This commit is contained in:
bryanthaboi
2026-07-24 08:45:16 -04:00
parent f0b53e28ab
commit 5312e34997
24 changed files with 858 additions and 102 deletions
+94 -22
View File
@@ -258,6 +258,10 @@ local function makeBattler(data, mon, isPlayer, save)
}
end
-- LinkBattle builds clamped copies with save=nil (no badge boosts); wild
-- and trainer constructors pass the live save for the player side.
BattleState.makeBattler = makeBattler
-- The battle pic for `species` on the given side (back pic for the
-- player side, front pic for the enemy side), tinted PAL_GRAYMON --
-- the same path makeBattler uses, but forced gray -- since this is only
@@ -832,7 +836,7 @@ function BattleState:computeMusicKind()
return "final"
elseif isBoss or (self.trainer and self.trainer.id == "OPP_LANCE") then
return "gym"
elseif self.kind == "trainer" then
elseif self.kind == "trainer" or self.kind == "link" then
return "trainer"
end
return "wild"
@@ -894,6 +898,17 @@ function BattleState:enter()
self.showEnemyTrainer = false
self:startGrowIn(self.enemy)
end)
elseif self.kind == "link" then
-- Colosseum has no foe trainer pic, but the enemy mon still grows
-- out of the ball after "X sent out Y!" (not the wild "already there"
-- intro that LinkBattle previously inherited from newWild).
self.enemySendingOut = true
self:say(("%s sent\nout %s!"):format(self.opponentName or "FOE",
self.enemy.name))
self:act(function()
self.enemySendingOut = false
self:startGrowIn(self.enemy)
end)
end
if not self.ghost then
-- the enemy's cry plays as it appears (data/pokemon/cries.asm)
@@ -950,20 +965,37 @@ function BattleState:exit()
end
end
-- An action the battler is locked into (bypasses the menu), or nil.
function BattleState:lockedAction(battler)
-- End a trapping sequence (USING_TRAPPING_MOVE). SendOutMon clears the
-- foe's bit (core.asm:1761-1762); EnemySendOutFirstMon clears the
-- player's (core.asm:1314-1315). Any switch frees the other side.
local function clearTrapping(battler)
if not battler then return end
battler.trappingTurns = nil
battler.trapMove = nil
battler.trapDamage = nil
end
-- Actions that skip DisplayBattleMenu entirely (core.asm:300-310):
-- recharge, Rage, thrash, charge. Bide / trapping / being held do NOT
-- skip the menu -- the player can still item/switch (and must press
-- FIGHT to continue a trapping sequence).
function BattleState:menuLockedAction(battler)
if battler.mustRecharge then return { special = "recharge" } end
if battler.charging then return battler.charging end
if battler.thrashTurns and battler.thrashTurns > 0 then return battler.thrashMove end
if battler.rageMove then return battler.rageMove end
return nil
end
-- After FIGHT: skip MoveSelectionMenu (core.asm:320-329). Own
-- trapping/Bide continues; foe trapping forces CANNOT_MOVE ($ff).
function BattleState:fightLockedAction(battler)
if battler.trappingTurns and battler.trappingTurns > 0 then
return { special = "trapping" }
end
if battler.bideTurns then return { special = "bide" } end
if battler.rageMove then return battler.rageMove end
-- held in place while the OPPONENT's trapping move is running
-- (core.asm:316-322 reads the live USING_TRAPPING_MOVE bit, so a
-- trap ended early by paralysis/faint frees the victim immediately);
-- boundTurns is a mirror kept for Status.beforeMove's held check
-- held while the OPPONENT's trapping bit is set (live mirror so a
-- trap ended early by paralysis/faint frees the victim immediately)
local opp = battler.isPlayer and self.enemy or self.player
battler.boundTurns = opp and opp.trappingTurns
and math.max(1, opp.trappingTurns) or nil
@@ -973,6 +1005,11 @@ function BattleState:lockedAction(battler)
return nil
end
-- Full lock for AI / callers that need any forced action.
function BattleState:lockedAction(battler)
return self:menuLockedAction(battler) or self:fightLockedAction(battler)
end
function BattleState:playerHasPP()
for i, mv in ipairs(self.player.curMoves) do
if mv.pp > 0 and self.player.disabledSlot ~= i then return true end
@@ -1079,8 +1116,9 @@ function BattleState:update(dt)
if not (self.player.mustRecharge or self.player.rageMove) then
self.player.flinched, self.enemy.flinched = false, false
end
-- locked multi-turn actions skip the menu entirely
local locked = self:lockedAction(self.player)
-- only recharge/Rage/thrash/charge skip DisplayBattleMenu; trapping
-- victims (and wrappers) still get FIGHT/PKMN/ITEM/RUN (core.asm:312)
local locked = self:menuLockedAction(self.player)
if locked then
self:resolveTurn(locked)
return
@@ -1104,6 +1142,13 @@ function BattleState:update(dt)
end)
self:act(function() self:endOfTurn() end)
elseif choice == "fight" then
-- After the menu: own trapping/Bide or foe Wrap skips the move
-- list and forces the locked action (core.asm:320-329)
local fightLock = self:fightLockedAction(self.player)
if fightLock then
self:resolveTurn(fightLock)
return
end
if not self:playerHasPP() then
-- _NoMovesLeftText, then Struggle engages
self:say(("%s has no\nmoves left!"):format(self.player.name))
@@ -1514,6 +1559,9 @@ function BattleState:resolveSwitch(newMon)
self:restoreMimicked(self.player) -- the battle copy leaves with it
local previous = self.player
self.player = makeBattler(self.data, newMon, true, self.game.save)
-- SendOutMon (core.asm:1761-1762): player's send-out clears the
-- foe's USING_TRAPPING_MOVE -- Wrap/Bind/etc. ends on any switch
clearTrapping(self.enemy)
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[1], battler = self.player,
@@ -2094,6 +2142,8 @@ function BattleState:executeAction(user, target, action)
local oldName = self.enemy.name
self.enemyIndex = action.index
self.enemy = makeBattler(self.data, self.enemyParty[action.index], false)
-- EnemySendOutFirstMon (core.asm:1314-1315): clears player's trap
clearTrapping(self.player)
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[2], battler = self.enemy,
@@ -2574,8 +2624,20 @@ function BattleState:enemyMonFainted()
self.participants = {}
if self.kind == "trainer" then
if self.enemyIndex < #self.enemyParty then
self.enemyIndex = self.enemyIndex + 1
-- EnemySendOutFirstMon / AnyEnemyPokemonAliveCheck (core.asm): scan
-- the whole enemy party for the first mon with HP left. Blindly
-- doing enemyIndex+1 softlocks after an AI switch (Agatha): a later
-- slot can already be fainted, so the empty-HP mon comes out, the
-- FIGHT menu returns, and executeAction no-ops on target.hp <= 0.
local nextIndex
for i, mon in ipairs(self.enemyParty) do
if mon.hp > 0 then
nextIndex = i
break
end
end
if nextIndex then
self.enemyIndex = nextIndex
-- SHIFT battle style (the default): announce the next mon and
-- offer a free switch (SET skips the prompt)
local nextMon = self.enemyParty[self.enemyIndex]
@@ -2599,6 +2661,7 @@ function BattleState:enemyMonFainted()
if mon ~= self.player.mon and mon.hp > 0 then
local previous = self.player
self.player = makeBattler(self.data, mon, true, game.save)
clearTrapping(self.enemy) -- SendOutMon clears foe trap
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[1],
@@ -2624,6 +2687,8 @@ function BattleState:enemyMonFainted()
self:act(function()
local previous = self.enemy
self.enemy = makeBattler(self.data, self.enemyParty[self.enemyIndex], false)
-- EnemySendOutFirstMon (core.asm:1314-1315): clears player's trap
clearTrapping(self.player)
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[2], battler = self.enemy,
@@ -2777,6 +2842,7 @@ function BattleState:openReplacementMenu()
self:restoreMimicked(self.player)
local previous = self.player
self.player = makeBattler(self.data, mon, true, game.save)
clearTrapping(self.enemy) -- SendOutMon clears foe trap
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[1], battler = self.player,
@@ -3739,7 +3805,7 @@ function BattleState:drawPicsLayer(slide, sx, sy)
end
end
-- Player: back sprite bottom-left (2x like the GB, feet near y=100).
-- Player: back sprite at hlcoord 1,5 (x=8), 2x like the GB, feet at y=96.
local hidePlayer = self.safari or self.demo
if self.showPlayerBack and self.playerBackPic then
-- Red's (or the old man's) back pic until "Go!"; it stays up for
@@ -3747,7 +3813,7 @@ function BattleState:drawPicsLayer(slide, sx, sy)
local img = self:picImage(self.playerBackPic)
local pad = imagePadBottom[self.playerBackPic] or 0
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(img, 16 + slide + sx,
love.graphics.draw(img, 8 + slide + sx,
96 - (img:getHeight() - pad) * 2 + sy, 0, 2, 2)
elseif self.player and self.player.sprite and not hidePlayer
and not self.sendingOut and not self:fxHidden(self.player) then
@@ -3758,14 +3824,14 @@ function BattleState:drawPicsLayer(slide, sx, sy)
local gs = self:growInScale(self.player)
if gs then
-- the player-side AnimateSendingOutMon grow (after the poof,
-- core.asm:1757-1762): feet pinned at y=96, center at x=16+w
-- core.asm:1757-1762): feet pinned at y=96, center at x=8+w
if gs > 0 then
love.graphics.draw(img, 16 + img:getWidth() * (1 - gs) + sx,
love.graphics.draw(img, 8 + img:getWidth() * (1 - gs) + sx,
96 - (img:getHeight() - pad) * 2 * gs + sy,
0, 2 * gs, 2 * gs)
end
else
self:drawBattlerPic(self.player, 16 + sx,
self:drawBattlerPic(self.player, 8 + sx,
96 - (img:getHeight() - pad) * 2 + sy, 2)
end
end
@@ -3820,16 +3886,22 @@ function BattleState:drawHUDs(slide)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(("BALLx%2d"):format(self.safari.balls), 88, 72)
end
-- trainer-battle party pokeball rows during the intro
-- trainer/link party pokeball rows during the intro
-- (SetupPlayerAndEnemyPokeballs, draw_hud_pokeball_gfx.asm)
if self.kind == "trainer" and (self.showEnemyTrainer or self.showPlayerBack)
and slide == 0 then
local showIntroBalls = slide == 0 and (
(self.kind == "trainer" and (self.showEnemyTrainer or self.showPlayerBack))
or (self.kind == "link" and (self.showPlayerBack or self.enemySendingOut))
)
if showIntroBalls then
love.graphics.setColor(1, 1, 1, 1)
if self.showEnemyTrainer and self.enemyParty then
if self.enemyParty and (
(self.kind == "trainer" and self.showEnemyTrainer)
or (self.kind == "link" and self.enemySendingOut)
) then
self:drawBallRow(self.enemyParty, 64, 16, -8)
end
if self.showPlayerBack then
self:drawBallRow(self.game.save.party, 88, 80, 8)
self:drawBallRow(self.playerParty or self.game.save.party, 88, 80, 8)
end
end
local hidePlayer = self.safari or self.demo
+19
View File
@@ -478,6 +478,25 @@ SaveData.addCoreMigration(2, function(save)
end
end)
-- #131 / follow-up to #50: Game Corner poster grunt used to stay on the
-- floor after defeat (defeatedTrainers only). The #50 script now hides
-- him via objectToggles, but saves that already beat him never got the
-- toggle -- he still blocks the hideout switch. from=3 so every pre-4
-- save reconciles once, then is skipped after re-stamp.
SaveData.addCoreMigration(3, function(save)
local defeated = save.defeatedTrainers
if not defeated or not defeated["GAME_CORNER_obj_11"] then return end
save.objectToggles = save.objectToggles or {}
local mapToggles = save.objectToggles.GAME_CORNER
if not mapToggles then
mapToggles = {}
save.objectToggles.GAME_CORNER = mapToggles
end
if mapToggles.GAMECORNER_ROCKET ~= false then
mapToggles.GAMECORNER_ROCKET = false
end
end)
-- ------- write
-- Game progress only; options are written separately via saveOptions.
+1 -1
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@@ -7,7 +7,7 @@ local Version = {
engine = "1.0.0", -- game/engine release (semver triple)
modApi = 2, -- mod API major (manifest `api`)
linkProtocol = 2, -- link handshake wire version (Handshake.PROTOCOL)
saveFormat = 3, -- save.meta.format
saveFormat = 4, -- save.meta.format
cache = "rom-cache-v5", -- ROM import cache generation (RomImporter marker)
}
+49 -27
View File
@@ -36,18 +36,13 @@ local function makeRng(seed)
end
end
-- battler builder shared by both sides -- NO badge boosts, so both
-- machines compute identical stats
-- Battlers go through BattleState.makeBattler so pics get the same
-- Assets.resolve + SGB/GBC palette + padBottom path as wild/trainer
-- battles. save=nil skips badge boosts so both machines keep identical
-- stats (Gen 1 cable battles famously kept badges; we still diverge).
local function mkBattler(data, mon, isPlayer)
local def = data.pokemon[mon.species]
local ok, img = pcall(love.graphics.newImage,
isPlayer and def.spriteBack or def.spriteFront)
return {
mon = mon, def = def, isPlayer = isPlayer, stages = {},
name = mon.nickname or def.name,
curStats = mon.stats, curTypes = def.types, curMoves = mon.moves,
sprite = ok and img or nil,
}
local BattleState = require("src.battle.BattleState")
return BattleState.makeBattler(data, mon, isPlayer, nil)
end
-- canonical (host-side-first) state hash, unchanged since v1: it stays on
@@ -213,6 +208,8 @@ function LinkBattle.new(game, net, opts)
self.player = mkBattler(game.data, myParty[1], true)
self.enemy = mkBattler(game.data, theirParty[1], false)
self.enemyParty = theirParty
self.playerParty = myParty -- intro ball row uses the clamped copies
self.opponentName = theirName
self.introText = ("%s wants\nto battle!"):format(theirName)
self.remoteHashes = {}
self.localHashes = {}
@@ -235,6 +232,43 @@ function LinkBattle.new(game, net, opts)
return nil
end
-- player-side SendOutMon (poof + grow-in + cry); mirrors BattleState
local function sendOutPlayer(s, mon)
local previous = s.player
s.player = mkBattler(game.data, mon, true)
s:syncSides()
Runtime.emit("battle.battler_switched", {
battle = s, side = s.sides[1], battler = s.player, previous = previous,
})
s.sendingOut = true
s:sayNext(s:sendOutText(s.player.name))
s:animNext("POOF_ANIM", false)
s:actNext(function()
s.sendingOut = false
s:startGrowIn(s.player)
require("src.core.Sound").playCry(s.data, s.player.mon.species)
end)
end
-- enemy-side EnemySendOut (grow-in + cry; no poof)
local function sendOutEnemy(s, mon)
local previous = s.enemy
s.enemy = mkBattler(game.data, mon, false)
s:syncSides()
Runtime.emit("battle.battler_switched", {
battle = s, side = s.sides[2], battler = s.enemy, previous = previous,
})
s.enemySendingOut = true
s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
s:actNext(function()
s.enemySendingOut = false
s:startGrowIn(s.enemy)
s:actNext(function()
require("src.core.Sound").playCry(s.data, s.enemy.mon.species)
end)
end)
end
-- decode a remote action message against the enemy battler
local function decodeTheirAction(s, msg)
if msg.kind == "move" then
@@ -306,17 +340,11 @@ function LinkBattle.new(game, net, opts)
-- switches happen before attacks (both may switch)
if myMsg.kind == "switch" then
local idx = myMsg.index
s:act(function()
s.player = mkBattler(game.data, myParty[idx], true)
s:sayNext(("Go! %s!"):format(s.player.name))
end)
s:act(function() sendOutPlayer(s, myParty[idx]) end)
myAction = nil
end
if theirSwitch then
s:act(function()
s.enemy = mkBattler(game.data, theirParty[theirSwitch], false)
s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
end)
s:act(function() sendOutEnemy(s, theirParty[theirSwitch]) end)
end
s:act(function()
@@ -452,10 +480,7 @@ function LinkBattle.new(game, net, opts)
self.playerMonFainted = function(s)
for _, mon in ipairs(myParty) do
if mon.hp > 0 then
s:act(function()
s.player = mkBattler(game.data, mon, true)
s:sayNext(("Go! %s!"):format(s.player.name))
end)
s:act(function() sendOutPlayer(s, mon) end)
return
end
end
@@ -468,10 +493,7 @@ function LinkBattle.new(game, net, opts)
self.enemyMonFainted = function(s)
for _, mon in ipairs(theirParty) do
if mon.hp > 0 then
s:act(function()
s.enemy = mkBattler(game.data, mon, false)
s:sayNext(("%s sent\nout %s!"):format(theirName, s.enemy.name))
end)
s:act(function() sendOutEnemy(s, mon) end)
return
end
end
+6
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@@ -18,6 +18,12 @@ ManagerState.isOpaque = true
-- Game:keypressed recognizes a directly-pushed instance
ManagerState.screenId = "ManagerState"
-- Same as OptionsMenu: without this, title LOGO zones leak through when
-- MODS is opened from the title-screen options path.
function ManagerState:sgbPalettes(game)
return require("src.render.PaletteFX").wholeNamed(game.data, "MEWMON")
end
-- the charmap has no * ~ + < > glyphs, so the status gutter uses what it
-- does have: staged-awaiting-restart, disabled, errored, dep-unhealthy
local GLYPH = { staged = ".", disabled = "-", errored = "!", blocked = "?" }
+49 -2
View File
@@ -484,11 +484,51 @@ function Commands.heal_party(ctx)
end
end
-- AskName (engine/menus/naming_screen.asm): yes/no then NamingScreen.
-- AddPartyMon only offers this for party mons (box deposits skip it).
-- Preserves ctx.lastCheck so GivePokemon's carry is not clobbered by the
-- yes/no result (scripts jump_if_false on give failure afterwards).
local function askNickname(ctx, mon)
local runner = ctx.runner
if not runner then return end
local success = ctx.lastCheck
local name = ctx.game.stringBuffer
or (ctx.game.data.pokemon[mon.species]
and ctx.game.data.pokemon[mon.species].name)
or mon.species
-- Prefer the real text label; fall back to the BattleState wording.
if ctx.game.data.text and ctx.game.data.text._DoYouWantToNicknameText then
Commands.show_text(ctx, "_DoYouWantToNicknameText", { RAM = name })
else
Commands.show_text(ctx, ("Do you want to\ngive a nickname\nto %s?"):format(name))
end
local ChoiceBox = require("src.ui.ChoiceBox")
ctx.game.stack:push(ChoiceBox.new(ctx.game, function(yes)
if not yes then
ctx.lastCheck = success
runner:resume()
return
end
Screens.push(ctx.game, "NamingScreen", {
title = "NICKNAME?", maxLen = 10,
onDone = function(nick)
if nick and #nick > 0 then mon.nickname = nick end
ctx.lastCheck = success
runner:resume()
end,
})
end))
runner:yield()
ctx.lastCheck = success
end
-- give_pokemon <species> <level>: _GivePokemon (engine/events/
-- give_pokemon.asm) -- party first, then the box. ctx.lastCheck gets
-- the asm's carry: true when the mon was given, false when both the
-- party and every box are full (that .boxFull path leaves the giver's
-- script able to offer again later, e.g. the Celadon Eevee ball).
-- Party adds run AskName (AddPartyMon) when a script runner is present;
-- mods that pre-set gift.nickname skip the prompt.
function Commands.give_pokemon(ctx, species, level)
-- Native mods can transform a gift before the Pokémon object is created.
-- This is intentionally an event rather than a special-case starter hook:
@@ -505,7 +545,8 @@ function Commands.give_pokemon(ctx, species, level)
ctx.game.stringBuffer = ctx.game.data.pokemon[species].name or species
ctx.pendingPokemonName = species
require("src.battle.BattleState").stampOT(ctx.save, mon)
if not Party.add(ctx.save.party, mon) then
local addedToParty = Party.add(ctx.save.party, mon)
if not addedToParty then
if not require("src.pokemon.Boxes").deposit(ctx.save, mon) then
ctx.lastCheck = false
return
@@ -517,6 +558,11 @@ function Commands.give_pokemon(ctx, species, level)
dex.owned[species] = true
end
ctx.lastCheck = true
-- AddPartyMon AskName: party only; skip box deposits, mod-set nicknames,
-- and callback-style callers that have no script runner to yield on.
if addedToParty and not gift.nickname and ctx.runner then
askNickname(ctx, mon)
end
end
function Commands.give_money(ctx, amount)
@@ -1066,7 +1112,8 @@ for _, verb in ipairs({ "show_text", "ask", "choice", "start_battle", "warp",
end
for _, verb in ipairs({ "show_text", "ask", "choice", "start_battle", "warp",
"open_mart", "trade", "push_screen", "record_hall_of_fame",
"old_man_demo", "static_battle", "rival_battle", "give_item", "wait",
"old_man_demo", "static_battle", "rival_battle", "give_item",
"give_pokemon", "wait",
"wait_flag", "move_player", "move_npc", "move_npc_to", "walk_npc",
"emote", "fade", "pan_camera", "play_once" }) do
local meta = Commands.meta[verb] or {}
+8
View File
@@ -22,6 +22,14 @@ local OptionsMenu = {}
OptionsMenu.__index = OptionsMenu
OptionsMenu.isOpaque = true
-- Opaque full-screen menu: own MEWMON so opening OPTION from the title
-- (or over the overworld) does not inherit TitleState's LOGO1 band -- that
-- zone covers UI rows 8-9, which is the third options box label line
-- (pink "MODS" strip when Blue's ROM LOGO1 white is {255,239,255}).
function OptionsMenu:sgbPalettes(game)
return PaletteFX.wholeNamed(game.data, "MEWMON")
end
-- TextSpeedOptionData frame delays with the original labels
local SPEEDS = { { 1, "FAST" }, { 3, "MEDIUM" }, { 5, "SLOW" } }
-- no-loader fallback for the ruleset row, same pair BattleState keeps
+33 -5
View File
@@ -13,13 +13,35 @@ TitleState.isOpaque = true
-- SGB title zones (PalPacket_Titlescreen): the logo rows get LOGO2,
-- the version-ribbon band LOGO1, the rest MEWMON.
--
-- The CONTINUE / NEW GAME menu and the continue-info box sit inside those
-- LOGO bands. pokered's MainMenu clears the title and runs
-- RunDefaultPaletteCommand so black UI ink stays black; this port keeps the
-- title art visible underneath, so without an overlay those boxes inherit
-- LOGO2 blue / LOGO1 red (issue #133). A trailing trueColor zone leaves the
-- overlay's DMG black unshaded while the logo and title mon keep title pals.
--
-- ROM SuperPal whites are often {255,239,255}. Under RED++, LOGO2/MEWMON
-- come from the GBC pack (pure white) while Blue's LOGO1 stays on the ROM
-- pack (#128), so the version-ribbon row reads as a pink band. Force that
-- slot to pure white; ink colors (Blue/Red "Version" text) stay intact.
local function withPureWhite(pal)
if not pal then return nil end
return { { 255, 255, 255 }, pal[2], pal[3], pal[4] }
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(P.pal(game.data, "LOGO1"), 0, 8, 19, 9),
P.zone(withPureWhite(P.pal(game.data, "LOGO1")), 0, 8, 19, 9),
P.zone(P.pal(game.data, "MEWMON"), 0, 10, 19, 17),
}
local top = game.stack and game.stack:top()
local box = top and top.titleUiBox
if box then
z[#z + 1] = P.trueColorZone(box[1], box[2], box[3], box[4])
end
return z[3] and z or nil
end
@@ -119,8 +141,11 @@ local ContinueInfo = {}
ContinueInfo.__index = ContinueInfo
function ContinueInfo.new(title, save)
return setmetatable({ title = title, game = title.game, save = save },
ContinueInfo)
-- box at (4,7), 16x10 tiles -- see ContinueInfo:draw / DisplayContinueGameInfo
return setmetatable({
title = title, game = title.game, save = save,
titleUiBox = { 4, 7, 19, 16 },
}, ContinueInfo)
end
function ContinueInfo:update(dt)
@@ -184,8 +209,11 @@ function TitleState:openMenu()
love.event.quit()
end
end })
game.stack:push(Menu.new(game, items,
{ tx = 0, ty = 0, tw = 13, th = #items * 2 + 2 }))
local th = #items * 2 + 2
local menu = Menu.new(game, items, { tx = 0, ty = 0, tw = 13, th = th })
-- full-width title LOGO zones would recolor this box; see sgbPalettes
menu.titleUiBox = { 0, 0, 12, th - 1 }
game.stack:push(menu)
end
function TitleState:update(dt)
+4 -1
View File
@@ -120,8 +120,11 @@ FieldDefaults.FIELD = {
doorBlock = { bx = 2, by = 2, block = 5 } },
},
-- IsSurfingAllowed refuses SURF on the B4F stairs square until both
-- plug boulders are down (engine/overworld/field_move_messages.asm)
-- plug boulders are down (engine/overworld/field_move_messages.asm).
-- B3F currents set BIT_FORCED_WARP so the south-edge water warps fire
-- without a held d-pad (scripts/SeafoamIslandsB3F.asm).
seafoam = {
SEAFOAM_ISLANDS_B3F = { setsForcedWarp = true },
SEAFOAM_ISLANDS_B4F = {
surfBlocked = { { x = 7, y = 11, untilEvents = {
"EVENT_SEAFOAM4_BOULDER1_DOWN_HOLE",
+24 -4
View File
@@ -322,6 +322,12 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
-- 16/18 gate exits), and the scripted door-mat walkout that follows
-- suppresses onStepComplete, so waiting for a plain step never mounts
self:checkForcedMovement()
-- Seafoam B4F's map script pushes off the B3F stair warps every frame
-- while the upper plugs are out (SeafoamIslandsB4FDefaultScript); the
-- B3F/B4F force-surf mouths also arm their MOVE_OBJECT current scripts
-- from CheckForceBikeOrSurf. Re-check here so a warp-in does not sit
-- idle on those cells waiting for a player step.
self:checkSeafoamCurrent()
-- snap the camera immediately: the overworld doesn't update while a
-- Transition is on top, so a stale camera would show the new map at
@@ -2669,8 +2675,11 @@ function OverworldState:onStepComplete()
elseif entry then
-- still standing on the warp we arrived through; do not re-trigger it
else
-- CheckWarpsNoCollision: door/warp tiles fire immediately; otherwise
-- ExtraWarpCheck must pass AND either a d-pad is held or BIT_FORCED_WARP
-- is set (Seafoam B3F currents — home/overworld.asm).
local w = Warp.onArrive(self.map, p.cellX, p.cellY)
if not w and self:dirHeld() then
if not w and (self:dirHeld() or self.forcedWarp) then
w = Warp.onCollision(self.map, Game.data.field.warpCarpets,
p.cellX, p.cellY, p.facing)
end
@@ -2751,9 +2760,11 @@ function OverworldState:runSpinnerMoves(moves, i)
local mv = moves[i]
if not mv then
self.player.spinning = false
if not self:checkSpinner() and self.player.surfing then
self:checkSeafoamCurrent()
end
-- Scripted steps skip onStepComplete while they run; once the RLE
-- finishes, re-enter the normal landing pipeline so chained spinners,
-- Seafoam currents, and CheckWarpsNoCollision (incl. BIT_FORCED_WARP)
-- see the tile we stopped on — same as pokered after simulated joypad.
self:onStepComplete()
return
end
self.player.spinning = true -- spin the sprite while sliding
@@ -2926,6 +2937,9 @@ function OverworldState:checkSeafoamCurrent()
if sf.forcedExit and p.surfing and not allSet(sf.forcedExit.activeUntilEvents) then
for _, c in ipairs(sf.forcedExit.coords) do
if p.cellX == c.x and p.cellY == c.y then
-- SeafoamIslandsB4FDefaultScript: res BIT_FORCED_WARP before the
-- push so the B3F stair warps underfoot cannot bounce you back.
self.forcedWarp = false
require("src.core.Sound").play(Game.data, "Collision")
self:scriptMove(p, "up", c.y == 17 and 2 or 1)
return true
@@ -2947,6 +2961,12 @@ function OverworldState:checkSeafoamCurrent()
end
for _, c in ipairs(active) do
if p.cellX == c.x and p.cellY == c.y then
-- SeafoamIslandsB3F.asm sets BIT_FORCED_WARP before DecodeRLEList so
-- the south-edge water stairs auto-warp when the current ends.
if FieldDefaults.fieldValue(Game.data, "seafoam", self.map.id,
"setsForcedWarp") then
self.forcedWarp = true
end
self:runSpinnerMoves(c.moves, 1)
return true
end