWER_TILE = 0x14, 0x03
@@ -40,6 +46,13 @@ local WATER_TILE, FLOWER_TILE = 0x14, 0x03
local WATER_OFFSETS = { 1, 2, 3, 2, 1, 0, 7, 0 }
-- flower frame per step (wMovingBGTilesCounter2 & 3: <2 -> 1, 2, 3)
local FLOWER_FRAMES = { 1, 2, 3, 1, 1, 2, 3, 1 }
local ANIM_PERIOD = 20
local FLOWER_IMAGES = {
"assets/generated/tilesets/flower1.png",
"assets/generated/tilesets/flower2.png",
"assets/generated/tilesets/flower3.png",
}
local SPINNER_STRIP = "assets/generated/tilesets/spinners.png"
local animFrame = 0
function TileRenderer.tick()
@@ -87,19 +100,26 @@ function TileRenderer.spinBlurActive()
return spinning and (math.floor(animFrame / 8) % 2 == 0)
end
-- the 8 shifted variants of a tileset's water tile (built once per sheet)
local waterVariants = {}
local function getWaterVariants(tilesetImagePath, perRow)
if waterVariants[tilesetImagePath] ~= nil then
return waterVariants[tilesetImagePath]
end
-- ------------------------------------------------------------------
-- animatedTiles: the per-kind resource builders. Each returns the
-- texture list a step indexes into, or false when the pixels are
-- unreachable (headless, or a missing frame file) -- false disables that
-- one entry and leaves the static batch showing through, which is what
-- the water/flower branches did before they were data.
-- ------------------------------------------------------------------
-- the 8 shifted variants of one tile (built once per sheet + tile id)
local shiftVariants = {}
local function getShiftVariants(tilesetImagePath, perRow, tile)
local key = tilesetImagePath .. "#" .. tile
if shiftVariants[key] ~= nil then return shiftVariants[key] end
if not (love.image and love.image.newImageData) then
waterVariants[tilesetImagePath] = false
shiftVariants[key] = false
return false
end
local id = love.image.newImageData(tilesetImagePath)
local sx = (WATER_TILE % perRow) * 8
local sy = math.floor(WATER_TILE / perRow) * 8
local id = Assets.imageData(tilesetImagePath)
local sx = (tile % perRow) * 8
local sy = math.floor(tile / perRow) * 8
local out = {}
for o = 0, 7 do
local v = love.image.newImageData(8, 8)
@@ -111,74 +131,153 @@ local function getWaterVariants(tilesetImagePath, perRow)
end
out[o + 1] = love.graphics.newImage(v)
end
waterVariants[tilesetImagePath] = out
shiftVariants[key] = out
return out
end
local flowerFrames
local function getFlowerFrames()
if flowerFrames ~= nil then return flowerFrames end
flowerFrames = {}
for i = 1, 3 do
local ok, img = pcall(love.graphics.newImage,
("assets/generated/tilesets/flower%d.png"):format(i))
if not ok then flowerFrames = false return false end
flowerFrames[i] = img
local frameImages = {}
local function getFrameImages(paths)
local key = table.concat(paths, "|")
if frameImages[key] ~= nil then return frameImages[key] end
local out = {}
for i, path in ipairs(paths) do
local ok, img = pcall(getImage, path)
if not ok then
frameImages[key] = false
return false
end
out[i] = img
end
return flowerFrames
frameImages[key] = out
return out
end
-- the tileset's own atlas ImageData with the 4 spinner-tile slots blitted
-- over with the shared blur strip (assets/generated/tilesets/spinners.png,
-- extracted from gfx/overworld/spinners.png); cached per tileset image path
local spinnerBlurImages = {}
local spinnerStripData
local function getSpinnerBlurImage(tilesetId, tilesetImagePath, perRow)
if spinnerBlurImages[tilesetImagePath] ~= nil then
return spinnerBlurImages[tilesetImagePath]
end
if not (love.image and love.image.newImageData) then
spinnerBlurImages[tilesetImagePath] = false
-- the tileset's own atlas ImageData with the patched tile slots blitted
-- over with a shared strip (vanilla: assets/generated/tilesets/spinners.png,
-- extracted from gfx/overworld/spinners.png); cached per tileset + strip
local toggleImages = {}
local stripData = {}
local function getToggleImage(spec, tilesetImagePath, perRow)
local key = tilesetImagePath .. "#" .. tostring(spec.image)
if toggleImages[key] ~= nil then return toggleImages[key] end
local offsets = spec.stripOffsets
if not (love.image and love.image.newImageData) or not offsets then
toggleImages[key] = false
return false
end
local destTiles = TileRenderer.SPINNER_ARROW_TILES[tilesetId]
local offsets = SPINNER_STRIP_OFFSET[tilesetId]
if not (destTiles and offsets) then
spinnerBlurImages[tilesetImagePath] = false
if stripData[spec.image] == nil then
local ok, id = pcall(Assets.imageData, spec.image)
stripData[spec.image] = ok and id or false
end
local strip = stripData[spec.image]
if not strip then
toggleImages[key] = false
return false
end
if spinnerStripData == nil then
local ok, id = pcall(love.image.newImageData,
"assets/generated/tilesets/spinners.png")
spinnerStripData = ok and id or false
end
if not spinnerStripData then
spinnerBlurImages[tilesetImagePath] = false
return false
end
local atlas = love.image.newImageData(tilesetImagePath)
local atlas = Assets.imageData(tilesetImagePath)
local clone = love.image.newImageData(atlas:getWidth(), atlas:getHeight())
clone:paste(atlas, 0, 0, 0, 0, atlas:getWidth(), atlas:getHeight())
for _, id in ipairs(destTiles) do
local sx = offsets[id] * 8
for id, offset in pairs(offsets) do
local sx = offset * 8
local dx = (id % perRow) * 8
local dy = math.floor(id / perRow) * 8
for y = 0, 7 do
for x = 0, 7 do
local r, g, b, a = spinnerStripData:getPixel(sx + x, y)
local r, g, b, a = strip:getPixel(sx + x, y)
clone:setPixel(dx + x, dy + y, r, g, b, a)
end
end
end
local img = love.graphics.newImage(clone)
spinnerBlurImages[tilesetImagePath] = img
toggleImages[key] = img
return img
end
-- a toggle entry names the predicate that decides whether its patch shows
-- this frame; an unknown name (or none) is always on
TileRenderer.GATES = {
spinning = function() return TileRenderer.spinBlurActive() end,
}
function TileRenderer.registerGate(name, predicate)
TileRenderer.GATES[name] = predicate
end
local function gateOpen(name)
local predicate = TileRenderer.GATES[name]
if not predicate then return true end
return predicate() and true or false
end
-- The vanilla animation set as data: what the importer would write onto a
-- tileset record derived from its `animation` string and its spinner-tile
-- row. Consulted only when the record declares no animatedTiles of its
-- own, so the vanilla frame is byte-for-byte what it always was.
function TileRenderer.defaultAnimatedTiles(tileset)
local out = {}
local anim = tileset.animation
if anim == "TILEANIM_WATER" or anim == "TILEANIM_WATER_FLOWER" then
out[#out + 1] = { tile = WATER_TILE, kind = "hshift",
period = ANIM_PERIOD, offsets = WATER_OFFSETS }
end
if anim == "TILEANIM_WATER_FLOWER" then
out[#out + 1] = { tile = FLOWER_TILE, kind = "frames",
period = ANIM_PERIOD, images = FLOWER_IMAGES,
sequence = FLOWER_FRAMES }
end
local spinners = TileRenderer.SPINNER_ARROW_TILES[tileset.id]
if spinners then
out[#out + 1] = { tiles = spinners, kind = "toggle", image = SPINNER_STRIP,
stripOffsets = SPINNER_STRIP_OFFSET[tileset.id],
gate = "spinning" }
end
return out
end
-- one entry's runtime form: the tile ids it claims, the textures a step
-- picks from, and either a step sequence (hshift/frames) or a gate
-- (toggle). nil when the entry's pixels could not be built.
local function buildAnim(spec, tilesetImagePath, perRow, quads)
local tiles = spec.tiles
if not tiles then
if spec.tile == nil then return nil end
tiles = { spec.tile }
end
local period = spec.period or ANIM_PERIOD
if spec.kind == "hshift" then
local offsets = spec.offsets
if not offsets or #offsets == 0 then return nil end
local textures = getShiftVariants(tilesetImagePath, perRow, tiles[1])
if not textures then return nil end
local sequence = {}
for i, offset in ipairs(offsets) do sequence[i] = offset + 1 end
return { tiles = tiles, textures = textures, sequence = sequence,
period = period }
elseif spec.kind == "frames" then
local sequence = spec.sequence
if not (spec.images and sequence and #sequence > 0) then return nil end
local textures = getFrameImages(spec.images)
if not textures then return nil end
return { tiles = tiles, textures = textures, sequence = sequence,
period = period }
elseif spec.kind == "toggle" then
local image = getToggleImage(spec, tilesetImagePath, perRow)
if not image then return nil end
-- the patch texture is a whole-atlas clone, so each cell needs the
-- quad of the tile it stands in rather than a single-tile image
return { tiles = tiles, textures = { image }, gate = spec.gate,
quadFor = function(tile) return quads[tile] end }
end
return nil
end
function TileRenderer.new(map)
local self = setmetatable({}, TileRenderer)
self.map = map
self.image = getImage(map.tileset.image)
-- a full-color atlas colors everything it paints, ring and border fill
-- included, so every draw entry point claims its rect out of the pass
self.trueColor = map.tileset.trueColor or nil
local iw, ih = self.image:getDimensions()
self.quads = {}
@@ -195,20 +294,22 @@ function TileRenderer.new(map)
local total = (wB + 2 * BORDER_BLOCKS) * (hB + 2 * BORDER_BLOCKS) * 16
self.ringBatch = love.graphics.newSpriteBatch(self.image, total, "static")
self.mapBatch = love.graphics.newSpriteBatch(self.image, wB * hB * 16, "static")
-- animated tiles overdraw the static batches each frame
local anim = map.tileset.animation
local animWater = anim == "TILEANIM_WATER" or anim == "TILEANIM_WATER_FLOWER"
local variants = animWater and getWaterVariants(map.tileset.image, perRow)
local flowers = anim == "TILEANIM_WATER_FLOWER" and getFlowerFrames()
-- Gym/Rocket-Hideout spinner-arrow tiles (see SPINNER_ARROW_TILES above);
-- only GYM/FACILITY tilesets carry these dest tile ids
local spinnerIds = TileRenderer.SPINNER_ARROW_TILES[map.tileset.id]
local spinnerSet
if spinnerIds then
spinnerSet = {}
for _, id in ipairs(spinnerIds) do spinnerSet[id] = true end
-- animated tiles overdraw the static batches each frame. Entry order
-- decides which one claims a tile listed twice, so the vanilla defaults
-- keep the old water-then-flower-then-spinner precedence.
local anims, claimedBy = {}, {}
local declared = map.tileset.animatedTiles
or TileRenderer.defaultAnimatedTiles(map.tileset)
for _, spec in ipairs(declared) do
local anim = buildAnim(spec, map.tileset.image, perRow, self.quads)
if anim then
anim.cells = {}
anims[#anims + 1] = anim
for _, tile in ipairs(anim.tiles) do
if claimedBy[tile] == nil then claimedBy[tile] = anim end
end
end
end
local water, flower, spinner = {}, {}, {}
for by = -BORDER_BLOCKS, hB + BORDER_BLOCKS - 1 do
for bx = -BORDER_BLOCKS, wB + BORDER_BLOCKS - 1 do
@@ -222,12 +323,10 @@ function TileRenderer.new(map)
if quad then
batch:add(quad, bx * 32 + tx * 8, by * 32 + ty * 8)
end
if variants and tile == WATER_TILE then
table.insert(water, { bx * 32 + tx * 8, by * 32 + ty * 8, inside })
elseif flowers and tile == FLOWER_TILE then
table.insert(flower, { bx * 32 + tx * 8, by * 32 + ty * 8, inside })
elseif spinnerSet and spinnerSet[tile] then
table.insert(spinner, { bx * 32 + tx * 8, by * 32 + ty * 8, inside, tile })
local anim = claimedBy[tile]
if anim then
local cells = anim.cells
cells[#cells + 1] = { bx * 32 + tx * 8, by * 32 + ty * 8, inside, tile }
end
end
end
@@ -237,9 +336,9 @@ function TileRenderer.new(map)
-- animated overdraw batches: the full set (ring + body) for the
-- current map, and a body-only set for connected-map drawing --
-- a neighbor's water ring must never overdraw this map's tiles.
-- `quadFor`, when given, looks up a per-entry quad (used by the spinner
-- batch, whose texture is a full tileset-atlas clone rather than a
-- single-tile image like the water/flower variants).
-- `quadFor`, when given, looks up a per-entry quad (used by toggle
-- entries, whose texture is a full tileset-atlas clone rather than a
-- single-tile image like the hshift/frames variants).
local function animBatches(entries, image, quadFor)
if #entries == 0 then return nil, nil end
local all = love.graphics.newSpriteBatch(image, #entries, "static")
@@ -253,23 +352,12 @@ function TileRenderer.new(map)
end
return all, body
end
if variants then
self.waterBatch, self.waterBodyBatch = animBatches(water, variants[1])
self.waterVariants = self.waterBatch and variants or nil
end
if flowers then
self.flowerBatch, self.flowerBodyBatch = animBatches(flower, flowers[1])
self.flowerFrames = self.flowerBatch and flowers or nil
end
if spinnerSet then
local blurImage = getSpinnerBlurImage(map.tileset.id, map.tileset.image, perRow)
if blurImage then
local quads = self.quads
self.spinnerBatch, self.spinnerBodyBatch =
animBatches(spinner, blurImage, function(tile) return quads[tile] end)
self.spinnerBlurImage = self.spinnerBatch and blurImage or nil
end
for _, anim in ipairs(anims) do
anim.batch, anim.bodyBatch =
animBatches(anim.cells, anim.textures[1], anim.quadFor)
anim.cells = nil
end
self.anims = anims
-- a repeating 32x32 image of the border block, tiled behind
-- everything the 3-block ring doesn't cover (the survey zoom sees
@@ -302,6 +390,7 @@ end
-- meshes seamlessly with the ring batch)
function TileRenderer:drawBorderFill(camX, camY, vw, vh)
if not self.borderFill then return end
if self.trueColor then PaletteFX.markTrueColor(0, 0, vw, vh) end
local x, y = math.floor(camX), math.floor(camY)
local quad = love.graphics.newQuad(x, y, vw, vh, 32, 32)
love.graphics.draw(self.borderFill, quad, 0, 0)
@@ -349,33 +438,41 @@ function TileRenderer:drawCellBottom(cx, cy, camX, camY)
if shader then love.graphics.setShader() end
end
-- water/flower overdraw at the current animation step; bodyOnly skips
-- the ring positions (connected maps draw body-only)
-- animated overdraw at the current step; bodyOnly skips the ring
-- positions (connected maps draw body-only)
function TileRenderer:drawAnimated(camX, camY, bodyOnly)
local waterBatch = bodyOnly and self.waterBodyBatch or self.waterBatch
local flowerBatch = bodyOnly and self.flowerBodyBatch or self.flowerBatch
local spinnerBatch = bodyOnly and self.spinnerBodyBatch or self.spinnerBatch
if not (waterBatch or flowerBatch or spinnerBatch) then return end
local i = (math.floor(animFrame / 20) % 8) + 1
local anims = self.anims
if not anims then return end
local x, y = -math.floor(camX), -math.floor(camY)
if waterBatch then
waterBatch:setTexture(self.waterVariants[WATER_OFFSETS[i] + 1])
love.graphics.draw(waterBatch, x, y)
end
if flowerBatch then
flowerBatch:setTexture(self.flowerFrames[FLOWER_FRAMES[i]])
love.graphics.draw(flowerBatch, x, y)
end
-- spinner arrow tiles (engine/overworld/spinners.asm): only 2 frames
-- (blur / restore-to-static), gated on spinBlurActive() rather than the
-- free-running water/flower cycle above -- when false, draw nothing so
-- the already-static mapBatch/ringBatch tile shows through unchanged
if spinnerBatch and TileRenderer.spinBlurActive() then
love.graphics.draw(spinnerBatch, x, y)
for _, anim in ipairs(anims) do
local batch = bodyOnly and anim.bodyBatch or anim.batch
if batch then
if anim.gate then
-- a gated entry has only the two frames the asm has (patch /
-- restore-to-static); when the gate is shut draw nothing so the
-- already-static mapBatch/ringBatch tile shows through unchanged
if gateOpen(anim.gate) then love.graphics.draw(batch, x, y) end
else
local step = math.floor(animFrame / anim.period) % #anim.sequence + 1
batch:setTexture(anim.textures[anim.sequence[step]])
love.graphics.draw(batch, x, y)
end
end
end
end
-- the drawn extent of one batch in world-canvas pixels; `blocks` is the
-- ring width the batch reaches past the map body on every side
function TileRenderer:markTrueColor(camX, camY, blocks)
local def = self.map.def
PaletteFX.markTrueColor(-math.floor(camX) - blocks * 32,
-math.floor(camY) - blocks * 32,
(def.width + 2 * blocks) * 32,
(def.height + 2 * blocks) * 32)
end
function TileRenderer:draw(camX, camY)
if self.trueColor then self:markTrueColor(camX, camY, BORDER_BLOCKS) end
love.graphics.draw(self.ringBatch, -math.floor(camX), -math.floor(camY))
love.graphics.draw(self.mapBatch, -math.floor(camX), -math.floor(camY))
self:drawAnimated(camX, camY)
@@ -383,6 +480,7 @@ end
-- body only, for connected-map strips
function TileRenderer:drawMapOnly(camX, camY)
if self.trueColor then self:markTrueColor(camX, camY, 0) end
love.graphics.draw(self.mapBatch, -math.floor(camX), -math.floor(camY))
self:drawAnimated(camX, camY, true)
end
@@ -392,16 +490,22 @@ function TileRenderer:rebuild()
local fresh = TileRenderer.new(self.map)
self.ringBatch = fresh.ringBatch
self.mapBatch = fresh.mapBatch
self.waterBatch = fresh.waterBatch
self.waterBodyBatch = fresh.waterBodyBatch
self.waterVariants = fresh.waterVariants
self.flowerBatch = fresh.flowerBatch
self.flowerBodyBatch = fresh.flowerBodyBatch
self.flowerFrames = fresh.flowerFrames
self.spinnerBatch = fresh.spinnerBatch
self.spinnerBodyBatch = fresh.spinnerBodyBatch
self.spinnerBlurImage = fresh.spinnerBlurImage
self.anims = fresh.anims
self.borderFill = fresh.borderFill
end
-- drop every atlas and every derived animation texture so the next
-- TileRenderer.new re-resolves through the asset search path. Live
-- instances keep the batches they already built; MapLoader.invalidateAll
-- is what drops those (14 §cache-invalidation contract).
function TileRenderer.invalidate()
imageCache = {}
shiftVariants = {}
frameImages = {}
toggleImages = {}
stripData = {}
end
Assets.register(TileRenderer.invalidate)
return TileRenderer