diff --git a/src/import/RomExtractorGen2.lua b/src/import/RomExtractorGen2.lua index d3736b8e..a044833c 100644 --- a/src/import/RomExtractorGen2.lua +++ b/src/import/RomExtractorGen2.lua @@ -5258,9 +5258,26 @@ function RomExtractorGen2:extractMenuGfx() end -- Goldenrod Game Corner: Slot Machine graphics assets + local CacheFs = require("src.import.CacheFs") + local function packBytes(bytes) + local chars = {} + for i = 1, #bytes do chars[i] = string.char(bytes[i]) end + return table.concat(chars) + end + local function writeRaw(relative, bytes) + local ok, writeError = CacheFs.write( + "assets/generated/" .. relative, packBytes(bytes)) + if not ok then + error("could not write " .. relative .. ": " .. tostring(writeError)) + end + end + + local slots = nil if self.symbols["Slots1LZ"] then local raw1 = self:decompressLz3Symbol("Slots1LZ") self:write2bpp(raw1, 16, #raw1 / 4, "slots/gold_slots_1.png") + slots = slots or {} + slots.sheet1 = "assets/generated/slots/gold_slots_1.png" end if self.symbols["Slots2LZ"] then local raw2 = self:decompressLz3Symbol("Slots2LZ") @@ -5269,6 +5286,8 @@ function RomExtractorGen2:extractMenuGfx() raw2[i] = bit.band(bit.bnot(raw2[i]), 0xFF) end self:write2bpp(raw2, 16, #raw2 / 4, "slots/gold_slots_2.png") + slots = slots or {} + slots.sheet2 = "assets/generated/slots/gold_slots_2.png" end if self.symbols["Slots3LZ"] then local raw3 = self:decompressLz3Symbol("Slots3LZ") @@ -5283,55 +5302,58 @@ function RomExtractorGen2:extractMenuGfx() -- Y=192: Chansey 5 (Egg Drop pose, 24x32) -- Y=224: Egg (8x16 at X=0) self:write2bpp(raw3, 24, #raw3 / 6, "slots/gold_slots_actors.png", true) + slots = slots or {} + slots.sheet3 = "assets/generated/slots/gold_slots_3.png" end if self.symbols["SlotsTilemap"] then local symbol = self:symbol("SlotsTilemap") local tm = self.rom:bytes(symbol.bank, symbol.address, 20 * 12) - self:save(tm, "slots/gold_slots.tilemap") + writeRaw("slots/gold_slots.tilemap", tm) + slots = slots or {} + slots.tilemap = "assets/generated/slots/gold_slots.tilemap" end + if slots then out.slots = slots end -- Goldenrod Game Corner: Card Flip graphics assets + local cardFlip = nil if self.symbols["CardFlipLZ01"] then local raw1 = self:decompressLz3Symbol("CardFlipLZ01") self:write2bpp(raw1, 128, #raw1 / 32, "card_flip/card_flip_1.png") + cardFlip = cardFlip or {} + cardFlip.sheet1 = "assets/generated/card_flip/card_flip_1.png" end if self.symbols["CardFlipLZ02"] then local raw2 = self:decompressLz3Symbol("CardFlipLZ02") self:write2bpp(raw2, 24, #raw2 / 6, "card_flip/card_flip_2.png") + cardFlip = cardFlip or {} + cardFlip.sheet2 = "assets/generated/card_flip/card_flip_2.png" end if self.symbols["CardFlipLZ03"] then local raw3 = self:decompressLz3Symbol("CardFlipLZ03") self:write2bpp(raw3, 8, #raw3 / 2, "card_flip/card_flip_3.png") + cardFlip = cardFlip or {} + cardFlip.sheet3 = "assets/generated/card_flip/card_flip_3.png" end if self.symbols["CardFlipOnButtonGFX"] then local symbol = self:symbol("CardFlipOnButtonGFX") self:write2bpp(self.rom:bytes(symbol.bank, symbol.address, 16), 8, 8, "card_flip/on.png") + cardFlip = cardFlip or {} + cardFlip.on = "assets/generated/card_flip/on.png" end if self.symbols["CardFlipOffButtonGFX"] then local symbol = self:symbol("CardFlipOffButtonGFX") self:write2bpp(self.rom:bytes(symbol.bank, symbol.address, 16), 8, 8, "card_flip/off.png") + cardFlip = cardFlip or {} + cardFlip.off = "assets/generated/card_flip/off.png" end if self.symbols["CardFlipTilemap"] then local symbol = self:symbol("CardFlipTilemap") local tm = self.rom:bytes(symbol.bank, symbol.address, 11 * 12) - self:save(tm, "card_flip/card_flip.tilemap") + writeRaw("card_flip/card_flip.tilemap", tm) + cardFlip = cardFlip or {} + cardFlip.tilemap = "assets/generated/card_flip/card_flip.tilemap" end - - out.slots = { - sheet1 = "assets/generated/slots/gold_slots_1.png", - sheet2 = "assets/generated/slots/gold_slots_2.png", - sheet3 = "assets/generated/slots/gold_slots_3.png", - tilemap = "assets/generated/slots/gold_slots.tilemap", - } - - out.cardFlip = { - sheet1 = "assets/generated/card_flip/card_flip_1.png", - sheet2 = "assets/generated/card_flip/card_flip_2.png", - sheet3 = "assets/generated/card_flip/card_flip_3.png", - on = "assets/generated/card_flip/on.png", - off = "assets/generated/card_flip/off.png", - tilemap = "assets/generated/card_flip/card_flip.tilemap", - } + if cardFlip then out.cardFlip = cardFlip end self:write("menu_gfx", out) self:tick("Menu graphics", 1, 1) diff --git a/src/import/RomImporter.lua b/src/import/RomImporter.lua index 3b2c2ac2..5b7fe222 100644 --- a/src/import/RomImporter.lua +++ b/src/import/RomImporter.lua @@ -140,6 +140,12 @@ local VERSION_REQUIRED_FILES_OVERRIDE = { -- before the four ball tiles were extracted (#1502). "assets/generated/battle/hud/balls.png", "assets/generated/audio/programs.bin", + -- Goldenrod Game Corner reel + board art (#1581). menu_gfx.lua used to + -- advertise these paths even when Slots*LZ / CardFlip* were absent from + -- the manifest, so a cache that never wrote the PNGs still looked + -- complete and SlotMachine crashed on its labelled-cell fallback. + "assets/generated/slots/gold_slots_1.png", + "assets/generated/card_flip/card_flip_1.png", }, } -- Same Gen 2 extract, so a Silver cache is complete when the same files exist. diff --git a/src/ui/gen2/CardFlip.lua b/src/ui/gen2/CardFlip.lua index a1b596ce..b9db6352 100644 --- a/src/ui/gen2/CardFlip.lua +++ b/src/ui/gen2/CardFlip.lua @@ -49,9 +49,9 @@ -- Textbox at (0,12) with an 18x4 interior -- -- The cart's own art (gfx/card_flip/card_flip_1..3.2bpp.lz and --- gfx/card_flip/card_flip.tilemap) is NOT in the cache: no `cardFlip` entry is --- written into menu_gfx.lua yet, so the board draws as labelled cells until one --- appears. +-- gfx/card_flip/card_flip.tilemap) is extracted into assets/generated/card_flip/ +-- when the Gold/Silver manifest carries CardFlip*. Until those files exist, +-- the board draws as labelled cells. local Chrome = require("src.ui.gen2.Chrome") local CoinCase = require("src.core.gen2.CoinCase") @@ -616,10 +616,8 @@ local TILEMAP = nil local function getCardFlipTilemap() if TILEMAP == nil then local path = "assets/generated/card_flip/card_flip.tilemap" - local f = io.open(path, "rb") - if f then - local data = f:read("*a") - f:close() + local data = love and love.filesystem and love.filesystem.read(path) + if data and #data > 0 then TILEMAP = {} for i = 1, #data do TILEMAP[i] = string.byte(data, i) diff --git a/src/ui/gen2/SlotMachine.lua b/src/ui/gen2/SlotMachine.lua index 83bd38fb..a85006dd 100644 --- a/src/ui/gen2/SlotMachine.lua +++ b/src/ui/gen2/SlotMachine.lua @@ -39,11 +39,9 @@ -- tiles at (2,13),(3,13),(2,14),(3,14) and the ▼ at -- (18,17) -- --- The cart's own reel art (gfx/slots/slots_1..3.2bpp.lz plus --- gfx/slots/slots.tilemap) is NOT in the cache: src/import/RomExtractorGen2.lua --- writes no `slots` entry into menu_gfx.lua yet. SlotMachine:sheet() reads one --- the moment it appears and falls back to labelled cells until then, the same --- way src/ui/gen2/PackGfx.lua degrades. +-- Reel art (gfx/slots/slots_1..3.2bpp.lz + slots.tilemap) is extracted into +-- assets/generated/slots/ when the Gold/Silver manifest carries Slots*LZ. +-- Until those files exist, drawReels falls back to labelled cells. local Chrome = require("src.ui.gen2.Chrome") local CoinCase = require("src.core.gen2.CoinCase") @@ -1160,10 +1158,8 @@ local TILEMAP = nil local function getTilemap() if TILEMAP == nil then local path = "assets/generated/slots/gold_slots.tilemap" - local f = io.open(path, "rb") - if f then - local data = f:read("*a") - f:close() + local data = love and love.filesystem and love.filesystem.read(path) + if data and #data > 0 then TILEMAP = {} for i = 1, #data do TILEMAP[i] = string.byte(data, i) @@ -1175,6 +1171,14 @@ local function getTilemap() return TILEMAP or nil end +-- Placeholder 2x2 symbol cell used when reel sheets are not in the cache yet. +local function cell(tx, ty, label) + local G = love.graphics + G.setColor(0, 0, 0, 1) + G.rectangle("line", tx * 8, ty * 8, 16, 16) + Chrome.print(label, tx, ty + 1) +end + function SlotMachine:sheets() if self.sheet1 == nil then self.sheet1 = TileSheet.new({ path = "assets/generated/slots/gold_slots_1.png", wide = 2, firstTile = 0 }) @@ -1253,36 +1257,40 @@ function SlotMachine:drawReels() -- Draw 4 consecutive 2x2 symbols from bottom to top, exactly matching SlotMachine.window for row = 0, 3 do local sym = strip[a + row + 1] - local py = 64 - (row * 16) + dy - local pal = GBC_PALS.obj[math.floor(sym / 4)] or GBC_PALS.obj[0] - s2.palette = pal - - -- 2x2 tiles in 2-wide sheet: - -- sym + 0 = top-left (col 0, row 0) - -- sym + 1 = top-right (col 1, row 0) - -- sym + 2 = bottom-left (col 0, row 1) - -- sym + 3 = bottom-right (col 1, row 1) - local t0 = s2:quad(sym + 0) - local t1 = s2:quad(sym + 1) - local t2 = s2:quad(sym + 2) - local t3 = s2:quad(sym + 3) - local img = s2:image() - - if img and t0 and t1 and t2 and t3 then - local function drawSym() - G.draw(img, t0, rx, py) - G.draw(img, t1, rx + 8, py) - G.draw(img, t2, rx, py + 8) - G.draw(img, t3, rx + 8, py + 8) - end - if GbcPalette.available() then - GbcPalette.with(pal, drawSym) - else - drawSym() - end + if type(sym) ~= "number" then + cell(REEL_X[i], REEL_ROW[row + 1], "?") else - -- Fallback label - cell(REEL_X[i], REEL_ROW[row + 1], SlotMachine.LABELS[sym] or "?") + local py = 64 - (row * 16) + dy + local pal = GBC_PALS.obj[math.floor(sym / 4)] or GBC_PALS.obj[0] + s2.palette = pal + + -- 2x2 tiles in 2-wide sheet: + -- sym + 0 = top-left (col 0, row 0) + -- sym + 1 = top-right (col 1, row 0) + -- sym + 2 = bottom-left (col 0, row 1) + -- sym + 3 = bottom-right (col 1, row 1) + local t0 = s2:quad(sym + 0) + local t1 = s2:quad(sym + 1) + local t2 = s2:quad(sym + 2) + local t3 = s2:quad(sym + 3) + local img = s2:image() + + if img and t0 and t1 and t2 and t3 then + local function drawSym() + G.draw(img, t0, rx, py) + G.draw(img, t1, rx + 8, py) + G.draw(img, t2, rx, py + 8) + G.draw(img, t3, rx + 8, py + 8) + end + if GbcPalette.available() then + GbcPalette.with(pal, drawSym) + else + drawSym() + end + else + -- Fallback label + cell(REEL_X[i], REEL_ROW[row + 1], SlotMachine.LABELS[sym] or "?") + end end end end @@ -1439,31 +1447,35 @@ function SlotMachine:drawMessage() and self.phase == "payoutText" then local _, s2 = self:sheets() local sym = self.matched - local pal = GBC_PALS.obj[math.floor(sym / 4)] or GBC_PALS.obj[0] - s2.palette = pal - local t0 = s2:quad(sym + 0) - local t1 = s2:quad(sym + 1) - local t2 = s2:quad(sym + 2) - local t3 = s2:quad(sym + 3) - local img = s2:image() - local G = love.graphics - local px, py = PAYOUT_SYMBOL_X * 8, PAYOUT_SYMBOL_Y * 8 - if img and t0 and t1 and t2 and t3 then - local function drawWin() - G.setColor(1, 1, 1, 1) - G.draw(img, t0, px, py) - G.draw(img, t1, px + 8, py) - G.draw(img, t2, px, py + 8) - G.draw(img, t3, px + 8, py + 8) - end - G.setColor(1, 1, 1, 1) - if GbcPalette.available() then - GbcPalette.with(pal, drawWin) - else - drawWin() - end + if type(sym) ~= "number" then + cell(PAYOUT_SYMBOL_X, PAYOUT_SYMBOL_Y, "?") else - cell(PAYOUT_SYMBOL_X, PAYOUT_SYMBOL_Y, SlotMachine.LABELS[self.matched] or "?") + local pal = GBC_PALS.obj[math.floor(sym / 4)] or GBC_PALS.obj[0] + s2.palette = pal + local t0 = s2:quad(sym + 0) + local t1 = s2:quad(sym + 1) + local t2 = s2:quad(sym + 2) + local t3 = s2:quad(sym + 3) + local img = s2:image() + local G = love.graphics + local px, py = PAYOUT_SYMBOL_X * 8, PAYOUT_SYMBOL_Y * 8 + if img and t0 and t1 and t2 and t3 then + local function drawWin() + G.setColor(1, 1, 1, 1) + G.draw(img, t0, px, py) + G.draw(img, t1, px + 8, py) + G.draw(img, t2, px, py + 8) + G.draw(img, t3, px + 8, py + 8) + end + G.setColor(1, 1, 1, 1) + if GbcPalette.available() then + GbcPalette.with(pal, drawWin) + else + drawWin() + end + else + cell(PAYOUT_SYMBOL_X, PAYOUT_SYMBOL_Y, SlotMachine.LABELS[sym] or "?") + end end end end diff --git a/tools/make_gold_manifest.py b/tools/make_gold_manifest.py index 0176f072..02828172 100644 --- a/tools/make_gold_manifest.py +++ b/tools/make_gold_manifest.py @@ -785,6 +785,14 @@ REQUIRED_SYMBOLS = { "KabutoPuzzleLZ", "OmanytePuzzleLZ", "AerodactylPuzzleLZ", "HoOhPuzzleLZ", "UnownPuzzleStartCancelLZ", "UnownPuzzleCursorGFX", "PuzzlePieceBorderData.TileBordersGFX", + # Goldenrod Game Corner (engine/games/slot_machine.asm + card_flip.asm). + # Slots1LZ/2LZ/3LZ are the reel + actor sheets; SlotsTilemap is the 20x12 + # BG map. CardFlipLZ01..03 + On/Off button tiles and CardFlipTilemap are + # the odds-board art. Without these in the manifest the extractor skips + # the files and SlotMachine/CardFlip fall back to labelled cells. + "Slots1LZ", "Slots2LZ", "Slots3LZ", "SlotsTilemap", + "CardFlipLZ01", "CardFlipLZ02", "CardFlipLZ03", + "CardFlipOnButtonGFX", "CardFlipOffButtonGFX", "CardFlipTilemap", # Emote bubbles (data/sprites/emotes.asm): showemote's ! over a trainer # who just spotted the player, and the other faces scripts use. "ShockEmote", "QuestionEmote", "HappyEmote", "SadEmote",