mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-17 03:02:39 +02:00
Bugs and stuff (#146)
* main menu scrollable when over 8 items * buggies * more buggies * Lorelei, Bruno, and Agatha now push their AfterBattle text right after a win * more and more bugs
This commit is contained in:
@@ -176,25 +176,51 @@ function EffectRegistry.runDamaging(battle, ctx, record)
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end
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battle.lastDamage = dmg -- wDamage (shared by both sides, read by Counter)
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-- the hit blink + damage sound ride the queue behind the animation:
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-- on the move's anim row when one was announced, else on a bare hit
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-- row (thrash/rage continuations), placed BEFORE the drain rows the
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-- hits loop inserts so the blink precedes the bar drain
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local hitRow = battle.moveAnimRow
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if not hitRow then
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battle.nextInsert = (battle.nextInsert or 0) + 1
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hitRow = { hitRow = true }
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table.insert(battle.queue, battle.nextInsert, hitRow)
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end
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-- the hit blink + damage sound ride each animation row, placed BEFORE
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-- that hit's drain so the blink precedes the bar. Multi-hit moves
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-- replay PlayMoveAnimation per strike (pokered: GetPlayerAnimationType
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-- / GetEnemyAnimationType loop on wNumAttacksLeft); hit 1 reuses the
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-- announcement-time moveAnimRow, later hits queue fresh anim rows.
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-- Thrash/rage continuations have no announcement anim -- a bare
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-- hitRow carries the blink instead.
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local hitSfx = info.typeMult > 10 and "Super_Effective"
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or info.typeMult < 10 and "Not_Very_Effective" or "Damage"
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local hitFx = { sfx = hitSfx,
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blink = battle:animationsOn() and target or nil }
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local totalDealt = 0
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local landed, brokeSub = 0, false
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for h = 1, hits do
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if target.mon.hp <= 0 then break end
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local hitRow
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if h == 1 then
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hitRow = battle.moveAnimRow
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if not hitRow then
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battle.nextInsert = (battle.nextInsert or 0) + 1
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hitRow = { hitRow = true }
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table.insert(battle.queue, battle.nextInsert, hitRow)
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end
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else
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battle.nextInsert = (battle.nextInsert or 0) + 1
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hitRow = { anim = move.id, attackerIsPlayer = user.isPlayer }
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table.insert(battle.queue, battle.nextInsert, hitRow)
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end
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local hadSub = target.substituteHP ~= nil
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local dealt = battle:applyDamage(target, dmg)
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totalDealt = totalDealt + dealt
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landed = h
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if dealt > 0 then hitRow.hit = hitFx end
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-- PrintCriticalOHKOText + DisplayEffectiveness run inside the
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-- multi-hit loop (core.asm .moveDidNotMiss before the jump back
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-- to GetPlayerAnimationType), so crit/effectiveness reprint on
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-- every strike -- damage was only rolled once
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if info.crit then battle:sayNext("Critical hit!") end
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if info.ohko then battle:sayNext("One-hit KO!") end
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if info.typeMult > 10 then
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battle:sayNext("It's super\neffective!")
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elseif info.typeMult < 10 then
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battle:sayNext("It's not very\neffective...")
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end
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if Runtime.wants("battle.damage_dealt") then
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Runtime.emit("battle.damage_dealt", {
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battle = battle, user = user, target = target, move = move,
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@@ -208,23 +234,6 @@ function EffectRegistry.runDamaging(battle, ctx, record)
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end
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end
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hits = landed > 0 and landed or hits
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if totalDealt > 0 then
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-- the original's per-hit sound: normal / super / not-very-effective
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local hitSfx = info.typeMult > 10 and "Super_Effective"
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or info.typeMult < 10 and "Not_Very_Effective" or "Damage"
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hitRow.hit = { sfx = hitSfx,
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blink = battle:animationsOn() and target or nil }
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end
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-- PrintCriticalOHKOText prints "Critical hit!"/"One-hit KO!" right
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-- after the damage lands, BEFORE DisplayEffectiveness (core.asm
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-- .moveDidNotMiss); the multi-hit count follows the last hit
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if info.crit then battle:sayNext("Critical hit!") end
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if info.ohko then battle:sayNext("One-hit KO!") end
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if info.typeMult > 10 then
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battle:sayNext("It's super\neffective!")
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elseif info.typeMult < 10 then
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battle:sayNext("It's not very\neffective...")
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end
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if hits > 1 then
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-- player: _MultiHitText; enemy: _HitXTimesText (always plural)
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if user.isPlayer then
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+6
-1
@@ -322,7 +322,9 @@ function Game:keypressed(key)
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return
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elseif key == "5" then
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-- cycle GBC FX OFF → 1 → 2 → 3 → 4 (unlit-GBC ladder); always on
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-- desktop. Mobile refuses the present shader (issue #136).
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local GBCFX = require("src.render.GBCFX")
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if not GBCFX.isSupported() then return end
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self.save.options.gbcfx = GBCFX.cycle()
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self:writeOptions()
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return
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@@ -443,12 +445,15 @@ function Game:applyOptions(opts)
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if Sound.applyOptions then Sound.applyOptions(opts) end
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require("src.render.PaletteFX").applyOptions(opts)
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require("src.render.Tilt").applyOptions(opts)
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require("src.render.GBCFX").applyOptions(opts)
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-- returns true when a persisted GBC FX level was cleared on mobile
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local gbcCleared = require("src.render.GBCFX").applyOptions(opts)
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require("src.core.VideoMode").applyOptions(opts)
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-- normalizes a nil/garbage cap to the 60 default, so old saves with no
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-- fpsCap key pace at the standard rate (issue #88)
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require("src.core.FrameCap").applyOptions(opts)
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Input:applyBindings(opts.bindings)
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-- heal soft-bricked APK installs that already saved gbcfx > 0 (#136)
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if gbcCleared then self:writeOptions() end
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end
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function Game:restoreSave(loaded, recovered)
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@@ -11,7 +11,12 @@ local DEFAULT_BINDINGS = {
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z = "a", ["return"] = "a", space = "a",
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x = "b", backspace = "b",
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["kpenter"] = "start", escape = "start",
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-- Select: fight-menu move reorder + bag item reorder. Tab is the
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-- discoverable default (shown in CONTROLS); both shifts stay as
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-- aliases so Right-Shift muscle memory from older builds still works.
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tab = "select",
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rshift = "select",
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lshift = "select",
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}
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-- keys that map to "start" but also to "a" would conflict; keep Enter = a,
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@@ -48,7 +48,7 @@ local KEY = {
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a = "z",
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b = "x",
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start = "escape",
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select = "rshift",
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select = "tab",
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}
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local function nowMs()
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+29
-1
@@ -22,6 +22,15 @@ GBCFX.level = 0
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local shader -- false = unavailable (headless / no shader support)
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-- Mobile GPUs often compile this pass but present a black frame, and the
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-- level persists in options.lua -- soft-bricking the APK until a manual
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-- edit (issue #136). Desktop is unchanged; Android/iOS refuse the effect.
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function GBCFX.isSupported()
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if not love or not love.system or not love.system.getOS then return true end
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local osName = love.system.getOS()
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return osName ~= "Android" and osName ~= "iOS"
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end
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-- GLSL 1.20-compatible (no array initializers; wavelength terms and the
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-- shadow blur are unrolled by hand).
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local SHADER_SRC = [[
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@@ -214,6 +223,7 @@ vec4 effect(vec4 color, Image tex, vec2 tc, vec2 pc)
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GBCFX.SHADER_SRC = SHADER_SRC -- exposed for the standalone compile check
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function GBCFX.shader()
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if not GBCFX.isSupported() then return nil end
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if shader == nil then
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local ok, sh = pcall(love.graphics.newShader, SHADER_SRC)
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shader = ok and sh or false
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@@ -222,6 +232,10 @@ function GBCFX.shader()
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end
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function GBCFX.setLevel(level)
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if not GBCFX.isSupported() then
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GBCFX.level = 0
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return
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end
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level = math.floor(tonumber(level) or 0)
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if level < 0 then level = 0 end
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if level > 4 then level = 4 end
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@@ -230,12 +244,26 @@ end
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-- Advance OFF → 1 → 2 → 3 → 4 → OFF. Returns the new level.
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function GBCFX.cycle()
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if not GBCFX.isSupported() then
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GBCFX.level = 0
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return 0
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end
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GBCFX.setLevel((GBCFX.level + 1) % 5)
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return GBCFX.level
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end
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-- Apply opts.gbcfx. On unsupported platforms force OFF and clear a
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-- persisted non-zero value so boot recovers from a soft-brick. Returns
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-- true when opts was sanitized (caller should persist options.lua).
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function GBCFX.applyOptions(opts)
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if not GBCFX.isSupported() then
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local had = opts and (tonumber(opts.gbcfx) or 0) ~= 0
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if opts then opts.gbcfx = 0 end
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GBCFX.level = 0
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return had and true or false
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end
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GBCFX.setLevel(opts and opts.gbcfx or 0)
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return false
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end
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function GBCFX.levelLabel(level)
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@@ -243,7 +271,7 @@ function GBCFX.levelLabel(level)
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end
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function GBCFX.active()
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return GBCFX.level > 0 and GBCFX.shader() ~= nil
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return GBCFX.isSupported() and GBCFX.level > 0 and GBCFX.shader() ~= nil
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end
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-- Draw `canvas` fullscreen through the GBC FX shader into the current
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@@ -353,18 +353,21 @@ local TILESET_GROUP_EXCEPTIONS = {
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CEMETERY = { tiles = { [0x22] = true }, group = 0 },
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}
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-- pokered-gbc's lobby.bst repoints the Celadon roof table's flat top
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-- pokered-gbc's lobby.bst repoints the Celadon LOBBY table's flat top
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-- (block 29, cells 5/6/9/10) at a duplicate tile ($5a, BROWN) so the
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-- tabletop and the checkerboard floor -- both raw tile $37 -- can take
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-- different palettes; the vanilla-derived blockset shares the one tile
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-- id, so the RED++ atlas path re-creates the duplicate: the alias slot
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-- is baked as a copy of `tile` in `group`'s colors, and the listed
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-- 0-based block cells draw the alias instead of the shared tile.
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-- Same block appears on CELADON_MART_ROOF (#52) and CELADON_DINER (#84).
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local LOBBY_TABLE_TOP_ALIAS = {
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{ block = 29, cells = { [5] = true, [6] = true, [9] = true, [10] = true },
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tile = 0x37, alias = 0x5a, group = 5 },
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}
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PaletteFX.TILE_ALIASES = {
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CELADON_MART_ROOF = {
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{ block = 29, cells = { [5] = true, [6] = true, [9] = true, [10] = true },
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tile = 0x37, alias = 0x5a, group = 5 },
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},
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CELADON_MART_ROOF = LOBBY_TABLE_TOP_ALIAS,
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CELADON_DINER = LOBBY_TABLE_TOP_ALIAS,
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}
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local ROOF_GROUP = 6
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local ROUTE_6_SAFFRON = { mapId = "ROUTE_6", useMapId = "SAFFRON_CITY", cellYBelow = 2 }
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@@ -55,8 +55,29 @@ local FLOWER_IMAGES = {
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local SPINNER_STRIP = "assets/generated/tilesets/spinners.png"
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local animFrame = 0
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function TileRenderer.tick()
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animFrame = animFrame + 1
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local animAccum = 0
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local ANIM_STEP = 1 / 60 -- Game Boy logic rate (matches FixedStep.STEP)
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-- Advance water/flower/spinner tile animation. Called from the overworld
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-- draw path so it keeps running under dialogs (overworld update does not),
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-- but consumes wall-clock dt into 60Hz steps so high/low display refresh
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-- no longer speeds up or slows the cycle (issue #4).
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-- tick() / tick(nil) with no love.timer.getDelta (headless tests) still
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-- advances exactly one frame per call.
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function TileRenderer.tick(dt)
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if dt == nil and love and love.timer and love.timer.getDelta then
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dt = love.timer.getDelta()
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end
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if dt == nil then
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animFrame = animFrame + 1
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return
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end
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-- Cap catch-up so a long stall cannot jump many water/flower periods
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animAccum = math.min(animAccum + dt, 0.25)
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while animAccum >= ANIM_STEP do
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animAccum = animAccum - ANIM_STEP
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animFrame = animFrame + 1
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end
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end
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-- ------------------------------------------------------------------
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+22
-4
@@ -11,7 +11,9 @@ local Input = require("src.core.Input")
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local BindingsMenu = setmetatable({}, { __index = ListMenu })
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BindingsMenu.__index = BindingsMenu
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-- Input.lua's map, primary key first where several keys share a button
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-- Input.lua's map, primary key first where several keys share a button.
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-- `pad` is the default SDL gamecontroller button (see Input.lua); shown
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-- on the SELECT row so controller Back/View is discoverable (#73).
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local BUTTONS = {
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{ id = "up", label = "UP", key = "up" },
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{ id = "down", label = "DOWN", key = "down" },
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@@ -20,7 +22,7 @@ local BUTTONS = {
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{ id = "a", label = "A", key = "z" },
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{ id = "b", label = "B", key = "x" },
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{ id = "start", label = "START", key = "escape" },
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{ id = "select", label = "SELECT", key = "rshift" },
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{ id = "select", label = "SELECT", key = "tab", pad = "back" },
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}
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-- a binding is a plain key string or { key, pad }; absent = the fixed
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@@ -32,13 +34,29 @@ local function boundKey(overlay, def)
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return def.key
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end
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local function boundPad(overlay, def)
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local b = overlay and overlay[def.id]
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if type(b) == "table" and b.pad then return b.pad end
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return def.pad
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end
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-- Key column for every row. SELECT also appends "/PAD" (default BACK)
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-- so controller Select/View is visible without opening a second legend.
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local function boundRight(overlay, def)
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local key = boundKey(overlay, def)
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if def.id ~= "select" then return key:upper() end
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local pad = boundPad(overlay, def)
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if pad then return (key .. "/" .. pad):upper() end
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return key:upper()
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end
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function BindingsMenu.new(game)
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local overlay = game.save and game.save.options
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and game.save.options.bindings
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local items = {}
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for i, def in ipairs(BUTTONS) do
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items[i] = { label = def.label,
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right = boundKey(overlay, def):upper(), button = def }
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right = boundRight(overlay, def), button = def }
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end
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local self = setmetatable(ListMenu.new(game, "CONTROLS", items, {}),
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BindingsMenu)
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@@ -78,7 +96,7 @@ function BindingsMenu:storeBinding(slot, value)
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end
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b[slot] = value
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opts.bindings[item.button.id] = b
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item.right = boundKey(opts.bindings, item.button):upper()
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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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+10
-1
@@ -110,7 +110,7 @@ local function sameRows(_, rows) return rows end
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-- the vanilla rows as descriptors; each step body is the old per-index
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-- ladder's, so the save.options mutations are unchanged
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local function buildRows(game)
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return {
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local rows = {
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{ id = "textSpeed", label = "TEXT SPEED",
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value = function(g) return SPEEDS[speedIndex(g)][2] end,
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step = function(g)
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@@ -252,6 +252,15 @@ local function buildRows(game)
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require("src.ui.Screens").push(g, "BindingsMenu")
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end },
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}
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-- issue #136: hide GBC FX on Android/iOS -- the present shader soft-bricks
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if not GBCFX.isSupported() then
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local filtered = {}
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for _, row in ipairs(rows) do
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if row.id ~= "gbcfx" then filtered[#filtered + 1] = row end
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end
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rows = filtered
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end
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return rows
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end
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function OptionsMenu.new(game)
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@@ -11,6 +11,8 @@ local Logger = require("src.core.Logger")
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local Runtime = require("src.mods.Runtime")
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local Screens = require("src.ui.Screens")
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local Theme = require("src.ui.Theme")
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local FieldDefaults = require("src.world.FieldDefaults")
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local Map = require("src.world.Map")
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local PartyMenu = {}
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PartyMenu.__index = PartyMenu
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@@ -355,8 +357,12 @@ function PartyMenu:update(dt)
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-- Battle still excludes this list via `not self.battle`. Softboiled
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-- can appear for a fainted user; its heal transfer then no-ops.
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if not self.battle and ow then
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-- FLY/TELEPORT: CheckIfInOutsideMap (OVERWORLD + PLATEAU —
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-- Route 23 / Indigo Plateau outdoor), not OVERWORLD alone (#83)
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local outside = Map.isOutside(ow.map.def,
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FieldDefaults.field(self.game.data, "outsideTilesets"))
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for _, mv in ipairs(mon.moves) do
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if mv.id == "FLY" and ow.map.def.tileset == "OVERWORLD"
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if mv.id == "FLY" and outside
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and self.game.save.inventory.THUNDERBADGE then
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table.insert(items, { label = "FLY", action = "fly" })
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elseif mv.id == "FLASH" and ow.dark
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@@ -375,7 +381,7 @@ function PartyMenu:update(dt)
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table.insert(items, { label = "STRENGTH", action = "strength" })
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elseif mv.id == "SOFTBOILED" then
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table.insert(items, { label = "SOFTBOILED", action = "softboiled" })
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elseif mv.id == "TELEPORT" and ow.map.def.tileset == "OVERWORLD" then
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elseif mv.id == "TELEPORT" and outside then
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-- TELEPORT works only OUTDOORS (start_sub_menus.asm
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-- .teleport -> CheckIfInOutsideMap); dark maps don't
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-- block it
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@@ -2431,6 +2431,27 @@ function OverworldState:runVictoryHook()
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if hooks and hooks.onVictory then hooks.onVictory(Game, self) end
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end
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||||
-- pokered player sprite is fixed at screen ($40, $3c). TrainerEngage reads
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||||
-- the NPC's 8-bit SPRITESTATEDATA1 X/Y pixels and CalcDifference; engage
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-- distance is stored as range<<4 (pixels). There is no tile LOS check for
|
||||
-- interposed NPCs / walls -- but unsigned 8-bit Y makes a sprite exactly 4
|
||||
-- tiles north of the player sit at Y=$fc, so |$3c-$fc|=$c0 and a range-4
|
||||
-- DOWN trainer does not engage that tile (Route 9 Bug Catcher / issue #76).
|
||||
local PLAYER_SCREEN_X, PLAYER_SCREEN_Y = 0x40, 0x3c
|
||||
local function u8(n) return n % 256 end
|
||||
local function calcDiff(a, b)
|
||||
a, b = u8(a), u8(b)
|
||||
return a >= b and a - b or b - a
|
||||
end
|
||||
local function trainerSightPixelDist(npc, player, horizontal)
|
||||
if horizontal then
|
||||
return calcDiff(PLAYER_SCREEN_X,
|
||||
u8(PLAYER_SCREEN_X + (npc.cellX - player.cellX) * 16))
|
||||
end
|
||||
return calcDiff(PLAYER_SCREEN_Y,
|
||||
u8(PLAYER_SCREEN_Y + (npc.cellY - player.cellY) * 16))
|
||||
end
|
||||
|
||||
-- STAY trainers with a facing spot the player crossing their line of
|
||||
-- sight (range from the extracted trainer headers), walk up and battle.
|
||||
function OverworldState:checkTrainerSight()
|
||||
@@ -2448,22 +2469,23 @@ function OverworldState:checkTrainerSight()
|
||||
local range = header and header.range or 0
|
||||
local vec = DIRVEC[npc.facing]
|
||||
if range > 0 and vec then
|
||||
local dist
|
||||
local dist, horizontal
|
||||
if vec[1] ~= 0 and npc.cellY == p.cellY then
|
||||
dist = (p.cellX - npc.cellX) * vec[1]
|
||||
horizontal = true
|
||||
elseif vec[2] ~= 0 and npc.cellX == p.cellX then
|
||||
dist = (p.cellY - npc.cellY) * vec[2]
|
||||
horizontal = false
|
||||
end
|
||||
-- pokered's TrainerEngage / CheckSpriteCanSeePlayer compares screen
|
||||
-- coordinates only (home/trainers.asm, engine/overworld/
|
||||
-- trainer_sight.asm) -- there is no line-of-sight obstruction check.
|
||||
-- An aligned trainer within range engages through interposed NPCs and
|
||||
-- unwalkable tiles, and the scripted walk-up below (scriptMove) also
|
||||
-- ignores collision, so the trainer simply walks/overlaps through
|
||||
-- anything on the line -- exactly as OAM sprites overlap on hardware.
|
||||
if dist and dist >= 1 and dist <= range then
|
||||
self:startTrainerApproach(npc, dist)
|
||||
return
|
||||
-- Screen-pixel range (CheckSpriteCanSeePlayer), not cell count:
|
||||
-- same facing-line rule as before, but the $fc Y quirk excludes the
|
||||
-- 4-tiles-north tile that cell math would still count as in range.
|
||||
if dist and dist >= 1 then
|
||||
local pixelDist = trainerSightPixelDist(npc, p, horizontal)
|
||||
if pixelDist > 0 and pixelDist <= range * 16 then
|
||||
self:startTrainerApproach(npc, dist)
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -3492,7 +3514,9 @@ function OverworldState:billboard(fx, fy, vw, vh, colors, keyed, drawFn)
|
||||
end
|
||||
|
||||
function OverworldState:drawWorld()
|
||||
-- advance the water/flower tile animation (runs under dialogs too)
|
||||
-- advance the water/flower tile animation (runs under dialogs too).
|
||||
-- TileRenderer.tick uses wall-clock 60Hz steps so display refresh rate
|
||||
-- does not speed or slow the cycle (issue #4).
|
||||
require("src.render.TileRenderer").tick()
|
||||
-- let the renderer know whether a spinner puzzle is currently sliding
|
||||
-- the player, so it can flicker the arrow tiles between the blur and
|
||||
|
||||
+20
-4
@@ -81,6 +81,14 @@ end
|
||||
|
||||
-- Advance one fixed step; returns true when a step just completed.
|
||||
function Player:update()
|
||||
-- land-frame walk pose lasts only through the draw after completion;
|
||||
-- the next update (idle or a chained step) clears it
|
||||
self.stepLanded = false
|
||||
-- Ledge-hop arc is cosmetic but must track the fixed 60Hz logic step,
|
||||
-- not love.draw's display refresh (issue #4: >59fps ended early).
|
||||
if self.hopFrames and self.hopFrames > 0 then
|
||||
self.hopFrames = self.hopFrames - 1
|
||||
end
|
||||
if self.turnTimer > 0 then
|
||||
self.turnTimer = self.turnTimer - 1
|
||||
end
|
||||
@@ -109,6 +117,11 @@ function Player:update()
|
||||
self.px, self.py = self.cellX * 16, self.cellY * 16
|
||||
self.moving = false
|
||||
self.stepFlip = not self.stepFlip
|
||||
-- keep animClock's pose on this frame (issue #82): bike steps land
|
||||
-- mid-cycle (animClock % 16 == 8), and walkPhase used to snap to
|
||||
-- stand whenever moving cleared — a stand flash every tile on the
|
||||
-- bike, and sometimes after dismount when the clock is desynced
|
||||
self.stepLanded = true
|
||||
return true
|
||||
end
|
||||
return false
|
||||
@@ -119,7 +132,7 @@ function Player:facingCell()
|
||||
end
|
||||
|
||||
function Player:walkPhase()
|
||||
if not self.moving then return 0 end
|
||||
if not self.moving and not self.stepLanded then return 0 end
|
||||
-- walk frame during the middle of each 16-frame animation cycle
|
||||
local p = (self.animClock or self.progress) % 16
|
||||
return (p >= 4 and p < 12) and 1 or 0
|
||||
@@ -129,10 +142,13 @@ local SPIN_ORDER = { "down", "left", "up", "right" }
|
||||
|
||||
function Player:draw(camX, camY)
|
||||
local py = self.py
|
||||
-- ledge hops arc (set for 2 cells by the ledge handler); surfing bobs
|
||||
-- ledge hops arc (set for 2 cells by the ledge handler); surfing bobs.
|
||||
-- hopFrames counts down in Player:update (fixed step), never here.
|
||||
if self.hopFrames and self.hopFrames > 0 then
|
||||
self.hopFrames = self.hopFrames - 1
|
||||
local t = 1 - self.hopFrames / (self.hopTotal or 32)
|
||||
local total = self.hopTotal or 32
|
||||
-- update runs before draw, so remaining N means N steps already
|
||||
-- consumed this hop → t matches the old draw-side post-decrement phase
|
||||
local t = 1 - self.hopFrames / total
|
||||
py = py - math.floor(10 * math.sin(t * math.pi) + 0.5)
|
||||
-- the shadow stays on the ground under the jumper: one 8x8 tile
|
||||
-- mirrored into a 2x2 block (normal/XFLIP/YFLIP/both) whose top-left
|
||||
|
||||
Reference in New Issue
Block a user