Squadhing som bug (#130)

* squashy squash

* squassshheee

CLOSES #128
CLOSES #114
CLOSES #113
CLOSES #111
CLOSES #110
CLOSES #109
CLOSES #107
CLOSES #106
CLOSES #105
CLOSES #90
CLOSES #103

* brock guy fix

CLOSES #39
This commit is contained in:
bryanthaboi
2026-07-23 16:55:03 -04:00
committed by GitHub
parent 1c4515eaaa
commit 8278b209b4
40 changed files with 1563 additions and 215 deletions
+7
View File
@@ -460,6 +460,13 @@ function Game:restoreSave(loaded, recovered)
-- SaveData.load and skip on the format guard
local activeMods = self.modStatus and self.modStatus.loaded
SaveData.runMigrations(loaded, self.mods and self.mods.migrations, activeMods)
-- Issue #103: 0.1.11 softlocks left CONTINUE in HALL_OF_FAME with
-- lastOutdoor on Indigo. One-shot relocate + heal before validate.
if SaveData.needsPostGameRescue(loaded) then
SaveData.applyPostGameHome(loaded, self:bootConfig())
local Pokemon = require("src.pokemon.Pokemon")
for _, mon in ipairs(loaded.party or {}) do Pokemon.heal(mon) end
end
local modsDiff = SaveData.modsDiff(loaded, activeMods)
local report = SaveData.validate(loaded, self.data)
report.recovered = recovered
+6 -9
View File
@@ -360,16 +360,13 @@ local function chipAwaitingFirstBuffer()
and require("src.core.ChipAudio").awaitingFirstBuffer()
end
-- is a playOnce jingle still sounding? (AnimateHealingMachine's
-- .waitLoop2 holds the healing machine until MUSIC_PKMN_HEALED ends)
-- is a playOnce jingle still in flight? (AnimateHealingMachine's
-- .waitLoop2 / Mom heal / captain rub hold until MUSIC_PKMN_HEALED ends.)
-- pendingRestore stays set from playOnce until Music.update restores the
-- map theme, covering the threaded chip "empty QueueableSource" window
-- where Source:isPlaying is briefly false before the first buffer lands.
function Music.oneShotPlaying()
if not state.pendingRestore then return false end
-- threaded chip songs start silent for ~1 frame; that gap is not "over"
if chipAwaitingFirstBuffer() then return true end
local src = state.source
if not src then return false end
local ok, playing = pcall(src.isPlaying, src)
return ok and playing or false
return state.pendingRestore == true
end
function Music.restoreMap(data)
+34
View File
@@ -813,6 +813,36 @@ function SaveData.defaultHeal(boot)
return { map = map, x = boot.startX or 3, y = boot.startY or 6 }
end
-- Post-credits home (issue #103). pokered left the player in HALL_OF_FAME
-- after jp Init; this port places CONTINUE at the NewGameWarp bedroom and
-- retargets LAST_MAP exits (Red's house mats) at the heal-point town so
-- leaving the house does not dump the player back at Indigo Plateau.
-- Marks postGameHomeOk so a later intentional HoF save is not relocated.
function SaveData.applyPostGameHome(save, boot)
boot = type(boot) == "table" and boot or {}
local heal = SaveData.defaultHeal(boot)
save.lastHeal = { map = heal.map, x = heal.x, y = heal.y }
save.lastOutdoor = { id = heal.map, x = heal.x, y = heal.y }
save.player = save.player or {}
save.player.map = boot.startMap or "REDS_HOUSE_2F"
save.player.x = boot.startX or 3
save.player.y = boot.startY or 6
save.player.facing = boot.startFacing or "down"
save.postGameHomeOk = true
return heal
end
-- Softlocked 0.1.11 saves: still standing in HALL_OF_FAME after credits,
-- with lastOutdoor on Indigo. One-shot rescue on CONTINUE.
function SaveData.needsPostGameRescue(save)
if not (save and save.player and save.player.map == "HALL_OF_FAME") then
return false
end
if save.postGameHomeOk then return false end
local hof = save.hallOfFame
return type(hof) == "table" and #hof > 0
end
function SaveData.newGame(boot)
boot = type(boot) == "table" and boot or {}
local map = boot.startMap or "REDS_HOUSE_2F"
@@ -836,6 +866,10 @@ function SaveData.newGame(boot)
},
flags = {},
inventory = {},
-- Vanilla Gen1 seeds one Potion in the player's item PC
-- (wBoxItems / players_pc.asm); existing saves keep whatever they
-- already have — this only applies to New Game.
pcItems = { POTION = 1 },
party = {},
box = {},
money = boot.startMoney or 3000,