mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-17 11:11:10 +02:00
@@ -93,6 +93,17 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
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end
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if result == "bicycle" then
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-- StartMenu_Item .useOrTossItem (engine/menus/start_sub_menus.asm):
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-- while BIT_ALWAYS_ON_BIKE of wStatusFlags6 is set -- the Cycling Road,
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-- armed by the forced-bike tiles and cleared by the Route 16/18 gate
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-- scripts -- the BICYCLE refuses with _CannotGetOffHereText and jumps
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-- back to ItemMenuLoop, so the bag stays open and no dismount happens
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-- (#513). The gate sits ahead of UseItem, before ItemUseBicycle ever
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-- runs, which is why it precedes list:close() here.
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if game.save.forcedBike then
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showMessages(game, { Strings("You can't get off\nhere.") })
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return
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end
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list:close()
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local ow = game.overworld
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local Music = require("src.core.Music")
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+22
-2
@@ -64,9 +64,24 @@ function BindingsMenu.new(game)
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local self = setmetatable(ListMenu.new(game, "CONTROLS", items, {}),
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BindingsMenu)
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self.onChoose = function(item) self:beginCapture(item) end
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-- A rebind reaches Input only when this screen closes (#510). The menu
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-- steers by the live map, so applying "B = Z" the instant it was captured
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-- turned the player's next confirm press into a cancel and shut the
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-- screen mid-swap. options.bindings is still written immediately, and
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-- Game:applyOptions re-applies it on load, so a close that skips this
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-- hook still ends up with the saved map.
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self.onCancel = function() self:commitBindings() end
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return self
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end
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-- Cross-file contract with src/core/Input.lua: the saved overlay reaches
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-- the live map here, on close, and nowhere else in this screen.
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function BindingsMenu:commitBindings()
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local game = self.game
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local opts = game and game.save and game.save.options
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if opts then Input:applyBindings(opts.bindings) end
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end
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-- the capture handlers are per-instance slots, so Game's raw-input
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-- routing only ever sees this screen while a capture is armed
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function BindingsMenu:beginCapture(item)
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@@ -75,7 +90,12 @@ function BindingsMenu:beginCapture(item)
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self.onGamepadPressed = BindingsMenu.capturePad
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end
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-- Escape is the capture's way out, so it is never captured: every other
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-- key is bindable, which otherwise leaves an armed row with no exit but
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-- to bind something (#510). Escape stays START in Input's default map,
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-- which no rebind removes, so reserving it costs the player nothing.
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function BindingsMenu:captureKey(key)
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if key == "escape" then return self:storeBinding("key", nil) end
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self:storeBinding("key", key)
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end
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@@ -100,7 +120,6 @@ function BindingsMenu:storeBinding(slot, value)
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b[slot] = value
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opts.bindings[item.button.id] = b
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item.right = boundRight(opts.bindings, item.button)
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Input:applyBindings(opts.bindings)
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if game.writeOptions then game:writeOptions() end
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end
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@@ -112,9 +131,10 @@ end
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function BindingsMenu:draw()
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ListMenu.draw(self)
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if self.capture then
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Font.drawBox(1, 6, 18, 4)
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Font.drawBox(1, 6, 18, 5)
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love.graphics.setColor(0, 0, 0, 1)
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Font.draw(Strings("PRESS A BUTTON"), 24, 60)
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Font.draw(Strings("ESC TO CANCEL"), 24, 72)
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love.graphics.setColor(1, 1, 1, 1)
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end
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end
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@@ -3,6 +3,7 @@
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-- surfing, Cut trees, trainer sight lines, and dispatches interactions to
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-- map scripts (data/scripts/), marts, nurses or extracted text.
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local Assets = require("src.render.Assets")
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local Camera = require("src.render.Camera")
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local Collision = require("src.world.Collision")
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local Encounter = require("src.world.Encounter")
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@@ -3932,6 +3933,31 @@ function OverworldState:draw()
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self:drawUI()
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end
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-- The emote sheet is OBJ art (engine/overworld/emotion_bubbles.asm builds the
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-- bubble out of shadow OAM), so it renders through OBP0, and GBPalNormal
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-- (home/palettes.asm:20-26 `ld a, %11010000 ; 3100 / ldh [rOBP0], a`) holds
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-- OBP0 at "3100": OBJ color 1 shows as shade 0, color 2 as shade 1, color 3
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-- as shade 3. Blitting the raw sheet skipped that lift and left the "!"
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-- bubble's interior (color 1) at DMG shade 1 grey instead of white (#505).
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-- Same CPU-remap bake as SpriteRenderer.getObpImage and PartyMenu's obpIcon,
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-- and it resolves through Assets so a mod's emotes.png override still wins.
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-- Color 0's alpha (a tRNS entry on the extracted png) is what keys the
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-- bubble's corners out, so carry it through untouched.
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local function obpEmoteImage(path)
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if not (love.image and love.image.newImageData) then
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return love.graphics.newImage(Assets.resolve(path)) -- headless stub
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end
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local id = Assets.imageData(path)
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id:mapPixel(function(_, _, r, _, _, a)
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local v = 0
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if r > 0.5 then v = 1 -- OBJ colors 0 and 1 -> shade 0
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elseif r > 0.17 then v = 170 / 255 -- OBJ color 2 -> shade 1
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end -- OBJ color 3 -> shade 3
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return v, v, v, a
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end)
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return love.graphics.newImage(id)
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end
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-- The SGB palette a tilt-mode billboard at flat foot (fx, fy) sits under.
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-- World zones are rectangles in flat world-canvas space (the current map's
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-- base fills the view; neighbour maps stack on top), so the last zone that
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@@ -4171,7 +4197,7 @@ function OverworldState:drawWorld()
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local drawn = false
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if bubble and bubble.path then
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local ok, img = pcall(function()
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self.emoteImg = self.emoteImg or love.graphics.newImage(bubble.path)
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self.emoteImg = self.emoteImg or obpEmoteImage(bubble.path)
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return self.emoteImg
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end)
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-- EXCLAMATION_BUBBLE is index 0 -> first crop; the emote command
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