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add blue
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+6
-1
@@ -99,7 +99,12 @@ end
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-- total conversion overrides. Threaded into SaveData so persistence stays
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-- free of a Data dependency.
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function Game:bootConfig()
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return self.data and self.data.field and self.data.field.boot
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local boot = self.data and self.data.field and self.data.field.boot
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-- stamp the running game version onto the boot config so a New Game records
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-- it (SaveData.newGame reads boot.version); this is what routes a Blue
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-- playthrough to save_blue.lua and Blue's version-gated content
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if boot then boot.version = require("src.core.GameVersion").get() end
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return boot
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end
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-- the title screen with its NEW GAME / CONTINUE wiring; used at boot
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@@ -0,0 +1,77 @@
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-- Which Gen-1 game this process is running: Red (the historical default) or
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-- Blue. One source of truth for everything that differs by version -- the
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-- accepted ROM hash, the import manifest, where the extracted cache lives,
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-- and the save-file suffix -- so the importer, cache mount, SaveData, title
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-- screen and palette all agree.
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--
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-- Red keeps every un-suffixed path it always used (save.lua, the root cache),
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-- so existing installs are untouched; Blue is namespaced under blue/ and
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-- _blue so both can be imported and played side by side.
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--
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-- Zero requires, so it loads during love.conf and under plain Lua for tools
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-- and tests. The active version is a process-global set once at boot from
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-- the launcher's column choice (main.lua); it defaults to Red.
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local GameVersion = {}
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GameVersion.VERSIONS = {
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red = {
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id = "red",
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label = "Red",
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displayName = "Pokemon Red",
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sha1 = "ea9bcae617fdf159b045185467ae58b2e4a48b9a",
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manifest = "tools/rom_manifest.json",
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cachePrefix = "", -- Red owns the cache root (backwards compatible)
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saveSuffix = "", -- save.lua / save.lua.bak / save.lua.tmp
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},
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blue = {
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id = "blue",
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label = "Blue",
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displayName = "Pokemon Blue",
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sha1 = "d7037c83e1ae5b39bde3c30787637ba1d4c48ce2",
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manifest = "tools/rom_manifest_blue.json",
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cachePrefix = "blue/", -- blue/data/generated, blue/assets/generated
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saveSuffix = "_blue", -- save_blue.lua / .bak / .tmp
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},
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}
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-- Launcher column order (Yellow is still a placeholder, handled by the UI).
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GameVersion.ORDER = { "red", "blue" }
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GameVersion.current = "red"
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function GameVersion.set(id)
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GameVersion.current = GameVersion.VERSIONS[id] and id or "red"
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return GameVersion.current
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end
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function GameVersion.get()
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return GameVersion.current
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end
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function GameVersion.isBlue()
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return GameVersion.current == "blue"
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end
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-- Metadata for a version id, defaulting to the active one.
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function GameVersion.info(id)
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return GameVersion.VERSIONS[id or GameVersion.current]
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end
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function GameVersion.saveSuffix(id)
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return GameVersion.info(id).saveSuffix
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end
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function GameVersion.cachePrefix(id)
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return GameVersion.info(id).cachePrefix
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end
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-- The version a ROM belongs to, by its SHA-1, or nil for an unknown ROM.
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function GameVersion.forSha1(sha1)
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for id, info in pairs(GameVersion.VERSIONS) do
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if info.sha1 == sha1 then return id end
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end
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return nil
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end
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return GameVersion
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+28
-6
@@ -18,14 +18,30 @@ local Semver = require("src.mods.Semver")
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local Boxes = require("src.pokemon.Boxes")
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local Bag = require("src.inventory.Bag")
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local GameVersion = require("src.core.GameVersion")
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local SaveData = {}
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local FILENAME = "save.lua"
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-- Progress files carry the game-version suffix so Red and Blue saves coexist:
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-- Red keeps save.lua / .bak / .tmp exactly as before; Blue is save_blue.lua
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-- (+ .bak/.tmp). options.lua is deliberately shared across versions (it holds
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-- global preferences and the mod enable-state, not per-playthrough data).
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local OPTIONS_FILENAME = "options.lua"
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-- one rolling backup plus the staged-write witness; load promotes either
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-- when the main file is missing or fails to parse
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local BACKUP_FILENAME = FILENAME .. ".bak"
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local TMP_FILENAME = FILENAME .. ".tmp"
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-- Main / backup / staged-witness names for a version (defaults to the active
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-- one). The backup is a rolling copy and .tmp is the staged-write witness;
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-- load promotes either when the main file is missing or fails to parse.
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local function saveNames(version)
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local main = "save" .. GameVersion.saveSuffix(version) .. ".lua"
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return main, main .. ".bak", main .. ".tmp"
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end
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-- The main save filename for a version -- used by the title screen's
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-- CONTINUE gate so it looks for the right game's save.
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function SaveData.saveFilename(version)
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local main = saveNames(version)
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return main
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end
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-- ------- portable mode
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-- LÖVE's save directory is always the OS per-user path derived from the
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@@ -469,6 +485,9 @@ end)
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-- itself rolls the last good save into .bak and stages the new bytes as
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-- a .tmp witness before the swap, so a crash mid-write is recoverable.
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function SaveData.save(data, mods)
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-- write to the file matching this save's own version, not just the active
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-- one, so a Blue playthrough always lands in save_blue.lua
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local FILENAME, BACKUP_FILENAME, TMP_FILENAME = saveNames(data.version)
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if data.options then
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SaveData.saveOptions(data.options)
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end
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@@ -508,7 +527,10 @@ end
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-- returns the parsed save plus "tmp"/"bak" when the main file was gone
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-- or corrupt and a staged/backup copy was promoted; Game surfaces the
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-- recovery on the load report
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function SaveData.load()
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function SaveData.load(version)
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-- version defaults to the active game (set at boot from the launcher);
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-- an explicit version lets callers/tests load a specific game's save.
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local FILENAME, BACKUP_FILENAME, TMP_FILENAME = saveNames(version)
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local fs = persistFs(nil)
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local data, err = readTable(fs, FILENAME)
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local recovered
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