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https://github.com/bryanthaboi/gen1recomp.git
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Merge pull request #1523 from bryanthaboi/dev
some bugs and some switch stuff
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+10
-1
@@ -26,7 +26,7 @@ as-is. Supported keys:
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| `overlayN_overlay` | bezel image |
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| `overlayN_full_screen` | stretch the page to the window |
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| `overlayN_rect` | page placement, default `0,0,1,1` |
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| `overlayN_aspect_ratio` | fallback aspect when not full screen |
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| `overlayN_aspect_ratio` | design aspect; the overlay letterboxes to it even when full screen |
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| `overlayN_range_mod`, `overlayN_alpha_mod` | desc defaults |
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| `overlayN_viewport` | `x,y,w,h`, the screen cutout |
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| `overlayN_viewport_fill` | parsed; the engine always fits, see below |
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@@ -162,6 +162,15 @@ coordinate its art was drawn at. Bind, hitbox shape, hit reach and idle and
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pressed images are per control; the bezel, the pages and the screen cutout are
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per page. The cutout is itself a draggable element with a 10:9 lock.
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Each page can **Lock** to portrait or landscape. With **Match canvas** on
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(the default), Next page picks a matching mock device and the canvas preset
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picks a matching page. Turn Match canvas off to look at a portrait page on a
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landscape device.
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A RetroArch overlay whose pages are already named portrait / landscape
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(the auto-rotate convention) locks those pages and turns Match canvas on
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when you open it. You do not have to click Lock first.
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**Art.** The **Bezel**, **Idle art** and **Pressed art** rows cycle through the
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images already in the skin folder; the **Import** button beside each one opens
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the host file picker (`src/core/FilePicker.lua`: osascript, PowerShell,
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@@ -169,6 +169,7 @@ the NX runtime modules `src/core/NxAssetOverlay.lua`, `src/core/Platform.lua`,
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`tests/engine/assets_version_fallback_test.lua`,
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`tests/engine/nx_generated_guard_test.lua`,
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`tests/engine/nx_yellow_boot_test.lua`,
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`tests/engine/cache_fs_gold_nx_load_test.lua`,
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`tests/engine/switch_diagnostics_test.lua`, `tests/engine/platform_nx_*`,
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or the Switch-related workflow YAML), CI runs:
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@@ -179,7 +180,8 @@ or the Switch-related workflow YAML), CI runs:
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`luajit tests/switch_transfer_docs_test.lua`, and the NX engine suites
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headlessly (`luajit tests/engine/assets_version_fallback_test.lua`,
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`luajit tests/engine/nx_generated_guard_test.lua`,
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`luajit tests/engine/nx_yellow_boot_test.lua`).
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`luajit tests/engine/nx_yellow_boot_test.lua`,
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`luajit tests/engine/cache_fs_gold_nx_load_test.lua`).
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2. **Fused NRO build** only on the **main** repository
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(`bryanthaboi/gen1recomp`), on the self-hosted Mac runner
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(`scripts/build_switch.sh --fetch --fused`), and only when the workflow
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+13
-9
@@ -3,7 +3,7 @@
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Every GitHub Release that includes Switch support ships an SD-ready zip:
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`gen1recomp-*-switch.zip`. Extract it at the root of your microSD (install
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or update, same steps), launch with **title override**, then import your
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own legal `.gb` ROM.
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own legal `.gb` / `.gbc` ROM.
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> You need a console that can run Switch homebrew (custom firmware / hbmenu).
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> This project does not help you set that up.
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@@ -91,13 +91,14 @@ Do **not** launch from the Album applet path for normal play.
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This project ships **no** game data. On first launch:
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1. Put your own legally obtained Pokémon Red, Blue (`.gb`), or Yellow
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(`.gbc`) dump into `switch/gen1recomp/pokemon-love2d/imports/` (the
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launcher also shows the live save-dir path). All three can sit in the
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1. Put your own legally obtained Pokémon Red, Blue (`.gb`), Yellow, or
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Gold (`.gbc`) dump into `switch/gen1recomp/pokemon-love2d/imports/` (the
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launcher also shows the live save-dir path). All four can sit in the
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same folder.
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2. Use **Scan again** on that game's tab (Red / Blue / Yellow). Rescan
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matches by ROM SHA-1 for the open tab only. A Red dump never imports
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from the Yellow tab (and vice versa).
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2. Use **Scan again** on that game's tab (Red / Blue / Yellow / Gold).
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Rescan matches by ROM SHA-1 for the open tab only. A Red dump never
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imports from the Yellow tab (and vice versa). Gold is Beta in the
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launcher; a clean US Gold dump is enough to Play.
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## 5. Import / Export a raw `.sav`
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@@ -109,10 +110,13 @@ SD / FTP, same transfer methods as ROMs. Paths are **per game**:
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| Red | `imports/saves/red/` | `exports/red/` |
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| Blue | `imports/saves/blue/` | `exports/blue/` |
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| Yellow | `imports/saves/yellow/` | `exports/yellow/` |
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| Gold | `imports/saves/gold/` | `exports/gold/` |
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(Under the save dir `pokemon-love2d/`. The zip already creates these folders.)
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(Under the save dir `pokemon-love2d/`. The zip already creates these folders.
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Gold cart `.sav` import/export is not supported yet -- the folders exist so
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MTP browsing matches the other games. Gold progress still saves in-engine.)
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1. Copy a Gen1 `.sav` (32 KB) into that game's inbox under the save dir
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1. Copy a Gen 1 `.sav` (32 KB) into that game's inbox under the save dir
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([switch-transfer.md](switch-transfer.md)).
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2. With the game's ROM already imported, open **that game's tab** →
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**SAVE FILES** → **Import save**. Only that folder is scanned.
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@@ -22,8 +22,8 @@ Player install (what to download, title override) stays in
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| Loose iteration pair | `sdmc:/switch/gen1recomp/gen1recomp.nro` **and** `game.love` beside it |
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| ROM inbox | LÖVE save dir → `imports/` (launcher shows the live `getSaveDirectory()` path; under MTP often `1: SD Card/<save identity>/imports/`) |
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| Mod zip inbox | Same save dir → `imports/mods/` then MODS → **Scan again** |
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| Save `.sav` inbox | Same save dir → `imports/saves/red\|blue\|yellow/` then that game's SAVE FILES → **Import save** |
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| Save exports | Same save dir → `exports/red\|blue\|yellow/` (pull after **Export save**; MTP / SD / FTP) |
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| Save `.sav` inbox | Same save dir → `imports/saves/red\|blue\|yellow\|gold/` then that game's SAVE FILES → **Import save** (Gold cart `.sav` not supported yet) |
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| Save exports | Same save dir → `exports/red\|blue\|yellow\|gold/` (pull after **Export save**; Gold cart `.sav` not supported yet) |
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| Opt-in diagnostics | Empty `switch-debug.txt` in the save dir → `switch.log` |
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| Lua error log | `lua-error.log` in the save dir |
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@@ -54,8 +54,8 @@ macOS, not a Mac-only requirement.
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3. Create `switch/gen1recomp/` if needed; extract the release zip at SD root
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(or copy NRO / `game.love` for loose).
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4. For ROMs/mods/saves, open the save-dir `imports/`, `imports/mods/`,
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`imports/saves/<red|blue|yellow>/`, or `exports/<red|blue|yellow>/` path the
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launcher prints.
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`imports/saves/<red|blue|yellow|gold>/`, or `exports/<red|blue|yellow|gold>/`
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path the launcher prints.
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5. Wait for the queue; refresh; exit MTP responder; title-override launch.
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macOS clients often create AppleDouble sidecars (`._Something.zip`,
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