mirror of
https://github.com/bryanthaboi/gen1recomp.git
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Merge branch 'dev' into feat/switch-nx
Bring latest upstream fixes (Metal/iOS, encounter slide, second-screen seam) into the Switch NX feature branch. Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
+143
-22
@@ -291,10 +291,17 @@ function BattleState:picImage(img)
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or PaletteFX.mode == "classic"
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if self.grayPics or mono then return grayImage(img) end
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-- SET_PAL_BATTLE_BLACK covers every battle palette slot, so the pics go
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-- dark with the HP bars while the blackout text is up (#292). Below the
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-- mono check on purpose: the forced-mono modes re-threshold the whole
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-- frame downstream, and the DMG had no SGB darkening to begin with.
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if self.blackedOut then return blackImage(self.data, img) end
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-- dark with the HP bars while the blackout text is up (#292). The intro
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-- silhouette slide (SlidePlayerAndEnemySilhouettesOnScreen) darkens the
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-- same way: the original slides both pics in under the %11100100
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-- silhouette palette and only runs SET_PAL_BATTLE once they have landed,
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-- so a still-sliding pic reads as a black silhouette, exactly like the
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-- evolution movie's PAL_BLACK (#577). Below the mono check on purpose:
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-- the forced-mono modes re-threshold the whole frame downstream, and the
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-- DMG had no SGB darkening to begin with.
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if self.blackedOut or (self.introSlide or 0) > 0 then
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return blackImage(self.data, img)
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end
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return fadeImage(img, self:activeBgp())
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end
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@@ -645,17 +652,63 @@ function BattleState.newTrainer(game, oppClass, partyIndex)
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return self
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end
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-- The disguise itself. InitWildBattle .isGhost (engine/battle/core.asm)
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-- swaps only the pic and the nick -- wEnemyMonSpecies2 still holds the real
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-- species, so the SGB palette stays the disguised mon's. ghostReal keeps
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-- what LoadEnemyMonData puts back when the scope unveils.
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local function disguiseAsGhost(self)
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self.ghostReal = { name = self.enemy.name, sprite = self.enemy.sprite }
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self.enemy.name = "GHOST"
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self.enemy.sprite = getImage("assets/generated/battle/front/ghost.png",
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monPalette(self.data, self.enemy.mon.species))
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self.introText = Strings("The GHOST\nappeared!")
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end
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-- Pokémon Tower ghosts (engine/battle/core.asm): without the Silph Scope
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-- the enemy is "GHOST", you're too scared to attack, and balls fail.
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function BattleState:makeGhost()
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self.ghost = true
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self.enemy.name = "GHOST"
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-- the ghost keeps the disguised mon's SGB palette: InitWildBattle
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-- swaps only the pic, wEnemyMonSpecies2 still holds the real species
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-- (engine/battle/core.asm InitWildBattle .isGhost)
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self.enemy.sprite = getImage("assets/generated/battle/front/ghost.png",
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monPalette(self.data, self.enemy.mon.species))
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self.introText = Strings("The GHOST\nappeared!")
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disguiseAsGhost(self)
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end
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-- The RESTLESS SOUL with the SILPH SCOPE in the bag. Mechanically this is
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-- not a ghost battle at all -- IsGhostBattle (core.asm) returns false the
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-- moment the scope is in the bag, so the mon attacks, is attacked and rolls
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-- for flight normally -- but InitWildBattle still enters disguised: its
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-- .isGhost branch fires on wCurOpponent == RESTLESS_SOUL as well. Taking
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-- the disguise off is PrintBeginningBattleText .isMarowak's job
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-- (engine/battle/common_text.asm), which enter() queues through
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-- queueScopeReveal (#492).
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function BattleState:makeUnveiledGhost()
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self.scopeReveal = true
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disguiseAsGhost(self)
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end
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-- MarowakAnim (engine/battle/ghost_marowak_anim.asm) counted in frames: the
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-- ghost pic is copied into OAM and flashed 8 times by xor-ing rOBP1 with
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-- $80 (10 frames a side), the BG pic underneath is swapped to the RESTLESS
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-- SOUL, rOBP1 is shifted left two bits every 10 frames until the ghost has
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-- faded into the paper (3 shifts), and the Marowak copy fades back in the
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-- same way (4 shifts). Alpha over the paper is what those OBP shifts look
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-- like on screen.
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BattleState.GHOST_FLASH_FRAMES = 80
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BattleState.GHOST_FADE_OUT_FRAMES = 30
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BattleState.GHOST_FADE_IN_FRAMES = 40
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BattleState.GHOST_REVEAL_FRAMES = 150
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-- The rows .isMarowak prints over the disguise, after the "GHOST appeared!"
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-- box enter() has already queued: the unveil line, MarowakAnim, then "Wild
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-- MAROWAK appeared!" under the restored name. The fall-through into
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-- .playSFX at the end is the same SFX_TRAINER_APPEARED the port does not
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-- play for trainer intros either, so it is left out here too.
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function BattleState:queueScopeReveal()
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local unveiled = self.data.text and self.data.text._UnveiledGhostText
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self:say(unveiled
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or Strings("SILPH SCOPE\nunveiled the\vGHOST's identity!"))
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self:act(function() self.ghostReveal = { t = 0 } end)
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table.insert(self.queue, { wait = BattleState.GHOST_REVEAL_FRAMES })
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self:say(Strings("Wild %s\nappeared!",
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self.ghostReal and self.ghostReal.name or self.enemy.name))
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end
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-- The old man's catch tutorial (BATTLE_TYPE_OLD_MAN,
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@@ -669,6 +722,12 @@ end
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function BattleState:makeOldManDemo(name)
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self.demo = true
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self.demoName = name or "OLD MAN"
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-- LoadPlayerBackPic and DisplayBattleMenu split on the same wBattleType:
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-- BATTLE_TYPE_OLD_MAN gets .oldManName + OldManPicBack, BATTLE_TYPE_PIKACHU
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-- gets .profOakName + ProfOakPicBack (pokeyellow core.asm). The thrower
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-- name the caller passes IS that distinction here, so it picks the pic too
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-- -- data/scripts/story2.lua is the only site that names PROF.OAK (#557).
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self.oakDemo = name == "PROF.OAK"
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-- Yellow's Pallet intro runs this before the player owns any mon
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-- (BATTLE_TYPE_PIKACHU precedes the lab gift), so newWild flagged the
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-- battle dead for lack of a party. The demo never sends out, draws, or
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@@ -1189,8 +1248,11 @@ function BattleState:enter()
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-- without a transition (link battles, scripted pushes)
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Music.playBattle(self.data, self.musicKind)
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-- intro presentation (SlidePlayerAndEnemySilhouettesOnScreen): both
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-- sides slide in; the trainer pics stay up until the send-outs
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self.introSlide = 40
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-- sides slide in as black silhouettes. The original scrolls SCX from
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-- $90 to 0 two pixels per frame (72 frames); the port covers the full
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-- 160px screen width, so 2px/frame is an 80-frame slide (slide offset is
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-- introSlide*2 below). The trainer pics stay up until the send-outs.
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self.introSlide = 80
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self.showEnemyTrainer = self.kind == "trainer" and self.trainerPic ~= nil
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-- DrawAllPokeballs (common_text.asm:27) puts the party ball rows AND the
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-- HUD corner/underline tiles under them (PlacePlayerHUDTiles /
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@@ -1214,7 +1276,8 @@ function BattleState:enter()
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-- fade, the ground-padding measurement and battle_sprite_scales.
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local backPath, backTrueColor =
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require("src.pokemon.Sprites").playerPath(self.data, "back",
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{ kind = "battle", demo = self.demo, battle = self })
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{ kind = "battle", demo = self.demo, oakDemo = self.oakDemo,
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battle = self })
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self.playerBackPic = getImage(backPath,
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namedPalette(self.data, "MEWMON"), backTrueColor)
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self.showPlayerBack = self.playerBackPic ~= nil
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@@ -1229,11 +1292,16 @@ function BattleState:enter()
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-- battle calls PlayCry BEFORE PrintText WildMonAppearedText, so the cry
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-- sounds with the "Wild X appeared!" box instead of waiting on the A
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-- press that clears its `prompt` (#303). The Silph-Scope-less tower
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-- ghost gets no cry at all (common_text.asm:43-48).
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if self.kind ~= "trainer" and self.kind ~= "link" and not self.ghost then
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-- ghost gets no cry at all (common_text.asm:43-48), and neither does the
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-- unveiled MAROWAK: .isMarowak never reaches PlayCry (#492).
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if self.kind ~= "trainer" and self.kind ~= "link"
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and not self.ghost and not self.scopeReveal then
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queueEnemyCry()
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end
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self:say(self.introText)
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-- the unveil rides on that same box, before _InitBattleCommon clears the
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-- intro chrome below (#492)
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if self.scopeReveal then self:queueScopeReveal() end
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-- _InitBattleCommon (core.asm:6755-6762): the instant the intro text is
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-- dismissed both HUD blocks are cleared and ClearSprites drops the
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-- pokeball OAM, so the intro chrome never returns for the rest of the
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@@ -2663,6 +2731,35 @@ function BattleState:updateFx()
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end
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end
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end
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-- The Silph Scope unveil (MarowakAnim; queueScopeReveal parks a wait row
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-- of GHOST_REVEAL_FRAMES over it): the ghost flashes, fades out, the pic
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-- and the nick swap back the way LoadEnemyMonData restores them, and the
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-- real mon fades in (#492).
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local gr = self.ghostReveal
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if gr and self.enemy then
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gr.t = gr.t + 1
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local pf = self:picFxFor(self.enemy)
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local flashEnd = BattleState.GHOST_FLASH_FRAMES
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local outEnd = flashEnd + BattleState.GHOST_FADE_OUT_FRAMES
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if gr.t <= flashEnd then
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pf.fade = (math.floor((gr.t - 1) / 10) % 2 == 1) and 0.5 or 1
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elseif gr.t <= outEnd then
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pf.fade = 1 - math.ceil((gr.t - flashEnd) / 10) / 3
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else
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if not gr.swapped then
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gr.swapped = true
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local real = self.ghostReal
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if real then
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self.enemy.name = real.name or self.enemy.name
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self.enemy.sprite = real.sprite or self.enemy.sprite
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end
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end
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pf.fade = math.min(1, math.ceil((gr.t - outEnd) / 10) / 4)
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end
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if gr.t >= BattleState.GHOST_REVEAL_FRAMES then
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self.ghostReveal, self.scopeReveal, pf.fade = nil, nil, nil
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end
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end
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-- the send-out grow-in (AnimateSendingOutMon): 3+4+5 frames, then
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-- the pic draws at full size again
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if self.growIn then
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@@ -3387,10 +3484,12 @@ function BattleState:enemyMonFainted()
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-- SwitchPlayerMon runs AFTER TrainerSentOutText (core.asm:1436-1443)
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local shiftSwitchMon = nil
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if style ~= "set" and partyCount > 1 and self.player.mon.hp > 0 then
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-- _TrainerAboutToUseText: "X is" / "about to use" then cont nick,
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-- then para "Will PLAYER" / "change POKéMON?" with YES/NO.
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self:say(Strings("%s is\nabout to use", self.trainer.name))
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self:say(Strings("%s!", nextName))
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-- _TrainerAboutToUseText (data/text/text_2.asm): "X is" / "about to
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-- use" then a CONT to the nick, not a fresh box -- the box scrolls
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-- "X is" off so "about to use" stays above the name, instead of the
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-- page ending on a bare nick (#565). Then para "Will PLAYER" /
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-- "change POKéMON?" with YES/NO.
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self:say(Strings("%s is\nabout to use\v%s!", self.trainer.name, nextName))
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self:sayChoice(
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Strings("Will %s\nchange POKéMON?", self.game.save.player.name),
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function(yes)
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@@ -3508,8 +3607,18 @@ function BattleState:enemyMonFainted()
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-- PrintEndBattleText prints one text box; a `para` (\f) inside it
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-- starts a fresh page, which is a message row of its own here (five
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-- EndBattleTexts carry one, e.g. _Route9Youngster1EndBattleText)
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-- TrainerEndBattleText (home/trainers.asm) prints _TrainerNameText
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-- (wNameBuffer then ": ", data/text/text_1.asm) and only then the
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-- saved pointer, so the loss line opens with the trainer class tag on
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-- its first line (RIVAL1/2/3 tag with the rival's name:
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-- TrainerNamePointers aims those entries at wTrainerName). The tag
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-- prints once, so a `para` page carries no second copy (#566).
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local tag = self.trainer and self.trainer.name
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for page in (self.endBattleText .. "\f"):gmatch("(.-)\f") do
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if page ~= "" then self:sayNext(page) end
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if page ~= "" then
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self:sayNext(tag and (tag .. ": " .. page) or page)
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tag = nil
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end
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end
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end
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self:sayNext(Strings("%s got ¥%d\nfor winning!", self.game.save.player.name, prize))
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@@ -4344,6 +4453,18 @@ function BattleState:drawBattlerPic(battler, x, y, scale)
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end
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if battler.fainted then return end
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-- MarowakAnim's rOBP1 fades (updateFx): alpha over the paper is what those
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-- palette shifts look like, and the test has to sit ahead of the plain
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-- fast path below (#492)
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local fadePf = self.picFx and self.picFx[battler]
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if fadePf and fadePf.fade then
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local cr, cg, cb, ca = love.graphics.getColor()
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love.graphics.setColor(cr, cg, cb, ca * fadePf.fade)
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love.graphics.draw(img, x, y, 0, scale, scale)
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love.graphics.setColor(cr, cg, cb, ca)
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return
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end
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local pf = self.picFx and self.picFx[battler]
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if not pf or (not pf.kind and not pf.hidden and not pf.minimized
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and (pf.ox or 0) == 0 and (pf.oy or 0) == 0) then
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@@ -5109,7 +5230,7 @@ function BattleState:drawClassic()
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if sx == 0 and sy == 0 and fx and fx.shake and fx.shake > 0 then
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sx = self.frame % 4 < 2 and 2 or -2
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end
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local slide = (self.introSlide or 0) * 4 -- intro slide-in offset
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local slide = (self.introSlide or 0) * 2 -- intro slide-in offset (2px/frame)
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if self:colorMode() then
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-- SGB pipeline: gray BG canvas -> (wavy) -> zone recolor with the
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@@ -183,6 +183,21 @@ local function drawCommandMenu(battle)
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Font.drawBox(0, 13, 20, 5)
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Font.drawBox(20, 13, 18, 5)
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love.graphics.setColor(0, 0, 0, 1)
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-- The old-man / PROF.OAK catch demo has no party, so makeOldManDemo parks
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-- the WILD mon in battle.player as a placeholder (BattleState:1209). The
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-- classic layout's demo branch never names anyone (DisplayBattleMenu,
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-- core.asm:2038-2049, just draws the menu), so naming it here printed
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-- "What will PIKACHU do?" over Oak's scripted throw (#557). Leave the
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-- prompt side blank and run the same scripted hand the classic does.
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if battle.demo then
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Font.draw(Strings("FIGHT"), 176, 112)
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Font.drawCode(0xE1, 240, 112); Font.drawCode(0xE2, 248, 112)
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Font.draw(Strings("ITEM"), 176, 128)
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Font.draw(Strings("RUN"), 240, 128)
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-- next to FIGHT for the first 80 frames, then ITEM
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Font.drawCode(0xED, 168, (battle.demoTimer or 0) <= 80 and 112 or 128)
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return
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end
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Font.draw(Strings("What will"), 8, 112)
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local who = battle.player and battle.player.name or ""
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Font.draw(fitName(who, 112) .. Strings(" do?"), 8, 128)
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@@ -305,22 +320,40 @@ function WideBattle.draw(battle)
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if sx == 0 and sy == 0 and fx and fx.shake and fx.shake > 0 then
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sx = battle.frame % 4 < 2 and 2 or -2
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end
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local slide = (battle.introSlide or 0) * 4
|
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local slide = (battle.introSlide or 0) * 2
|
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-- Each side keeps its original sprite pixels and placement math: the two
|
||||
-- 160x144 OAM regions are translated apart and clipped into the wider
|
||||
-- battlefield rather than either monster being scaled. wideRegion tells
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||||
-- drawBattlerPic its own side window is already the clip.
|
||||
-- drawBattlerPic its own side window is already the clip. A shake moves
|
||||
-- each region's clip with its contents, so a pic pushed toward a region
|
||||
-- edge is not sheared off it (a vertical shake used to clip the player's
|
||||
-- feet at FIELD_BOTTOM).
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battle.wideRegion = true
|
||||
inRegion(0, 32, 160, WideBattle.FIELD_BOTTOM - 32, 20 + sx, 8 + sy,
|
||||
inRegion(sx, 32 + sy, 160, WideBattle.FIELD_BOTTOM - 32, 20 + sx, 8 + sy,
|
||||
function() battle:drawPicsLayer(slide, 0, 0, "player", true) end)
|
||||
inRegion(160, 0, 144, WideBattle.FIELD_BOTTOM, 136 + sx, sy,
|
||||
inRegion(160 + sx, sy, 144, WideBattle.FIELD_BOTTOM, 136 + sx, sy,
|
||||
function() battle:drawPicsLayer(slide, 0, 0, "enemy", true) end)
|
||||
battle.wideRegion = nil
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||||
|
||||
drawHUDs(battle, slide)
|
||||
-- A battle sets rWY to 0 (engine/battle/core.asm), so the window the
|
||||
-- shakes move IS the whole screen: PredefShakeScreenHorizontally,
|
||||
-- PredefShakeScreenVertically and AnimationShakeScreenHorizontallySlow
|
||||
-- displace the HUDs and the message window along with the pics, exactly as
|
||||
-- drawClassic offsets its whole BG canvas. Shaking only the two pic
|
||||
-- regions left the foe gliding sideways across a nailed-down screen on
|
||||
-- every applying-attack shake -- TAIL WHIP and every other status move
|
||||
-- (#562). The OAM anim layer stays put, as it does in drawClassic.
|
||||
local function shaken(fn)
|
||||
if sx == 0 and sy == 0 then return fn() end
|
||||
g.push()
|
||||
g.translate(sx, sy)
|
||||
fn()
|
||||
g.pop()
|
||||
end
|
||||
shaken(function() drawHUDs(battle, slide) end)
|
||||
drawAnimationLayer(battle)
|
||||
drawTextArea(battle)
|
||||
shaken(function() drawTextArea(battle) end)
|
||||
|
||||
if fx and fx.flash and fx.flash > 0 and battle.frame % 4 < 2 then
|
||||
g.setColor(1, 1, 1, 0.85)
|
||||
|
||||
@@ -179,6 +179,22 @@ function Game:step(dt)
|
||||
-- this logic tick, not one tick later. With no wrapper this is a no-op.
|
||||
ModRuntime.call("input.step", function() end, self, dt)
|
||||
self.input:step()
|
||||
-- A+B+SELECT+START held for 16 steps: SoftReset (home/init.asm) stops the
|
||||
-- audio, whites the palettes out and falls through into Init, i.e. the
|
||||
-- power-on boot, so everything unsaved is gone and the title sequence
|
||||
-- comes back -- exactly what returnToTitle does for the START menu's QUIT.
|
||||
-- The check lives here, above stack:update, so it fires from any state:
|
||||
-- overworld, battle, a menu or a cutscene, the way _Joypad's does (#563).
|
||||
-- Input:reset clears the four still-physically-held buttons so the title
|
||||
-- screen does not read A as a menu choice on its first frame.
|
||||
-- a tool mod (or a harness) may hand Game a stand-in input with no
|
||||
-- chord bookkeeping; those simply never soft reset
|
||||
if self.input.softResetStep and self.input:softResetStep() then
|
||||
Input:reset()
|
||||
TouchControls:reset()
|
||||
self:returnToTitle()
|
||||
return
|
||||
end
|
||||
-- serviced unconditionally: a link battle's ENet transport must not
|
||||
-- stall just because PartyMenu/ChoiceBox/NamingScreen is temporarily
|
||||
-- on top of BattleState (see LinkBattle.new)
|
||||
|
||||
@@ -250,8 +250,56 @@ function Input:isDown(btn)
|
||||
return self.state[btn] or false
|
||||
end
|
||||
|
||||
-- True when the on-screen overlay is one of the live sources holding this
|
||||
-- button (see overlayPressed above). Player:turnWindow widens the
|
||||
-- turn-in-place tap window on touch, where a press and release can never be
|
||||
-- as short as a physical d-pad's (#415).
|
||||
function Input:isTouchDown(btn)
|
||||
local sources = self.sources[btn]
|
||||
return (sources and sources["touch:" .. btn]) and true or false
|
||||
end
|
||||
|
||||
function Input:wasPressed(btn)
|
||||
return self.pressed[btn] or false
|
||||
end
|
||||
|
||||
-- Soft reset (#563). _Joypad (engine/joypad.asm) tests the RAW joypad read
|
||||
-- with `cp PAD_BUTTONS` -- an equality, not a mask -- so the combo counts
|
||||
-- only while A, B, SELECT and START are the only buttons down; any d-pad
|
||||
-- direction in the mix cancels it. That test sits ahead of the wJoyIgnore
|
||||
-- and BIT_DISABLE_JOYPAD masking below it, which is why the reset still
|
||||
-- works mid-battle and mid-cutscene where ordinary input is thrown away.
|
||||
-- TrySoftReset then burns one DelayFrame per pass and decrements hSoftReset,
|
||||
-- seeded with 16 by Init (home/init.asm), so the combo has to survive 16
|
||||
-- consecutive polls. That hold is also what keeps the on-screen overlay
|
||||
-- safe: it already takes four separate fingers on four separate controls,
|
||||
-- and they all have to stay put for better than a quarter of a second.
|
||||
local SOFT_RESET_FRAMES = 16
|
||||
|
||||
function Input:softResetHeld()
|
||||
if not (self.state.a and self.state.b
|
||||
and self.state.start and self.state.select) then
|
||||
return false
|
||||
end
|
||||
return not (self.state.up or self.state.down
|
||||
or self.state.left or self.state.right)
|
||||
end
|
||||
|
||||
-- Ticked once per fixed step by Game:step; true on the step the countdown
|
||||
-- runs out. hSoftReset is never re-seeded on release in the original, so
|
||||
-- its count leaks across a whole session; a port that copied that would
|
||||
-- eventually reset on a stray four-button press, so the counter re-arms as
|
||||
-- soon as the combo drops.
|
||||
function Input:softResetStep()
|
||||
if not self:softResetHeld() then
|
||||
self.softResetFrames = nil
|
||||
return false
|
||||
end
|
||||
local left = (self.softResetFrames or SOFT_RESET_FRAMES) - 1
|
||||
self.softResetFrames = left
|
||||
if left > 0 then return false end
|
||||
self.softResetFrames = nil
|
||||
return true
|
||||
end
|
||||
|
||||
return Input
|
||||
|
||||
@@ -1179,6 +1179,13 @@ function RomExtractor:extractPokemon()
|
||||
completed = completed + 1
|
||||
self:tick("Pokemon", completed, #self.manifest.dexOrder + 10)
|
||||
end
|
||||
-- Yellow-only third back pic: LoadPlayerBackPic (engine/battle/core.asm)
|
||||
-- picks OldManPicBack for BATTLE_TYPE_OLD_MAN but ProfOakPicBack for
|
||||
-- BATTLE_TYPE_PIKACHU, the Pallet Town catch scene (#557). Outside the
|
||||
-- ticked loop so the progress denominator stays as it was.
|
||||
if self.symbols["ProfOakPicBack"] then
|
||||
self:writeCompressedPic("ProfOakPicBack", "battle/profoakb.png")
|
||||
end
|
||||
local balls = self:symbol("PokeballTileGraphics")
|
||||
self:write2bpp(self.rom:bytes(balls.bank, balls.address, 64),
|
||||
32, 8, "battle/balls.png", true)
|
||||
@@ -1826,6 +1833,35 @@ function RomExtractor:extractField()
|
||||
end
|
||||
end
|
||||
|
||||
-- Yellow-only: TalkToPikachu's framed portrait, one 5x5 base frame per
|
||||
-- PikaPicAnimScript -- each script's FIRST pikapic_loadgfx in
|
||||
-- data/pikachu/pikachu_pic_animation.asm, the pic PikaPicAnimBGFrames_4
|
||||
-- (PikaAnimTilemap_1, column order) paints. Scripts 18/22/23/24 have no
|
||||
-- compressed base and take PikaPicAnimBGFrames_5 -> PikaAnimTilemap_9,
|
||||
-- which is ROW order over a raw 25-tile sheet, hence no columns flag.
|
||||
-- Script 26 shares script 11's base. The pikaframe overlays each script
|
||||
-- draws ON TOP of the base are a second full pose out of the same blob and
|
||||
-- stay unripped: PikachuFollower.picLift stands in for their motion
|
||||
-- (#561, still on #407's stand-in).
|
||||
local PIKAPIC_BASE = {
|
||||
"Pic_e4000", "Pic_e411c", "Pic_e4272", "Pic_e4383", "Pic_e458b",
|
||||
"Pic_e467b", "Pic_e476e", "Pic_e49d1", "Pic_e4b39", "Pic_e4c3e",
|
||||
"Pic_e5000", "Pic_e523f", "Pic_e548e", "Pic_e56d1", "Pic_e5924",
|
||||
"Pic_e5b7d", "Pic_e5ddd", "GFX_e6020", "Pic_e6340", "Pic_e6587",
|
||||
"Pic_e67d6", "GFX_e6e6f", "GFX_e718f", "GFX_e74af", "Pic_e77cf",
|
||||
"Pic_e5000", "Pic_f0abf", "Pic_f0cf4",
|
||||
}
|
||||
if self.symbols[PIKAPIC_BASE[1]] then
|
||||
for script, label in ipairs(PIKAPIC_BASE) do
|
||||
local path = "pikachu/pikapic_" .. script .. ".png"
|
||||
if label:sub(1, 4) == "GFX_" then
|
||||
self:raw2bpp(label, 40, 40, path, { matte = true })
|
||||
else
|
||||
self:writeCompressedPic(label, path)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
self:raw1bpp("LedgeHoppingShadow", 8, 8,
|
||||
"fx/shadow.png", true); tick()
|
||||
for _, spec in ipairs({
|
||||
|
||||
@@ -63,11 +63,22 @@ local REQUIRED_FILES = {
|
||||
-- them re-imports on its own, without dragging the other versions through a
|
||||
-- CACHE_FORMAT bump.
|
||||
local VERSION_REQUIRED_FILES = {
|
||||
yellow = { "assets/generated/battle/trainers/jessie_james.png" }, -- #439
|
||||
yellow = {
|
||||
"assets/generated/battle/trainers/jessie_james.png", -- #439
|
||||
-- Oak's own back pic and the pikapic base frames only exist in caches
|
||||
-- built after their manifest symbols landed, so an older Yellow cache
|
||||
-- has to re-import to stop falling back to the old man's back pic and
|
||||
-- to the battle front pic (#557, #561). Both are gated on manifest
|
||||
-- symbols in RomExtractor, so these markers must only ever list files
|
||||
-- tools/rom_manifest_yellow.json can actually produce -- otherwise the
|
||||
-- cache reads as incomplete and re-importing cannot clear it.
|
||||
"assets/generated/battle/profoakb.png",
|
||||
"assets/generated/pikachu/pikapic_1.png",
|
||||
},
|
||||
}
|
||||
|
||||
-- "Split-screen ROM selector" first-run palette (matches FirstRun.dc.html from
|
||||
-- the Claude Design project): a dark neon arcade panel, one column per game.
|
||||
-- "Split-screen ROM selector" first-run palette (matches the FirstRun mockup):
|
||||
-- a dark neon arcade panel, one column per game.
|
||||
-- Red, Blue, and Yellow share the same importer flow once listed in
|
||||
-- GameVersion.VERSIONS. Values are 0-255 RGB; alpha is applied per draw.
|
||||
local PAL = {
|
||||
@@ -851,6 +862,8 @@ function RomImporter.new(onComplete, opts)
|
||||
-- Android SAF create-document: which game's SAVE FILES card should show
|
||||
-- "Save exported." when export_done.flag appears on focus.
|
||||
androidPendingExportVersion = nil,
|
||||
iosPendingKind = nil,
|
||||
iosPendingVersion = nil,
|
||||
-- Virtual pointer for handhelds / gamepads (Anbernic stock OS has no
|
||||
-- mouse). D-pad + left stick move it; A clicks; shoulders cycle tabs;
|
||||
-- right stick scrolls the save-slot / mods lists.
|
||||
@@ -1035,7 +1048,11 @@ local function resetPointerCursor(self)
|
||||
if not (love.mouse.isCursorSupported and love.mouse.isCursorSupported()) then
|
||||
return
|
||||
end
|
||||
self.arrowCursor = self.arrowCursor or love.mouse.getSystemCursor("arrow")
|
||||
if not self.arrowCursor then
|
||||
local ok, cursor = pcall(love.mouse.getSystemCursor, "arrow")
|
||||
if not ok then return end
|
||||
self.arrowCursor = cursor
|
||||
end
|
||||
love.mouse.setCursor(self.arrowCursor)
|
||||
end
|
||||
|
||||
@@ -1231,6 +1248,14 @@ function RomImporter:chooseMod()
|
||||
self:rescanModsAction()
|
||||
return
|
||||
end
|
||||
if self.ios and love.system.getPickedFile then
|
||||
self.iosPendingKind = "mod"
|
||||
if not pickFile("mod") then
|
||||
self.iosPendingKind = nil
|
||||
self.modNotice = { ok = false, text = "Could not open the file picker." }
|
||||
end
|
||||
return
|
||||
end
|
||||
if self.android then
|
||||
local name = findPendingMod(true, self.pickSkip)
|
||||
if name then
|
||||
@@ -1292,6 +1317,16 @@ end
|
||||
-- Android mirrors ROM / mod import via love.system.pickFile("sav").
|
||||
function RomImporter:chooseSaveImport(version)
|
||||
if self.workState == "working" then return end
|
||||
if self.ios and love.system.getPickedFile then
|
||||
self.iosPendingKind = "sav"
|
||||
self.iosPendingVersion = version
|
||||
if not pickFile("sav") then
|
||||
self.iosPendingKind = nil
|
||||
self.iosPendingVersion = nil
|
||||
self.saveNotice[version] = { ok = false, text = "Could not open the file picker." }
|
||||
end
|
||||
return
|
||||
end
|
||||
if self.android then
|
||||
local name = findPendingSav(true, self.pickSkip)
|
||||
if name then
|
||||
@@ -1344,7 +1379,7 @@ function RomImporter:exportSave(version)
|
||||
return
|
||||
end
|
||||
self.androidPendingExportVersion = version
|
||||
if love.system.createFile and love.system.createFile(suggested) then
|
||||
if love.system.createFile and love.system.createFile(suggested, love.filesystem.getSaveDirectory()) then
|
||||
self.pickPending = true
|
||||
self.pickTimer = 0
|
||||
self.saveNotice[version] = { ok = true,
|
||||
@@ -1386,6 +1421,14 @@ function RomImporter:choose(version)
|
||||
self:_setNxInboxNotice(self.chooseVersion)
|
||||
return
|
||||
end
|
||||
if self.ios and love.system.getPickedFile then
|
||||
self.iosPendingKind = "rom"
|
||||
if not pickFile("rom") then
|
||||
self.iosPendingKind = nil
|
||||
self:setError("Could not open the file picker.")
|
||||
end
|
||||
return
|
||||
end
|
||||
if self.mobileFileBridge or self.android then
|
||||
-- Prefer a not-yet-imported .gb/.gbc already in the save dir (USB copy, or
|
||||
-- a fresh SAF pick). Never reuse an already-imported cart's file -- that
|
||||
@@ -1500,6 +1543,37 @@ end
|
||||
function RomImporter:update(dt)
|
||||
self.pulse = self.pulse + dt
|
||||
self:_updatePadCursor(dt)
|
||||
if self.ios and love.system.getPickedFile and self.workState ~= "working" then
|
||||
local path = love.system.getPickedFile()
|
||||
if path then
|
||||
local kind = self.iosPendingKind or "rom"
|
||||
local version = self.iosPendingVersion
|
||||
self.iosPendingKind = nil
|
||||
self.iosPendingVersion = nil
|
||||
if kind == "mod" then
|
||||
self:_installMod(path)
|
||||
elseif kind == "sav" then
|
||||
self:_importSave(version or self:_savedropTarget(), path)
|
||||
else
|
||||
self:startPath(path)
|
||||
end
|
||||
elseif love.system.getPickError then
|
||||
local errorText = love.system.getPickError()
|
||||
if errorText then
|
||||
local kind = self.iosPendingKind or "rom"
|
||||
local version = self.iosPendingVersion or self:_savedropTarget()
|
||||
self.iosPendingKind = nil
|
||||
self.iosPendingVersion = nil
|
||||
if kind == "mod" then
|
||||
self.modNotice = { ok = false, text = errorText }
|
||||
elseif kind == "sav" then
|
||||
self.saveNotice[version] = { ok = false, text = errorText }
|
||||
else
|
||||
self:setError(errorText)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
self:_pollPickedFiles(dt)
|
||||
if self.workState ~= "working" or not self.worker then return end
|
||||
local started = love.timer.getTime()
|
||||
@@ -2643,7 +2717,7 @@ function RomImporter:draw()
|
||||
|
||||
love.graphics.setFont(self.slotNameFont)
|
||||
col(PAL.white)
|
||||
love.graphics.printf("Other versions — " .. tostring(v.name),
|
||||
love.graphics.printf("Other versions: " .. tostring(v.name),
|
||||
dx + pad, dy + 10 * s, dw - pad * 2, "left")
|
||||
love.graphics.setFont(self.hintFont)
|
||||
local info = self:_modUpdateInfo(v.id)
|
||||
@@ -2750,8 +2824,11 @@ function RomImporter:draw()
|
||||
if self._hoverEnabled and not self._padCursorActive
|
||||
and love.mouse.isCursorSupported and love.mouse.isCursorSupported() then
|
||||
if self._anyHover then
|
||||
self.handCursor = self.handCursor or love.mouse.getSystemCursor("hand")
|
||||
love.mouse.setCursor(self.handCursor)
|
||||
if not self.handCursor then
|
||||
local ok, cursor = pcall(love.mouse.getSystemCursor, "hand")
|
||||
if ok then self.handCursor = cursor end
|
||||
end
|
||||
if self.handCursor then love.mouse.setCursor(self.handCursor) end
|
||||
else
|
||||
resetPointerCursor(self)
|
||||
end
|
||||
@@ -3874,7 +3951,7 @@ function RomImporter:_drawSaveSlotPanel(version, x, y, w, h, paged)
|
||||
local metaH = self.labelFont:getHeight()
|
||||
local rowPadV = 10 * s
|
||||
local chipBtnH = self.hintFont:getHeight() + 10 * s
|
||||
-- LOADED sits top-right; Edit/Delete sit bottom-right — row must fit both
|
||||
-- LOADED sits top-right; Edit/Delete sit bottom-right -- row must fit both
|
||||
-- without stacking on the same y (chip buttons are taller than the old text).
|
||||
local loadedH = self.warningFont:getHeight() + 6 * s
|
||||
local rowH = math.max(rowPadV * 2 + nameH + 4 * s + metaH,
|
||||
|
||||
@@ -1186,11 +1186,13 @@ R.field = {
|
||||
nest = f.opt(f.any) },
|
||||
flyOrder = f.list(f.str),
|
||||
-- the player's own trainer art (FieldDefaults.PLAYER_PICS): the battle
|
||||
-- back pic, the catch tutorial's old man, and the front pic the intro,
|
||||
-- trainer card and Hall of Fame share. Every key is optional so a
|
||||
-- conversion can replace one pic and inherit the rest.
|
||||
-- back pic, the catch tutorial's old man, Yellow's PROF.OAK variant of
|
||||
-- it (#557), and the front pic the intro, trainer card and Hall of Fame
|
||||
-- share. Every key is optional so a conversion can replace one pic and
|
||||
-- inherit the rest.
|
||||
playerPics = f.rec{
|
||||
back = f.opt(f.str), demoBack = f.opt(f.str), front = f.opt(f.str) },
|
||||
back = f.opt(f.str), demoBack = f.opt(f.str),
|
||||
oakBack = f.opt(f.str), front = f.opt(f.str) },
|
||||
-- the new-game and boot config a total conversion replaces
|
||||
boot = f.rec{
|
||||
startMap = f.opt(f.str), startX = f.opt(f.int(0)), startY = f.opt(f.int(0)),
|
||||
|
||||
+13
-1
@@ -46,20 +46,32 @@ end
|
||||
-- opts.kind: "battle" | "intro" | "trainer_card" | "hof"
|
||||
-- opts.demo: the catch tutorial, where the old man fights in the player's
|
||||
-- place and stands in for the back pic
|
||||
-- opts.oakDemo: the Yellow variant of that demo (BATTLE_TYPE_PIKACHU), where
|
||||
-- PROF.OAK fights in the player's place behind his own back pic
|
||||
-- opts.battle: the live battle, for kind == "battle"
|
||||
-- Returns path, trueColor.
|
||||
function Sprites.playerPath(data, side, opts)
|
||||
opts = opts or {}
|
||||
side = side == "back" and "back" or "front"
|
||||
-- one key per pic, so a conversion can replace the back and inherit the
|
||||
-- rest; fieldValue folds data.field over FieldDefaults per key
|
||||
-- rest; fieldValue folds data.field over FieldDefaults per key. The two
|
||||
-- demo keys mirror LoadPlayerBackPic's wBattleType branch (#557).
|
||||
local key = side == "front" and "front"
|
||||
or (opts.oakDemo and "oakBack")
|
||||
or (opts.demo and "demoBack" or "back")
|
||||
local path = FieldDefaults.fieldValue(data, "playerPics", key)
|
||||
-- ProfOakPicBack is a Yellow-only rip, so a cache imported before it
|
||||
-- existed has no file there; fall back to the old man rather than hand a
|
||||
-- missing path to getImage (#557)
|
||||
if key == "oakBack" and path
|
||||
and not require("src.render.Assets").exists(path) then
|
||||
path = FieldDefaults.fieldValue(data, "playerPics", "demoBack")
|
||||
end
|
||||
local ctx = {
|
||||
side = side,
|
||||
kind = opts.kind or "battle",
|
||||
demo = opts.demo and true or false,
|
||||
oakDemo = opts.oakDemo and true or false,
|
||||
battle = opts.battle,
|
||||
trueColor = false,
|
||||
data = data,
|
||||
|
||||
@@ -120,7 +120,7 @@ end
|
||||
-- shape (love.graphics.newCanvas), so accept either and nothing else.
|
||||
local function isCanvas(v)
|
||||
if type(v) == "userdata" then
|
||||
return type(v.typeOf) == "function" and v:typeOf("Canvas") == true
|
||||
return type(v.getWidth) == "function" and type(v.getHeight) == "function"
|
||||
end
|
||||
if type(v) == "table" then
|
||||
return type(v.getWidth) == "function" and type(v.getHeight) == "function"
|
||||
|
||||
+75
-32
@@ -32,7 +32,7 @@ Renderer.MAX_UI_HEIGHT = 576
|
||||
-- would otherwise take the frame down with it.
|
||||
local function isCanvas(v)
|
||||
if type(v) == "userdata" then
|
||||
return type(v.typeOf) == "function" and v:typeOf("Canvas") == true
|
||||
return type(v.getWidth) == "function" and type(v.getHeight) == "function"
|
||||
end
|
||||
if type(v) == "table" then
|
||||
return type(v.getWidth) == "function" and type(v.getHeight) == "function"
|
||||
@@ -474,6 +474,41 @@ local function withTrueColor(zoneList, pass)
|
||||
return merged
|
||||
end
|
||||
|
||||
-- Palette-correct blit of `canvas` at (sx, sy) LOVE-unit scales into origin
|
||||
-- (bx, by), scissored to the (boxX, boxY, boxW, boxH) screen rect. zoneSx/
|
||||
-- zoneSy convert zone coords (canvas-space) into screen units. Public so a
|
||||
-- render.compose mod can composite the world/UI canvases into its own layout.
|
||||
function Renderer:blitCanvas(canvas, sx, sy, zoneList, zoneSx, zoneSy,
|
||||
bx, by, boxX, boxY, boxW, boxH, dpiX, dpiY)
|
||||
local shader = zoneList and zoneList[1] and PaletteFX.shader() or nil
|
||||
if not shader then
|
||||
love.graphics.setScissor(boxX, boxY, boxW, boxH)
|
||||
love.graphics.draw(canvas, bx, by, 0, sx, sy)
|
||||
love.graphics.setScissor()
|
||||
return
|
||||
end
|
||||
love.graphics.setShader(shader)
|
||||
-- a colors == false zone is the trueColor opt-out: its rect draws with
|
||||
-- no shader at all. Nothing sets one without a mod, so a vanilla zone
|
||||
-- list never toggles and issues exactly the calls it always did.
|
||||
local bare = false
|
||||
for _, z in ipairs(zoneList) do
|
||||
local plain = z.colors == false
|
||||
if plain ~= bare then
|
||||
bare = plain
|
||||
love.graphics.setShader(not plain and shader or nil)
|
||||
end
|
||||
if not plain then PaletteFX.sendColors(shader, z.colors) end
|
||||
if scissorClamped(bx + z.x * zoneSx, by + z.y * zoneSy,
|
||||
z.w * zoneSx, z.h * zoneSy,
|
||||
boxX, boxY, boxW, boxH, dpiX, dpiY) then
|
||||
love.graphics.draw(canvas, bx, by, 0, sx, sy)
|
||||
end
|
||||
end
|
||||
love.graphics.setScissor()
|
||||
love.graphics.setShader()
|
||||
end
|
||||
|
||||
-- zones: optional list of SGB palette regions (see PaletteFX) in
|
||||
-- 160x144 UI space, applied to the UI pass. worldZones: optional
|
||||
-- regions in world-canvas pixels (overworld survey zoom colors each
|
||||
@@ -506,6 +541,36 @@ function Renderer:endFrame(zones, worldZones)
|
||||
zones = withTrueColor(zones, "ui")
|
||||
worldZones = withTrueColor(worldZones, "world")
|
||||
|
||||
-- render.compose: hand a mod the finished world + UI canvases (and their
|
||||
-- SGB zones), the frame metrics, Renderer:blitCanvas and the SecondScreen
|
||||
-- bridge, letting it lay the two passes out however it likes -- e.g. as two
|
||||
-- stacked Game Boy screens, or driving one onto a second physical display.
|
||||
-- The mod returns true to take over the whole window; anything else (or no
|
||||
-- mod wrapping the hook) falls through to the normal composite below.
|
||||
if Runtime.wantsHook("render.compose") then
|
||||
local ctx = {
|
||||
renderer = self,
|
||||
worldCanvas = self.worldCanvas, uiCanvas = self.canvas,
|
||||
worldOverride = self.worldOverride,
|
||||
worldActive = self.worldActive and true or false,
|
||||
zones = zones, worldZones = worldZones,
|
||||
ww = ww, wh = wh, pw = pw, ph = ph, ox = ox, oy = oy,
|
||||
vpw = vpw, vph = vph, uiw = uiw, uih = uih,
|
||||
scale = Sp, Sx = Sx, Sy = Sy, dpiX = dpiX, dpiY = dpiY,
|
||||
secondScreen = require("src.render.SecondScreen"),
|
||||
}
|
||||
if Runtime.call("render.compose", function() return false end, self, ctx) == true then
|
||||
self.worldActive = false
|
||||
self.uprightActive = false
|
||||
self.worldOverride = nil
|
||||
PaletteFX.setPass(nil)
|
||||
return {
|
||||
width = ww, height = wh, gameX = ox, gameY = oy,
|
||||
gameWidth = vpw, gameHeight = vph, scale = Sp, dpiX = dpiX, dpiY = dpiY,
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
-- A post-process pipeline needs the whole composite in a canvas for the
|
||||
-- same reason GBC FX does, so either one alone is enough to take the
|
||||
-- present path; with neither, the frame draws straight to the screen
|
||||
@@ -560,38 +625,12 @@ function Renderer:endFrame(zones, worldZones)
|
||||
})
|
||||
end
|
||||
|
||||
-- blit `canvas` at (sx, sy) LOVE-unit scales into origin (bx, by),
|
||||
-- scissored to the (boxX, boxY, boxW, boxH) screen rect. zoneSx/zoneSy
|
||||
-- convert zone coords (canvas-space) into screen units.
|
||||
-- see Renderer:blitCanvas; bound here to the frame's dpi so the composite
|
||||
-- call sites below stay unchanged.
|
||||
local function blit(canvas, sx, sy, zoneList, zoneSx, zoneSy,
|
||||
bx, by, boxX, boxY, boxW, boxH)
|
||||
local shader = zoneList and zoneList[1] and PaletteFX.shader() or nil
|
||||
if not shader then
|
||||
love.graphics.setScissor(boxX, boxY, boxW, boxH)
|
||||
love.graphics.draw(canvas, bx, by, 0, sx, sy)
|
||||
love.graphics.setScissor()
|
||||
return
|
||||
end
|
||||
love.graphics.setShader(shader)
|
||||
-- a colors == false zone is the trueColor opt-out: its rect draws with
|
||||
-- no shader at all. Nothing sets one without a mod, so a vanilla zone
|
||||
-- list never toggles and issues exactly the calls it always did.
|
||||
local bare = false
|
||||
for _, z in ipairs(zoneList) do
|
||||
local plain = z.colors == false
|
||||
if plain ~= bare then
|
||||
bare = plain
|
||||
love.graphics.setShader(not plain and shader or nil)
|
||||
end
|
||||
if not plain then PaletteFX.sendColors(shader, z.colors) end
|
||||
if scissorClamped(bx + z.x * zoneSx, by + z.y * zoneSy,
|
||||
z.w * zoneSx, z.h * zoneSy,
|
||||
boxX, boxY, boxW, boxH, dpiX, dpiY) then
|
||||
love.graphics.draw(canvas, bx, by, 0, sx, sy)
|
||||
end
|
||||
end
|
||||
love.graphics.setScissor()
|
||||
love.graphics.setShader()
|
||||
return self:blitCanvas(canvas, sx, sy, zoneList, zoneSx, zoneSy,
|
||||
bx, by, boxX, boxY, boxW, boxH, dpiX, dpiY)
|
||||
end
|
||||
|
||||
if self.worldOverride then
|
||||
@@ -602,7 +641,11 @@ function Renderer:endFrame(zones, worldZones)
|
||||
-- runs, so dialogs, menus and the HUD sit on top as usual.
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.setScissor(0, 0, ww, wh)
|
||||
love.graphics.draw(self.worldOverride, 0, 0, 0, 1 / dpiX, 1 / dpiY)
|
||||
if love.system and love.system.getOS and love.system.getOS() == "iOS" then
|
||||
love.graphics.draw(self.worldOverride, 0, wh, 0, 1 / dpiX, -1 / dpiY)
|
||||
else
|
||||
love.graphics.draw(self.worldOverride, 0, 0, 0, 1 / dpiX, 1 / dpiY)
|
||||
end
|
||||
love.graphics.setScissor()
|
||||
-- the screen-space overlays the flat path draws over its composite
|
||||
local fade = self.worldFadeAlpha
|
||||
|
||||
@@ -0,0 +1,59 @@
|
||||
-- Bridge to native secondary-display output (Android Presentation). The C
|
||||
-- functions live in mobile/android/love/src/jni/love/src/common/android.cpp.
|
||||
-- Everything is guarded: off Android, or if the symbols cannot be resolved,
|
||||
-- this stays inert and the renderer keeps the in-window stacked layout.
|
||||
|
||||
local SecondScreen = {}
|
||||
local C = nil
|
||||
|
||||
local function log(msg)
|
||||
pcall(function() require("src.core.Logger").info("SecondScreen: %s", msg) end)
|
||||
end
|
||||
|
||||
do
|
||||
local ok, ffi = pcall(require, "ffi")
|
||||
if not (ok and ffi) then
|
||||
log("ffi unavailable (not LuaJIT); second display disabled")
|
||||
else
|
||||
pcall(ffi.cdef, [[
|
||||
int love_android_secondary_ready();
|
||||
void love_android_push_secondary(const void *rgba, int w, int h);
|
||||
void love_android_secondary_enable(int on);
|
||||
]])
|
||||
local okLib, lib = pcall(ffi.load, "love")
|
||||
if okLib and lib and pcall(function() return lib.love_android_secondary_ready end) then
|
||||
C = lib
|
||||
log("bridge linked via ffi.load('love')")
|
||||
elseif pcall(function() return ffi.C.love_android_secondary_ready end) then
|
||||
C = ffi.C
|
||||
log("bridge linked via default namespace")
|
||||
else
|
||||
log(("bridge symbols not found (ffi.load ok=%s); second display disabled")
|
||||
:format(tostring(okLib)))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function SecondScreen.usable()
|
||||
return C ~= nil
|
||||
end
|
||||
|
||||
function SecondScreen.available()
|
||||
if not C then return false end
|
||||
local ok, r = pcall(C.love_android_secondary_ready)
|
||||
return ok and r ~= 0
|
||||
end
|
||||
|
||||
function SecondScreen.push(imageData, w, h)
|
||||
if not C or not imageData then return false end
|
||||
return pcall(function()
|
||||
C.love_android_push_secondary(imageData:getFFIPointer(), w, h)
|
||||
end)
|
||||
end
|
||||
|
||||
function SecondScreen.setEnabled(on)
|
||||
if not C then return end
|
||||
pcall(function() C.love_android_secondary_enable(on and 1 or 0) end)
|
||||
end
|
||||
|
||||
return SecondScreen
|
||||
@@ -66,6 +66,7 @@ local function withdraw(game)
|
||||
end
|
||||
game.stack:push(ListMenu.new(game,
|
||||
Strings("BOX %d (WITHDRAW)", game.save.currentBox), items, {
|
||||
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
|
||||
onChoose = function(item, list)
|
||||
local mon = box[item.value]
|
||||
if not mon then return end
|
||||
@@ -112,6 +113,7 @@ local function deposit(game)
|
||||
table.insert(items, { label = monLabel(game, mon), value = i })
|
||||
end
|
||||
game.stack:push(ListMenu.new(game, "PARTY (DEPOSIT)", items, {
|
||||
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
|
||||
onChoose = function(item, list)
|
||||
local mon = game.save.party[item.value]
|
||||
if not mon then return end
|
||||
@@ -157,6 +159,7 @@ local function release(game)
|
||||
end
|
||||
game.stack:push(ListMenu.new(game,
|
||||
Strings("BOX %d (RELEASE)", game.save.currentBox), items, {
|
||||
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
|
||||
onChoose = function(_, list)
|
||||
local mon = box[list.index]
|
||||
if not mon then return end
|
||||
@@ -189,6 +192,7 @@ local function changeBox(game)
|
||||
})
|
||||
end
|
||||
game.stack:push(ListMenu.new(game, "CHANGE BOX", items, {
|
||||
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
|
||||
onChoose = function(item, list)
|
||||
-- the original asks BEFORE switching ("When you change a #MON
|
||||
-- BOX, data will be saved. OK?"); declining aborts the change
|
||||
|
||||
@@ -78,6 +78,10 @@ function ListMenu.new(game, title, items, opts)
|
||||
-- bottom text box -- same row budget as the mart, without the money box.
|
||||
self.messageBox = opts.messageBox
|
||||
self.money = opts.money -- () -> current money for the box
|
||||
-- BIT_NO_MENU_BUTTON_SOUND (wMiscFlags): both PC sessions hold the flag
|
||||
-- for their whole run (engine/menus/pc.asm, engine/menus/players_pc.asm),
|
||||
-- so their lists opt out of the A/B beep the same way Menu's noSound does
|
||||
self.noSound = opts.noSound or false
|
||||
self.rows = opts.rows or ((opts.dialogue or opts.messageBox) and 4 or ROWS)
|
||||
return self
|
||||
end
|
||||
@@ -101,6 +105,17 @@ local function syncScroll(self)
|
||||
if self.index - self.scroll < 1 then self.scroll = self.index - 1 end
|
||||
end
|
||||
|
||||
-- HandleMenuInput_ (home/window.asm) replays SFX_PRESS_AB for any watched
|
||||
-- A or B press; DisplayListMenuID's mask is PAD_A | PAD_B | PAD_SELECT
|
||||
-- (home/list_menu.asm), so the SELECT swap key stays silent (#570)
|
||||
local function beep(self)
|
||||
-- game.data is nil under the UI harnesses that drive a list with a stub
|
||||
-- game (tests/engine/rebind_capture_bug510.lua), where there is no audio
|
||||
-- cache to play out of
|
||||
if self.noSound or not (self.game and self.game.data) then return end
|
||||
require("src.core.Sound").play(self.game.data, "Press_AB")
|
||||
end
|
||||
|
||||
-- edge press or key-repeat tick for a held direction
|
||||
local function navPressed(self, dir)
|
||||
if dir == "up" then
|
||||
@@ -126,6 +141,7 @@ function ListMenu:update(dt)
|
||||
local input = self.game.input
|
||||
if #self.items == 0 then
|
||||
if input:wasPressed("a") or input:wasPressed("b") then
|
||||
beep(self)
|
||||
self.game.stack:pop()
|
||||
if self.onCancel then self.onCancel() end
|
||||
end
|
||||
@@ -148,10 +164,12 @@ function ListMenu:update(dt)
|
||||
elseif self.onSelectKey and input:wasPressed("select") then
|
||||
self.onSelectKey(self.items[self.index], self)
|
||||
elseif input:wasPressed("b") then
|
||||
beep(self)
|
||||
self.game.stack:pop()
|
||||
if self.onCancel then self.onCancel() end
|
||||
return
|
||||
elseif input:wasPressed("a") then
|
||||
beep(self)
|
||||
local item = self.items[self.index]
|
||||
if self.onChoose then
|
||||
self.onChoose(item, self)
|
||||
|
||||
+18
-4
@@ -108,20 +108,34 @@ function Menu:draw()
|
||||
love.graphics.setColor(0, 0, 0, 1)
|
||||
local visible = (self.maxVisible and math.min(self.maxVisible, #self.items))
|
||||
or #self.items
|
||||
-- Row Y: pokered's boxed menus anchor the choices to the BOTTOM interior
|
||||
-- row and let any slack fall as a blank row under the top edge --
|
||||
-- draw_start_menu.asm (TextBoxBorder 10,0, then hlcoord 12,2 /
|
||||
-- wTopMenuItemY 2), players_pc.asm and bills_pc.asm all do the same. The
|
||||
-- bottom border is ty + th - 1, so the last choice sits on ty + th - 2 and
|
||||
-- row r counts back up from there. Anchoring from the top instead only
|
||||
-- agrees when th is exactly visible * rowStep + 2, which is Menu.new's
|
||||
-- default but NOT what a caller sizing its own box passes: BagMenu's
|
||||
-- USE/TOSS is th = 5 for two choices (#284, matching text_boxes.asm's
|
||||
-- USE_TOSS_MENU_TEMPLATE rows 10..14), and a top anchor pushed TOSS onto
|
||||
-- the bottom border (#564, #572).
|
||||
for row = 1, visible do
|
||||
local item = self.items[self.scroll + row]
|
||||
if not item then break end
|
||||
Font.draw(item.label, (self.tx + 2) * 8,
|
||||
(self.ty + row * self.rowStep - (self.rowStep - 1)) * 8)
|
||||
(self.ty + self.th - 2 - (visible - row) * self.rowStep) * 8)
|
||||
end
|
||||
local cursorRow = self.index - self.scroll
|
||||
Font.drawCode(Theme.cursor, (self.tx + 1) * 8,
|
||||
(self.ty + cursorRow * self.rowStep - (self.rowStep - 1)) * 8)
|
||||
(self.ty + self.th - 2 - (visible - cursorRow) * self.rowStep) * 8)
|
||||
-- moreArrow ($EE): the same "more below" glyph OptionRows/ManagerState
|
||||
-- use, sat on the bottom border like TextBox's page-advance cursor
|
||||
-- use, sat on the bottom border like TextBox's page-advance cursor. It
|
||||
-- has to be the border row, not ty + th - 2: that is the last interior
|
||||
-- row, which the last choice now occupies, and Menu.new widens the box to
|
||||
-- widest + 3 so tx + tw - 2 is exactly that label's final glyph (#564).
|
||||
if self.maxVisible and self.scroll + self.maxVisible < #self.items then
|
||||
Font.drawCode(Theme.moreArrow, (self.tx + self.tw - 2) * 8,
|
||||
(self.ty + self.th - 2) * 8)
|
||||
(self.ty + self.th - 1) * 8)
|
||||
end
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
@@ -448,10 +448,21 @@ function OptionsMenu:update(dt)
|
||||
elseif row and row.step then
|
||||
changed = row.step(self.game, dir) and true or false
|
||||
elseif input:wasPressed("a") then -- CANCEL
|
||||
-- DisplayOptionMenu .exitMenu (engine/menus/main_menu.asm) is the
|
||||
-- only spot in this menu that plays SFX_PRESS_AB: A on a setting row
|
||||
-- and the Left/Right toggles stay silent (#570). game.data is nil
|
||||
-- under the stub games the UI harnesses drive.
|
||||
if self.game.data then
|
||||
require("src.core.Sound").play(self.game.data, "Press_AB")
|
||||
end
|
||||
self.game.stack:pop()
|
||||
if self.onCancel then self.onCancel() end
|
||||
end
|
||||
elseif input:wasPressed("b") or input:wasPressed("start") then
|
||||
-- .exitMenu again: B and START leave the same way, sound and all
|
||||
if self.game.data then
|
||||
require("src.core.Sound").play(self.game.data, "Press_AB")
|
||||
end
|
||||
self.game.stack:pop()
|
||||
if self.onCancel then self.onCancel() end
|
||||
end
|
||||
|
||||
@@ -310,6 +310,14 @@ function PartyMenu:update(dt)
|
||||
local input = self.game.input
|
||||
local party = self.party or self.game.save.party
|
||||
|
||||
-- HandlePartyMenuInput (home/pokemon.asm) and the field-move submenu
|
||||
-- (engine/menus/start_sub_menus.asm .chosePokemon) both run through
|
||||
-- HandleMenuInput_, which beeps SFX_PRESS_AB on any A or B press (#570).
|
||||
-- game.data is nil under the stub games the UI harnesses drive.
|
||||
if self.game.data and (input:wasPressed("a") or input:wasPressed("b")) then
|
||||
require("src.core.Sound").play(self.game.data, "Press_AB")
|
||||
end
|
||||
|
||||
if self.submenu then
|
||||
local n = #self.subItems
|
||||
if input:wasPressed("up") then
|
||||
|
||||
@@ -73,6 +73,7 @@ local function withdraw(game)
|
||||
local pc = game.save.pcItems
|
||||
game.stack:push(ListMenu.new(game, "WITHDRAW ITEM", buildItems(game, pc), {
|
||||
messageBox = true,
|
||||
noSound = true, -- PlayerPCMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
|
||||
onChoose = function(item, list)
|
||||
askQuantity(game, list, pc[item.value] or 1, item.value, function(qty)
|
||||
local Bag = require("src.inventory.Bag")
|
||||
@@ -110,6 +111,7 @@ local function deposit(game)
|
||||
end
|
||||
game.stack:push(ListMenu.new(game, "DEPOSIT ITEM", buildItems(game, depositable), {
|
||||
messageBox = true,
|
||||
noSound = true, -- PlayerPCMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
|
||||
onChoose = function(item, list)
|
||||
askQuantity(game, list, inv[item.value] or 1, item.value, function(qty)
|
||||
if pcFull(game, pc, item.value) then
|
||||
@@ -130,6 +132,7 @@ local function toss(game)
|
||||
local pc = game.save.pcItems
|
||||
game.stack:push(ListMenu.new(game, "TOSS ITEM", buildItems(game, pc), {
|
||||
messageBox = true,
|
||||
noSound = true, -- PlayerPCMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
|
||||
onChoose = function(item, list)
|
||||
local def = game.data.items[item.value]
|
||||
if (def and def.keyItem) or item.value:find("^HM_") then
|
||||
|
||||
+11
-3
@@ -50,11 +50,13 @@ function PokedexMenu.new(game, opts)
|
||||
footer = Strings("SEEN %d OWNED %d", seen, owned),
|
||||
pageJump = true, -- Left/Right page jumps like the original
|
||||
onCancel = opts.onCancel, -- B returns to the start menu when opened from it
|
||||
onChoose = function(item)
|
||||
onChoose = function(item, dexList)
|
||||
if not item.value then return end
|
||||
-- the DATA / CRY / AREA / QUIT choice (engine/menus/pokedex.asm
|
||||
-- PokedexMenuItemsText); CRY keeps the side menu open like the
|
||||
-- original, QUIT returns to the list
|
||||
-- original. B is what returns to the list: HandlePokedexSideMenu
|
||||
-- hands back b=2 for B and b=1 for QUIT, and ShowPokedexMenu sends
|
||||
-- b=1 to .exitPokedex, so QUIT closes the whole Pokédex (#571)
|
||||
local Menu = require("src.ui.Menu")
|
||||
local Screens = require("src.ui.Screens")
|
||||
local entries = {
|
||||
@@ -91,7 +93,13 @@ function PokedexMenu.new(game, opts)
|
||||
or Strings("Printer error!\n%s", tostring(err))))
|
||||
end }
|
||||
end
|
||||
entries[#entries + 1] = { label = Strings("QUIT") }
|
||||
entries[#entries + 1] = { label = Strings("QUIT"), onSelect = function()
|
||||
-- .exitPokedex: drop the dex list too and hand back to whoever
|
||||
-- opened it (the start menu, whose saved cursor is still on
|
||||
-- POKéDEX -- wBattleAndStartSavedMenuItem)
|
||||
dexList:close()
|
||||
if opts.onCancel then opts.onCancel() end
|
||||
end }
|
||||
game.stack:push(Menu.new(game, entries,
|
||||
{ tx = 12, ty = 8, tw = 8,
|
||||
th = #entries * 2 + 2 }))
|
||||
|
||||
@@ -89,6 +89,11 @@ local PLAYER_SPRITES = {
|
||||
local PLAYER_PICS = {
|
||||
back = "assets/generated/battle/redb.png",
|
||||
demoBack = "assets/generated/battle/oldmanb.png",
|
||||
-- LoadPlayerBackPic keys the demo pic off wBattleType, not off "is a
|
||||
-- demo": BATTLE_TYPE_PIKACHU (Yellow's Pallet catch scene) puts PROF.OAK
|
||||
-- in the player's place with his own back pic, not the old man's (#557).
|
||||
-- Red/Blue never reach it -- only the Yellow script names that thrower.
|
||||
oakBack = "assets/generated/battle/profoakb.png",
|
||||
front = "assets/generated/trainer_card/red.png",
|
||||
}
|
||||
|
||||
@@ -185,7 +190,7 @@ FieldDefaults.CONSTANTS = {
|
||||
neighborHops = 2, -- connection hops drawn around the current map
|
||||
stepFrames = 16, -- 1px per frame, 16 frames per tile
|
||||
bikeStepFrames = 8, -- the bicycle doubles walking speed
|
||||
turnFrames = 2, -- the extra OverworldLoop pass after a turn
|
||||
turnFrames = 4, -- tap window before a turn commits to a step
|
||||
},
|
||||
-- cumulative slot thresholds out of 256 (engine/battle/wild_encounters.asm)
|
||||
encounterBuckets = { 51, 102, 141, 166, 191, 216, 229, 242, 253, 256 },
|
||||
|
||||
@@ -1155,6 +1155,13 @@ function OverworldState:handleInput()
|
||||
end
|
||||
end
|
||||
|
||||
-- .noDirectionButtonsPressed (home/overworld.asm) is the only place that
|
||||
-- sets wCheckFor180DegreeTurn, so reaching this line -- a poll that found
|
||||
-- no direction held -- is what re-arms the next turn in place. The early
|
||||
-- returns above (mid-step, A, START) skip it exactly as the original's
|
||||
-- jumps to .moveAhead and .displayDialogue do (#415).
|
||||
self.player.turnArmed = true
|
||||
|
||||
-- Cycling Road's downhill pull: with no d-pad held the bike rolls
|
||||
-- south (home/overworld.asm JoypadOverworld's simulated PAD_DOWN).
|
||||
-- The mask there is PAD_CTRL_PAD | PAD_B | PAD_A, so HOLDING A or B
|
||||
@@ -1891,9 +1898,20 @@ function OverworldState:tryHiddenObject(fx, fy)
|
||||
end
|
||||
end
|
||||
|
||||
-- bench guys (data/events/bench_guys.asm)
|
||||
-- Bench guys (data/events/bench_guys.asm). A hidden_event's fourth byte
|
||||
-- is wHiddenEventFunctionArgument, not a facing gate -- pokered's own
|
||||
-- macro comment says the SPRITE_FACING_* values parked there "do not
|
||||
-- actually prevent the player from interacting with them in any
|
||||
-- direction" (data/events/hidden_events.asm). The facing that does decide
|
||||
-- a bench guy is PrintBenchGuyText's own test against BenchGuyTextPointers,
|
||||
-- SPRITE_FACING_LEFT for all twelve seats, which the manifest carries as
|
||||
-- `textFacing`. Gating on the hidden_event byte instead silenced the four
|
||||
-- seats that store SPRITE_FACING_UP (Vermilion, Saffron, Fuchsia,
|
||||
-- Cinnabar): (0,4) is the bench wall cell and can only ever be faced from
|
||||
-- the right (#488).
|
||||
for _, h in ipairs(extras.benchGuys[self.map.id] or {}) do
|
||||
if h.x == fx and h.y == fy and (not h.facing or h.facing == facing) then
|
||||
local want = h.textFacing or h.facing
|
||||
if h.x == fx and h.y == fy and (not want or want == facing) then
|
||||
local text = OverworldState.benchGuyText(Game.data, save, h.text)
|
||||
if text then
|
||||
Game.stack:push(TextBox.new(Game, text))
|
||||
@@ -3829,7 +3847,15 @@ end
|
||||
-- dev-mode hot reload). The neighbors go too: their strips render the
|
||||
-- same tileset. When the active map is the one that changed, the player
|
||||
-- is clamped back in bounds, the NPC pool is reused so runtime handles
|
||||
-- survive, and the tile-pair table is re-read.
|
||||
-- survive, and the tile-pair table is re-read. keepMusic: a reload is not a
|
||||
-- map entry. Its counterpart ReloadMapData (home/reload_tiles.asm) only
|
||||
-- re-reads the map view and the tileset tile patterns after the Pokedex /
|
||||
-- start menu / PC clobbered VRAM; map music starts from LoadMapData alone
|
||||
-- (home/overworld.asm, gated on BIT_NO_MAP_MUSIC). Whatever is playing
|
||||
-- belongs to the state on top, so a COLORS cycle during a battle
|
||||
-- (PaletteFX.setMode reloads the live map to rebuild its baked atlas) must
|
||||
-- not drop the route theme over the battle song (#484). The out-of-bounds
|
||||
-- fallback below is a real map change and keeps its map music.
|
||||
function OverworldState:reloadMap(mapId, reason)
|
||||
MapLoader.invalidate(mapId)
|
||||
for _, nb in ipairs(self.neighbors or {}) do MapLoader.invalidate(nb.map.id) end
|
||||
@@ -3837,7 +3863,8 @@ function OverworldState:reloadMap(mapId, reason)
|
||||
local p = self.player
|
||||
local x, y, facing = p.cellX, p.cellY, p.facing
|
||||
Collision.load(Game.data)
|
||||
self:setMap(mapId, x, y, facing, { seamless = true, via = "reload" })
|
||||
self:setMap(mapId, x, y, facing,
|
||||
{ seamless = true, via = "reload", keepMusic = true })
|
||||
if not self.map:inBounds(x, y) then
|
||||
local heal = self:healPoint()
|
||||
Logger.warn("map %s reloaded out from under the player; sending to %s",
|
||||
@@ -4568,9 +4595,9 @@ function OverworldState:drawUI()
|
||||
-- TalkToPikachu's picture box (engine/pikachu/pikachu_pic_animation.asm
|
||||
-- PlacePikapicTextBoxBorder: TextBoxBorder at (6,5) with b,c = 5,5, so a
|
||||
-- 7x7 box holding the 5x5 pic at (7,6) -- PikaAnimTilemap_1). The
|
||||
-- per-emotion frame gfx (gfx/pikachu/unknown_*) are not extracted, so the
|
||||
-- front pic stands in for every frame of the script; PikachuFollower
|
||||
-- .picLift lifts it on the runs that draw the alternate pose, and the
|
||||
-- script's base frame is ripped as pikachu/pikapic_N.png (#561) but the
|
||||
-- pikaframe overlays on top of it are not, so PikachuFollower
|
||||
-- .picLift lifts the base on the runs that draw the alternate pose, and the
|
||||
-- script's own duration times the beat (#407, #424). Palette zone
|
||||
-- PAL_PIKACHU_PORTRAIT covers (7,6)-(11,10) via sgbPalettes above.
|
||||
if self.emote and self.emote.pikaPic then
|
||||
|
||||
@@ -518,9 +518,12 @@ end
|
||||
-- pikachu_emotions.asm): pick a scripted emotion, then play its bubble
|
||||
-- and voiced PCM clip, and raise the framed Pikachu picture the original
|
||||
-- puts over the map (pikaemotion_pikapic -> pikachu_pic_animation.asm
|
||||
-- PlacePikapicTextBoxBorder), drawn by OverworldController:drawUI. The
|
||||
-- per-emotion animation frames (gfx/pikachu/unknown_*) are not extracted,
|
||||
-- so the front pic stands in for all twenty of them (#407).
|
||||
-- PlacePikapicTextBoxBorder), drawn by OverworldController:drawUI. Each
|
||||
-- script's BASE 5x5 frame is ripped as pikachu/pikapic_N.png (#561); the
|
||||
-- pikaframe overlays it alternates with are a second full-body pose out of
|
||||
-- the same blob and are still unported, so picLift below stands in for
|
||||
-- their motion and the battle front pic covers caches built before the
|
||||
-- rip (#407).
|
||||
-- ---------------------------------------------------------------------
|
||||
|
||||
-- PikachuEmotionTable, reduced to each entry's bubble + pikaemotion_pcm
|
||||
@@ -715,9 +718,17 @@ function PikachuFollower.talk(game, ow, npc, done)
|
||||
-- 40x40 front pic is the size of PikaAnimTilemap_1's 5x5 base frame;
|
||||
-- Sprites.path keeps a mod's replacement skin in play.
|
||||
local Sprites = require("src.pokemon.Sprites")
|
||||
local pic = Sprites.path(game.data, "PIKACHU", "front",
|
||||
{ kind = "overworld" })
|
||||
local anim = PIKAPIC[PIKAPIC_SCRIPT[emotion] or emotion] or PIKAPIC[1]
|
||||
-- The chosen script's own base frame (its first pikapic_loadgfx, ripped as
|
||||
-- pikachu/pikapic_N.png). Red/Blue have no such art and Yellow caches
|
||||
-- built before the rip do not carry it, so both fall back to the battle
|
||||
-- front pic that stood in for every script before (#561).
|
||||
local script = PIKAPIC_SCRIPT[emotion] or emotion
|
||||
local pic = "assets/generated/pikachu/pikapic_" .. script .. ".png"
|
||||
if not require("src.render.Assets").exists(pic) then
|
||||
pic = Sprites.path(game.data, "PIKACHU", "front",
|
||||
{ kind = "overworld" })
|
||||
end
|
||||
local anim = PIKAPIC[script] or PIKAPIC[1]
|
||||
local hold = anim.dur * PIKAPIC_TICK
|
||||
ow.emote = {
|
||||
npc = npc, frames = hold, bubble = bi or false, pikaPic = pic,
|
||||
@@ -790,10 +801,22 @@ function PikachuFollower.onBillEnteredMachine(game, ow)
|
||||
if not (GameVersion.isYellow() and ow.pikachuBillsScene) then return end
|
||||
local npc = findFollower(ow)
|
||||
if not npc then return end
|
||||
-- BillsHouseScript3 (pokeyellow scripts/BillsHouse.asm:100-115). The two
|
||||
-- movement tables are named the wrong way round in the cartridge source:
|
||||
-- hl is seeded with ..._EnterCellSeparatorDown, then
|
||||
-- and a ; cp SPRITE_FACING_DOWN (SPRITE_FACING_DOWN is 0)
|
||||
-- jr nz, .applyPikachuMovement
|
||||
-- keeps that seeded table when the player is NOT facing down, and only the
|
||||
-- fallthrough -- facing down -- swaps in ..._EnterCellSeparatorNotDown.
|
||||
-- So facing down takes the long way round the cell separator and every
|
||||
-- other facing walks straight up. Following the label names instead of the
|
||||
-- branch inverts the scene (#455).
|
||||
local steps = ow.player.facing == "down"
|
||||
and { { "up", 3 } }
|
||||
or { { "up", 1 }, { "left", 1 }, { "up", 2 }, { "right", 1 } }
|
||||
and { { "up", 1 }, { "left", 1 }, { "up", 2 }, { "right", 1 } }
|
||||
or { { "up", 3 } }
|
||||
movePikachu(ow, npc, steps, function()
|
||||
-- PIKAMOVEMENT_LOOK_UP closes the detour table before the bubble
|
||||
npc.facing = "up"
|
||||
billsHouseEmotion(game, ow, npc, "QUESTION_BUBBLE")
|
||||
end)
|
||||
end
|
||||
|
||||
+43
-7
@@ -15,11 +15,21 @@ local STEP_FRAMES = 16
|
||||
-- a turn in place blocks movement for the one extra OverworldLoop pass the
|
||||
-- original spends after a direction change: .handleDirectionButtonPress ends
|
||||
-- `jp OverworldLoop` (home/overworld.asm), and OverworldLoop burns two
|
||||
-- DelayFrame calls before the next JoypadOverworld, so the sample that can
|
||||
-- commit to a step lands exactly 2 fixed steps after the turn -- the same
|
||||
-- 2-frames-per-iteration cadence that makes STEP_FRAMES 16 above
|
||||
-- (wWalkCounter = 8, 2px per AdvancePlayerSprite) (#415)
|
||||
local TURN_FRAMES = 2
|
||||
-- DelayFrame calls before the next JoypadOverworld, so the step can only
|
||||
-- commit at the following poll -- the same 2-frames-per-iteration cadence
|
||||
-- that makes STEP_FRAMES 16 above (wWalkCounter = 8, 2px per
|
||||
-- AdvancePlayerSprite).
|
||||
-- Those polls sit on a 2-frame grid, so the hardware samples a press 0 or 1
|
||||
-- frames after the d-pad physically goes down and the release deadline lands
|
||||
-- 2 or 3 frames after that. We sample on the frame the button goes down
|
||||
-- with none of that poll latency, so a flat 2 handed every tap the tightest
|
||||
-- case the original could produce; 4 covers the grid instead of
|
||||
-- undercutting it (#415).
|
||||
local TURN_FRAMES = 4
|
||||
-- The on-screen d-pad cannot produce a 60ms tap: a finger press and release
|
||||
-- run well past it even before the OS batches the touch events, so the
|
||||
-- overlay gets a longer window than a physical pad (#415).
|
||||
local TOUCH_TURN_FRAMES = 8
|
||||
|
||||
function Player.new(data, cx, cy, facing)
|
||||
local self = setmetatable({}, Player)
|
||||
@@ -67,6 +77,11 @@ function Player.new(data, cx, cy, facing)
|
||||
self.progress = 0
|
||||
self.stepFlip = false
|
||||
self.turnTimer = 0
|
||||
-- wCheckFor180DegreeTurn (home/overworld.asm): the original only lets a
|
||||
-- turn in place happen on a poll whose previous pass found no direction
|
||||
-- held. It starts armed, tryMove spends it, and OverworldState:handleInput
|
||||
-- re-arms it from a standstill.
|
||||
self.turnArmed = true
|
||||
self.inputLocked = false
|
||||
return self
|
||||
end
|
||||
@@ -75,14 +90,35 @@ function Player:position()
|
||||
return self.cellX, self.cellY
|
||||
end
|
||||
|
||||
-- How long a fresh turn holds the step off for; see TURN_FRAMES. The
|
||||
-- overlay is detected per source rather than by whether the touch controls
|
||||
-- are on screen, so a phone with a controller attached still gets the
|
||||
-- physical pad's window (Input:isTouchDown, src/core/Input.lua).
|
||||
function Player:turnWindow()
|
||||
local frames = self.turnFrames or TURN_FRAMES
|
||||
local input = require("src.core.Game").input
|
||||
if input and input.isTouchDown and input:isTouchDown(self.facing) then
|
||||
return math.max(frames, TOUCH_TURN_FRAMES)
|
||||
end
|
||||
return frames
|
||||
end
|
||||
|
||||
-- Attempt to start a step; returns "moved"|"turned"|"blocked"|nil.
|
||||
function Player:tryMove(dir, map, entities)
|
||||
if self.moving or self.inputLocked then return nil end
|
||||
if self.facing ~= dir then
|
||||
self.facing = dir
|
||||
self.turnTimer = self.turnFrames or TURN_FRAMES
|
||||
self.bumpFrames = nil -- turning to a new facing ends any wall-bonk cycle
|
||||
return "turned"
|
||||
-- .handleDirectionButtonPress only reaches the turn while
|
||||
-- wCheckFor180DegreeTurn is still set, and .noDirectionButtonsPressed is
|
||||
-- the one place that sets it (home/overworld.asm), so a facing change
|
||||
-- made without the d-pad ever coming up steps straight away rather than
|
||||
-- paying the turn delay at every corner (#415)
|
||||
if self.turnArmed then
|
||||
self.turnArmed = false
|
||||
self.turnTimer = self:turnWindow()
|
||||
return "turned"
|
||||
end
|
||||
end
|
||||
if self.turnTimer > 0 then return nil end
|
||||
local ok, why = Collision.canMove(map, entities, self, dir)
|
||||
|
||||
Reference in New Issue
Block a user