Support custom trainer palettes and base portraits

This commit is contained in:
johnjohto
2026-07-29 23:51:05 -04:00
parent 5c0a7d1456
commit 7aa06942be
3 changed files with 33 additions and 2 deletions
+23 -1
View File
@@ -188,6 +188,27 @@ local function namedPalette(data, name)
return { name = key, colors = colors } return { name = key, colors = colors }
end end
-- Custom trainer portraits can opt into the same Advanced OBJ palette source
-- as their overworld walker. Vanilla trainers preserve the hardware-faithful
-- MEWMON fallback used during the battle introduction.
function BattleState.trainerPalette(data, trainer)
local source = trainer and trainer.paletteSource
if source then
local PaletteFX = require("src.render.PaletteFX")
local colors, group = PaletteFX.spriteObp({ paletteSource = source }, trainer.id)
if colors then
return { name = "trainer:" .. source .. ":" .. tostring(group), colors = colors }
end
end
return namedPalette(data, "MEWMON")
end
function BattleState.trainerPicPath(data, trainer)
if trainer and trainer.pic then return trainer.pic end
local base = trainer and trainer.basePic and data.trainers[trainer.basePic]
return base and base.pic or nil
end
-- The battle-BGP fade variant of a pic (AnimationFlashScreen and the -- The battle-BGP fade variant of a pic (AnimationFlashScreen and the
-- SetAnimationBGPalette effects remap the four BG shades; on the SGB -- SetAnimationBGPalette effects remap the four BG shades; on the SGB
-- the colorizer then colors the REMAPPED shade, so a faded pic shows -- the colorizer then colors the REMAPPED shade, so a faded pic shows
@@ -608,7 +629,8 @@ function BattleState.newTrainer(game, oppClass, partyIndex)
-- MonsterPalettes[0] = PAL_MEWMON -- InitBattleCommon zeroes -- MonsterPalettes[0] = PAL_MEWMON -- InitBattleCommon zeroes
-- wEnemyMonSpecies2 before the intro's SET_PAL_BATTLE -- wEnemyMonSpecies2 before the intro's SET_PAL_BATTLE
-- (engine/battle/core.asm:6682, engine/gfx/palettes.asm SetPal_Battle) -- (engine/battle/core.asm:6682, engine/gfx/palettes.asm SetPal_Battle)
self.trainerPic = getImage(self.trainer.pic, namedPalette(game.data, "MEWMON")) self.trainerPic = getImage(BattleState.trainerPicPath(game.data, self.trainer),
BattleState.trainerPalette(game.data, self.trainer))
self.introText = Strings("%s wants\nto fight!", self.trainer.name) self.introText = Strings("%s wants\nto fight!", self.trainer.name)
return self return self
end end
+9
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@@ -561,6 +561,11 @@ R.trainers = {
index = f.opt(f.int(0, 255)), index = f.opt(f.int(0, 255)),
-- unused vanilla classes ship without a pic, so it cannot be required -- unused vanilla classes ship without a pic, so it cannot be required
pic = f.opt(f.path), pic = f.opt(f.path),
-- Optional Advanced-mode OBJ palette source for a custom trainer portrait.
-- It follows the same ROM crosswalk form as sprites.paletteSource.
paletteSource = f.opt(f.str),
-- Reuse a base trainer class's portrait without redistributing its asset.
basePic = f.opt(f.id("trainers")),
baseMoney = f.opt(f.int(0)), baseMoney = f.opt(f.int(0)),
parties = f.list(f.list(f.rec{ level = f.int(1), parties = f.list(f.list(f.rec{ level = f.int(1),
species = f.id("pokemon") })), species = f.id("pokemon") })),
@@ -580,6 +585,10 @@ R.sprites = {
frames = f.int(1), frames = f.int(1),
walker = f.opt(f.bool), walker = f.opt(f.bool),
trueColor = f.opt(f.bool), trueColor = f.opt(f.bool),
-- Mod art can opt into an existing ROM sprite's Advanced-mode OBJ
-- palette assignment without claiming that the image itself came from
-- the ROM (which is what `source` documents on imported records).
paletteSource = f.opt(f.str),
}, },
example = 'mod.content.sprites:register("SPRITE_HERO", { image = "...", frames = 6 })', example = 'mod.content.sprites:register("SPRITE_HERO", { image = "...", frames = 6 })',
} }
+1 -1
View File
@@ -537,7 +537,7 @@ end
function PaletteFX.spriteObp(spriteDef, seed) function PaletteFX.spriteObp(spriteDef, seed)
local pack = PaletteFX.gbcPack() local pack = PaletteFX.gbcPack()
local w = pack and pack.world local w = pack and pack.world
local src = spriteDef and spriteDef.source local src = spriteDef and (spriteDef.paletteSource or spriteDef.source)
if not (w and src) then return nil end if not (w and src) then return nil end
local idx = tonumber(src:match("%[(%d+)%]")) local idx = tonumber(src:match("%[(%d+)%]"))
-- RedBikeSprite loads outside SpriteSheetPointerTable -- RedBikeSprite loads outside SpriteSheetPointerTable