feat: enhance Goldenrod Game Corner graphics extraction

Added functions to write raw graphics assets for the Slot Machine and Card Flip games, ensuring that the necessary files are generated when the corresponding symbols are present in the ROM. Updated the manifest to include required symbols for these assets, preventing fallback to labelled cells when graphics are missing.
This commit is contained in:
1jamie
2026-08-20 20:12:41 -05:00
parent f5b8b6c85f
commit 5714555847
5 changed files with 133 additions and 87 deletions
+40 -18
View File
@@ -5258,9 +5258,26 @@ function RomExtractorGen2:extractMenuGfx()
end end
-- Goldenrod Game Corner: Slot Machine graphics assets -- 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 if self.symbols["Slots1LZ"] then
local raw1 = self:decompressLz3Symbol("Slots1LZ") local raw1 = self:decompressLz3Symbol("Slots1LZ")
self:write2bpp(raw1, 16, #raw1 / 4, "slots/gold_slots_1.png") self:write2bpp(raw1, 16, #raw1 / 4, "slots/gold_slots_1.png")
slots = slots or {}
slots.sheet1 = "assets/generated/slots/gold_slots_1.png"
end end
if self.symbols["Slots2LZ"] then if self.symbols["Slots2LZ"] then
local raw2 = self:decompressLz3Symbol("Slots2LZ") local raw2 = self:decompressLz3Symbol("Slots2LZ")
@@ -5269,6 +5286,8 @@ function RomExtractorGen2:extractMenuGfx()
raw2[i] = bit.band(bit.bnot(raw2[i]), 0xFF) raw2[i] = bit.band(bit.bnot(raw2[i]), 0xFF)
end end
self:write2bpp(raw2, 16, #raw2 / 4, "slots/gold_slots_2.png") self:write2bpp(raw2, 16, #raw2 / 4, "slots/gold_slots_2.png")
slots = slots or {}
slots.sheet2 = "assets/generated/slots/gold_slots_2.png"
end end
if self.symbols["Slots3LZ"] then if self.symbols["Slots3LZ"] then
local raw3 = self:decompressLz3Symbol("Slots3LZ") local raw3 = self:decompressLz3Symbol("Slots3LZ")
@@ -5283,55 +5302,58 @@ function RomExtractorGen2:extractMenuGfx()
-- Y=192: Chansey 5 (Egg Drop pose, 24x32) -- Y=192: Chansey 5 (Egg Drop pose, 24x32)
-- Y=224: Egg (8x16 at X=0) -- Y=224: Egg (8x16 at X=0)
self:write2bpp(raw3, 24, #raw3 / 6, "slots/gold_slots_actors.png", true) 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 end
if self.symbols["SlotsTilemap"] then if self.symbols["SlotsTilemap"] then
local symbol = self:symbol("SlotsTilemap") local symbol = self:symbol("SlotsTilemap")
local tm = self.rom:bytes(symbol.bank, symbol.address, 20 * 12) 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 end
if slots then out.slots = slots end
-- Goldenrod Game Corner: Card Flip graphics assets -- Goldenrod Game Corner: Card Flip graphics assets
local cardFlip = nil
if self.symbols["CardFlipLZ01"] then if self.symbols["CardFlipLZ01"] then
local raw1 = self:decompressLz3Symbol("CardFlipLZ01") local raw1 = self:decompressLz3Symbol("CardFlipLZ01")
self:write2bpp(raw1, 128, #raw1 / 32, "card_flip/card_flip_1.png") 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 end
if self.symbols["CardFlipLZ02"] then if self.symbols["CardFlipLZ02"] then
local raw2 = self:decompressLz3Symbol("CardFlipLZ02") local raw2 = self:decompressLz3Symbol("CardFlipLZ02")
self:write2bpp(raw2, 24, #raw2 / 6, "card_flip/card_flip_2.png") 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 end
if self.symbols["CardFlipLZ03"] then if self.symbols["CardFlipLZ03"] then
local raw3 = self:decompressLz3Symbol("CardFlipLZ03") local raw3 = self:decompressLz3Symbol("CardFlipLZ03")
self:write2bpp(raw3, 8, #raw3 / 2, "card_flip/card_flip_3.png") 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 end
if self.symbols["CardFlipOnButtonGFX"] then if self.symbols["CardFlipOnButtonGFX"] then
local symbol = self:symbol("CardFlipOnButtonGFX") local symbol = self:symbol("CardFlipOnButtonGFX")
self:write2bpp(self.rom:bytes(symbol.bank, symbol.address, 16), 8, 8, "card_flip/on.png") 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 end
if self.symbols["CardFlipOffButtonGFX"] then if self.symbols["CardFlipOffButtonGFX"] then
local symbol = self:symbol("CardFlipOffButtonGFX") local symbol = self:symbol("CardFlipOffButtonGFX")
self:write2bpp(self.rom:bytes(symbol.bank, symbol.address, 16), 8, 8, "card_flip/off.png") 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 end
if self.symbols["CardFlipTilemap"] then if self.symbols["CardFlipTilemap"] then
local symbol = self:symbol("CardFlipTilemap") local symbol = self:symbol("CardFlipTilemap")
local tm = self.rom:bytes(symbol.bank, symbol.address, 11 * 12) 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 end
if cardFlip then out.cardFlip = cardFlip 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",
}
self:write("menu_gfx", out) self:write("menu_gfx", out)
self:tick("Menu graphics", 1, 1) self:tick("Menu graphics", 1, 1)
+6
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@@ -140,6 +140,12 @@ local VERSION_REQUIRED_FILES_OVERRIDE = {
-- before the four ball tiles were extracted (#1502). -- before the four ball tiles were extracted (#1502).
"assets/generated/battle/hud/balls.png", "assets/generated/battle/hud/balls.png",
"assets/generated/audio/programs.bin", "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. -- Same Gen 2 extract, so a Silver cache is complete when the same files exist.
+5 -7
View File
@@ -49,9 +49,9 @@
-- Textbox at (0,12) with an 18x4 interior -- Textbox at (0,12) with an 18x4 interior
-- --
-- The cart's own art (gfx/card_flip/card_flip_1..3.2bpp.lz and -- 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 -- gfx/card_flip/card_flip.tilemap) is extracted into assets/generated/card_flip/
-- written into menu_gfx.lua yet, so the board draws as labelled cells until one -- when the Gold/Silver manifest carries CardFlip*. Until those files exist,
-- appears. -- the board draws as labelled cells.
local Chrome = require("src.ui.gen2.Chrome") local Chrome = require("src.ui.gen2.Chrome")
local CoinCase = require("src.core.gen2.CoinCase") local CoinCase = require("src.core.gen2.CoinCase")
@@ -616,10 +616,8 @@ local TILEMAP = nil
local function getCardFlipTilemap() local function getCardFlipTilemap()
if TILEMAP == nil then if TILEMAP == nil then
local path = "assets/generated/card_flip/card_flip.tilemap" local path = "assets/generated/card_flip/card_flip.tilemap"
local f = io.open(path, "rb") local data = love and love.filesystem and love.filesystem.read(path)
if f then if data and #data > 0 then
local data = f:read("*a")
f:close()
TILEMAP = {} TILEMAP = {}
for i = 1, #data do for i = 1, #data do
TILEMAP[i] = string.byte(data, i) TILEMAP[i] = string.byte(data, i)
+22 -10
View File
@@ -39,11 +39,9 @@
-- tiles at (2,13),(3,13),(2,14),(3,14) and the ▼ at -- tiles at (2,13),(3,13),(2,14),(3,14) and the ▼ at
-- (18,17) -- (18,17)
-- --
-- The cart's own reel art (gfx/slots/slots_1..3.2bpp.lz plus -- Reel art (gfx/slots/slots_1..3.2bpp.lz + slots.tilemap) is extracted into
-- gfx/slots/slots.tilemap) is NOT in the cache: src/import/RomExtractorGen2.lua -- assets/generated/slots/ when the Gold/Silver manifest carries Slots*LZ.
-- writes no `slots` entry into menu_gfx.lua yet. SlotMachine:sheet() reads one -- Until those files exist, drawReels falls back to labelled cells.
-- the moment it appears and falls back to labelled cells until then, the same
-- way src/ui/gen2/PackGfx.lua degrades.
local Chrome = require("src.ui.gen2.Chrome") local Chrome = require("src.ui.gen2.Chrome")
local CoinCase = require("src.core.gen2.CoinCase") local CoinCase = require("src.core.gen2.CoinCase")
@@ -1160,10 +1158,8 @@ local TILEMAP = nil
local function getTilemap() local function getTilemap()
if TILEMAP == nil then if TILEMAP == nil then
local path = "assets/generated/slots/gold_slots.tilemap" local path = "assets/generated/slots/gold_slots.tilemap"
local f = io.open(path, "rb") local data = love and love.filesystem and love.filesystem.read(path)
if f then if data and #data > 0 then
local data = f:read("*a")
f:close()
TILEMAP = {} TILEMAP = {}
for i = 1, #data do for i = 1, #data do
TILEMAP[i] = string.byte(data, i) TILEMAP[i] = string.byte(data, i)
@@ -1175,6 +1171,14 @@ local function getTilemap()
return TILEMAP or nil return TILEMAP or nil
end 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() function SlotMachine:sheets()
if self.sheet1 == nil then if self.sheet1 == nil then
self.sheet1 = TileSheet.new({ path = "assets/generated/slots/gold_slots_1.png", wide = 2, firstTile = 0 }) self.sheet1 = TileSheet.new({ path = "assets/generated/slots/gold_slots_1.png", wide = 2, firstTile = 0 })
@@ -1253,6 +1257,9 @@ function SlotMachine:drawReels()
-- Draw 4 consecutive 2x2 symbols from bottom to top, exactly matching SlotMachine.window -- Draw 4 consecutive 2x2 symbols from bottom to top, exactly matching SlotMachine.window
for row = 0, 3 do for row = 0, 3 do
local sym = strip[a + row + 1] local sym = strip[a + row + 1]
if type(sym) ~= "number" then
cell(REEL_X[i], REEL_ROW[row + 1], "?")
else
local py = 64 - (row * 16) + dy local py = 64 - (row * 16) + dy
local pal = GBC_PALS.obj[math.floor(sym / 4)] or GBC_PALS.obj[0] local pal = GBC_PALS.obj[math.floor(sym / 4)] or GBC_PALS.obj[0]
s2.palette = pal s2.palette = pal
@@ -1286,6 +1293,7 @@ function SlotMachine:drawReels()
end end
end end
end end
end
end end
function SlotMachine:actorsImage() function SlotMachine:actorsImage()
@@ -1439,6 +1447,9 @@ function SlotMachine:drawMessage()
and self.phase == "payoutText" then and self.phase == "payoutText" then
local _, s2 = self:sheets() local _, s2 = self:sheets()
local sym = self.matched local sym = self.matched
if type(sym) ~= "number" then
cell(PAYOUT_SYMBOL_X, PAYOUT_SYMBOL_Y, "?")
else
local pal = GBC_PALS.obj[math.floor(sym / 4)] or GBC_PALS.obj[0] local pal = GBC_PALS.obj[math.floor(sym / 4)] or GBC_PALS.obj[0]
s2.palette = pal s2.palette = pal
local t0 = s2:quad(sym + 0) local t0 = s2:quad(sym + 0)
@@ -1463,7 +1474,8 @@ function SlotMachine:drawMessage()
drawWin() drawWin()
end end
else else
cell(PAYOUT_SYMBOL_X, PAYOUT_SYMBOL_Y, SlotMachine.LABELS[self.matched] or "?") cell(PAYOUT_SYMBOL_X, PAYOUT_SYMBOL_Y, SlotMachine.LABELS[sym] or "?")
end
end end
end end
end end
+8
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@@ -785,6 +785,14 @@ REQUIRED_SYMBOLS = {
"KabutoPuzzleLZ", "OmanytePuzzleLZ", "AerodactylPuzzleLZ", "HoOhPuzzleLZ", "KabutoPuzzleLZ", "OmanytePuzzleLZ", "AerodactylPuzzleLZ", "HoOhPuzzleLZ",
"UnownPuzzleStartCancelLZ", "UnownPuzzleCursorGFX", "UnownPuzzleStartCancelLZ", "UnownPuzzleCursorGFX",
"PuzzlePieceBorderData.TileBordersGFX", "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 # Emote bubbles (data/sprites/emotes.asm): showemote's ! over a trainer
# who just spotted the player, and the other faces scripts use. # who just spotted the player, and the other faces scripts use.
"ShockEmote", "QuestionEmote", "HappyEmote", "SadEmote", "ShockEmote", "QuestionEmote", "HappyEmote", "SadEmote",