diff --git a/README.md b/README.md
index e7858c57..c9c12d1c 100644
--- a/README.md
+++ b/README.md
@@ -4,7 +4,16 @@ A native LÖVE2D recreation of Poke Red and Blue. The engine and map
behavior are hand-written Lua; game data and graphics are decoded from a ROM
supplied by the player.
-SUPPORT AND ANNOUNCEMENTS: [Discord](https://bois.icu)
+

+
+**SUPPORT / ANNOUNCEMENTS / MODS:** [Discord](https://bois.icu)
+
+
+
+### Watch the latest update video
+
+[](https://www.youtube.com/watch?v=TbHdJIrKJJU)
+
This project does not include a ROM, emulate the Game Boy, transpile assembly,
or download a disassembly. A canonical US Poke Red or Blue ROM is the only
@@ -185,4 +194,6 @@ request with real detail is one that can actually get built.
This project would not be possible without [pret](https://github.com/pret) >
the pret band of decompiling maniacs > and their
-[pokered](https://github.com/pret/pokered) disassembly.
\ No newline at end of file
+[pokered](https://github.com/pret/pokered) disassembly.
+
+
diff --git a/src/battle/BattleState.lua b/src/battle/BattleState.lua
index d636618c..131ee8cf 100644
--- a/src/battle/BattleState.lua
+++ b/src/battle/BattleState.lua
@@ -38,15 +38,16 @@ BattleState.letterboxWhite = true
-- BATTLE LAYOUT: the classic 160x144 arrangement, or the widescreen one on
-- a 304x144 surface (src/battle/WideBattle.lua). Only the composition
--- differs; every battler, queue and animation below is shared. The wide
--- layout is live only while this battle is the state being drawn on top --
--- a party menu or bag pushed over it is a 160x144 screen, so the surface
--- goes back with it and the battle underneath is not drawn at all.
-function BattleState:wideLayout()
+-- differs; every battler, queue and animation below is shared. Menus and
+-- prompts pushed during a wide battle keep its wide canvas, while drawing
+-- their classic 160px UI centred within it (Game:draw).
+function BattleState:isWideBattleLayout()
local options = self.game and self.game.save and self.game.save.options
- if not options or options.battleLayout ~= "wide" then return false end
- local stack = self.game.stack
- return (stack and stack.top and stack:top()) == self
+ return options and options.battleLayout == "wide" or false
+end
+
+function BattleState:wideLayout()
+ return self:isWideBattleLayout()
end
-- Renderer:setUISize asks the top state for its surface before anything draws
diff --git a/src/core/Game.lua b/src/core/Game.lua
index 22e72772..05c2427e 100644
--- a/src/core/Game.lua
+++ b/src/core/Game.lua
@@ -244,35 +244,93 @@ end
-- exactly as the owning state computed it
local function sameZones(_, zones) return zones end
+-- A wide battle owns the surface until it leaves the stack. The party,
+-- bag, choice and text states it opens still draw their original 160px UI,
+-- but the canvas must not snap to 160px between those states.
+function Game.wideBattleInStack(stack)
+ for i = #(stack and stack.states or {}), 1, -1 do
+ local state = stack.states[i]
+ if state and state.isWideBattleLayout and state:isWideBattleLayout() then
+ return state
+ end
+ end
+ return nil
+end
+
+-- Shift classic SGB zones to the centred UI. A full-width base zone extends
+-- into both margins, keeping the canvas' paper color continuous; narrower
+-- sprite and status zones move with the classic UI content.
+local function centerClassicZones(zones, offset)
+ if not zones or offset == 0 then return zones end
+ local shifted = {}
+ for i, zone in ipairs(zones) do
+ local copy = {}
+ for key, value in pairs(zone) do copy[key] = value end
+ if copy.x == 0 and copy.w == Renderer.WIDTH then
+ copy.w = copy.w + offset * 2
+ else
+ copy.x = (copy.x or 0) + offset
+ end
+ shifted[i] = copy
+ end
+ return shifted
+end
+
function Game:draw()
-- the UI canvas clears transparent when the overworld's world pass
-- shows through beneath it; opaque full-screen states get the classic
-- white clear
local base = self.stack:visibleBase()
local worldBelow = self.stack.states[base] == self.overworld
- -- The UI surface is resolved once, before any state draws: the top state
- -- may want more than the Game Boy's 160x144 (the widescreen battle layout
- -- asks for 304x144). Anything else keeps the classic surface, so a menu
- -- pushed over a wide battle brings the screen straight back to 160x144.
+ -- A wide battle holds its 304px surface through every menu or prompt it
+ -- opens. States that do not draw the wide battle composition are centred
+ -- in that surface below, so their classic coordinates and hit testing stay
+ -- unchanged. Outside a battle, including the title screen, the option is
+ -- intentionally inactive because it is a battle-layout setting.
local top = self.stack:top()
- if top and top.uiSize then
+ local wideBattle = Game.wideBattleInStack(self.stack)
+ local classicOffset = 0
+ if wideBattle and wideBattle.uiSize then
+ Renderer:setUISize(wideBattle:uiSize())
+ classicOffset = math.floor((select(1, Renderer:uiSize()) - Renderer.WIDTH) / 2)
+ elseif top and top.uiSize then
Renderer:setUISize(top:uiSize())
else
Renderer:setUISize(Renderer.WIDTH, Renderer.HEIGHT)
end
Renderer:beginFrame(worldBelow)
- self.stack:draw()
+ for i = self.stack:visibleBase(), #self.stack.states do
+ local state = self.stack.states[i]
+ local wideState = state and state.isWideBattleLayout
+ and state:isWideBattleLayout()
+ if state and state.draw then
+ if classicOffset ~= 0 and not wideState then
+ love.graphics.push()
+ love.graphics.translate(classicOffset, 0)
+ state:draw()
+ love.graphics.pop()
+ else
+ state:draw()
+ end
+ end
+ end
-- SGB colorization: the topmost state that knows its palette owns the
-- screen (overlays like text boxes inherit from what's beneath them);
-- the overworld's world pass colors each visible map area separately
- local zones, worldZones
+ local zones, worldZones, zoneOwner
for i = #self.stack.states, 1, -1 do
local s = self.stack.states[i]
if s.sgbPalettes then
zones = s:sgbPalettes(self)
+ zoneOwner = s
break
end
end
+ if classicOffset ~= 0 and zoneOwner
+ and not (zoneOwner.isWideBattleLayout
+ and zoneOwner:isWideBattleLayout()) then
+ zones = centerClassicZones(zones, classicOffset)
+ end
-- 14's render.zones: weather/lighting overlays and custom colorization
-- recolor or add zones before the blit
if ModRuntime.wantsHook("render.zones") then
diff --git a/src/save_convert/SaveConvert.lua b/src/save_convert/SaveConvert.lua
index e908abea..b9b050df 100644
--- a/src/save_convert/SaveConvert.lua
+++ b/src/save_convert/SaveConvert.lua
@@ -116,13 +116,12 @@ local function defaultsSave()
end
-- Merge a GenSave.decode() result over the new-game defaults, exactly the
--- way convert.lua did, then stamp the requested version. The 32768-byte
--- import template GenSave stashes as `rawImport` and the decode `warnings`
--- are dropped here: neither belongs in a serialized slot file (a fresh
--- export always starts zero-filled -- see GenSave.lua's header).
+-- way convert.lua did, then stamp the requested version. Keep the imported
+-- SRAM image with the slot: Pokémon Red restores its saved current-map cache
+-- before Continue, and an export needs that unmodeled data to remain bootable.
+-- Decode warnings are only import diagnostics and do not belong in the slot.
local function mergeDefaults(decoded, version)
decoded.warnings = nil
- decoded.rawImport = nil
local save = defaultsSave()
for k, v in pairs(decoded) do save[k] = v end
save.lastHeal = { map = save.player.map, x = save.player.x, y = save.player.y }
diff --git a/tests/engine/save_file_io_tests.lua b/tests/engine/save_file_io_tests.lua
index bf6b0e2a..6645c7c9 100644
--- a/tests/engine/save_file_io_tests.lua
+++ b/tests/engine/save_file_io_tests.lua
@@ -96,7 +96,14 @@ local function syntheticSave(name)
moves = { { id = "TACKLE", pp = 35, ppUps = 0 } },
nickname = "SQ", ot = name, otId = seed.player.id, catchRate = 45,
} }
- return GenSave.encode(seed, data, nil)
+ -- The current-map view pointer is part of wMainData's map cache, not a
+ -- modeled save field. Pokémon Red restores that cache before Continue,
+ -- so it is a useful canary for the import -> slot -> export path.
+ local raw = GenSave.encode(seed, data, nil)
+ local cacheOff = OFF.mainData + 104
+ local cacheTemplate = raw:sub(1, cacheOff) .. string.char(0xA5)
+ .. raw:sub(cacheOff + 2)
+ return GenSave.encode(seed, data, cacheTemplate)
end
-- ---------------------------------------------- importToSlot -> listSlots
@@ -149,6 +156,8 @@ do
eq(outBytes and #outBytes, GenSave.SAVE_SIZE, "the export is exactly 32768 bytes")
check(outBytes and mainChecksumValid(outBytes),
"the export carries a valid main-data checksum")
+ eq(outBytes and outBytes:byte(OFF.mainData + 105), 0xA5,
+ "the export keeps the saved current-map cache")
-- the export re-imports to an equivalent save
local re = SaveConvert.importSav(outBytes, "red")
diff --git a/tests/engine/wide_battle_layout.lua b/tests/engine/wide_battle_layout.lua
index 9a349e77..5571af39 100644
--- a/tests/engine/wide_battle_layout.lua
+++ b/tests/engine/wide_battle_layout.lua
@@ -6,12 +6,20 @@ package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local WideBattle = require("src.battle.WideBattle")
local Renderer = require("src.render.Renderer")
+local Game = require("src.core.Game")
T.eq(WideBattle.WIDTH, 304, "the wide layout runs on a 304px native surface")
T.eq(WideBattle.HEIGHT, 144, "the wide surface keeps the native height")
T.eq(WideBattle.FIELD_BOTTOM, 104,
"the lower 40 rows are the message / command windows")
+local wide = { isWideBattleLayout = function() return true end }
+local normal = { isWideBattleLayout = function() return false end }
+T.eq(Game.wideBattleInStack({ states = { normal, wide, normal } }), wide,
+ "a wide battle remains the surface owner under a classic overlay")
+T.eq(Game.wideBattleInStack({ states = { normal } }), nil,
+ "a classic stack keeps the normal surface")
+
-- move grid: slots are laid out 1 2 / 3 4
T.eq(WideBattle.moveGridIndex(1, 4, "right"), 2, "RIGHT crosses the row")
T.eq(WideBattle.moveGridIndex(2, 4, "left"), 1, "LEFT crosses the row")
diff --git a/tests/save_convert_tests.lua b/tests/save_convert_tests.lua
index 29c77e18..a775f0c4 100644
--- a/tests/save_convert_tests.lua
+++ b/tests/save_convert_tests.lua
@@ -297,9 +297,10 @@ check(scSave and scSave.lastHeal and scSave.lastHeal.map == scSave.player.map,
"SaveConvert.importSav: lastHeal derives from the decoded position")
check(scSave and scSave.lastOutdoor and scSave.lastOutdoor.id ~= nil,
"SaveConvert.importSav: lastOutdoor is set")
--- the import template + decode warnings never leak into the slot table
-check(scSave and scSave.rawImport == nil and scSave.warnings == nil,
- "SaveConvert.importSav: rawImport/warnings stripped from the returned table")
+-- The original SRAM image carries the current-map cache that Red restores on
+-- Continue, while decode warnings are only import diagnostics.
+check(scSave and type(scSave.rawImport) == "string" and scSave.warnings == nil,
+ "SaveConvert.importSav: keeps the SRAM template but drops warnings")
-- size / type validation
local badSize, badSizeErr = SaveConvert.importSav("too short", 2)