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launcher editor and widescreen battle
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@@ -163,6 +163,7 @@ migrated once into `options.lua` on load.
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- Music / SFX volume
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- Music Filter
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- OG GLITCHES on / off (Gen 1 quirks vs. modern-clean battle rules)
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- BATTLE LAYOUT (OG / WIDE); see "Widescreen battle layout" below
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- COLORS (OG RED / SGB / ADVANCED / OG / OG INV / SGB INV / CLASSIC), also
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hotkey `2` (OG RED = GBC boot-ROM look; ADVANCED uses pokered-gbc
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SuperPalettes + per-species mon colors)
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@@ -183,6 +184,36 @@ void outside the OG wipe fills in lockstep. Once the battle state is up,
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letterbox voids around the battle canvas fill **white** instead of black
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so the whole window reads as one continuous battle screen.
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## Widescreen battle layout
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Options **BATTLE LAYOUT** picks the battle screen's composition: **OG**
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(the default: the original 160×144 arrangement, unchanged) or **WIDE**,
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which gives battles a 304×144 native-pixel surface and a Gen 3-style
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arrangement on it:
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- the foe's status box upper left, the foe's picture upper right;
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- the player's picture lower left, the player's status box lower right,
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with a longer HP bar and the numeric HP under it;
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- a full-width message window;
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- a split "What will X do?" prompt / 2×2 command window;
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- a 2×2 move menu, navigated with all four directions, with a PP and type
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panel attached to its right.
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Only the composition changes. Pictures, palettes, HP-bar colors, font
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pages, window borders, sounds, animations, timing and every battle rule
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stay the engine's, so a COLORS mode or an asset mod still owns the look.
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Each side's picture keeps its original pixels and placement math and is
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composited into its own region of the wider battlefield -- nothing is
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scaled or squeezed -- and animations, which are authored in the original
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160-pixel space, shift as one rigid group onto whichever side they play
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on. The whole screen is drawn at the window's integer fit scale for the
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wider surface, so a 304-pixel screen is drawn a step smaller than a
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160-pixel one in the same window.
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The wide surface is live only while the battle itself is the screen on
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top: a party menu, the bag or a nickname prompt is a 160×144 screen and
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brings the classic surface back with it.
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## On-screen touch controls (mobile)
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On Android/iOS the game draws a translucent d-pad (bottom-left), A/B
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@@ -230,3 +261,48 @@ be packed). `--refresh` re-harvests after an engine update, keeping
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existing translations and parking orphaned keys rather than dropping them.
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See the wiki's Translations guide.
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## Save editor (bundled, reachable from the launcher)
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The save editor ships inside every build instead of being a developer-only
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script, and the launcher's SAVE SLOT card grows an **Edit** label next to
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Delete on every slot that actually holds a save. Edit suspends the
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launcher, opens that slot's file in the editor, and **Close** hands the
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process back to the launcher with the slot list re-read (a rename, a badge
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or a dex change shows up on the row immediately). Unsaved edits arm a
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confirm first, so leaving cannot lose work. `love . --editor` still opens
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it standalone, where Close quits instead; `--save <path>` points it at any
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file, and a save can be dragged onto the window.
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The editor now wears the launcher's visual language - the same navy radial
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field, 16px translucent cards, tri-colour version rail and green/yellow/red
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semantics - so the two windows read as one app. Six tabs:
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- **Party**: the roster with sprites, HP bars and level chips on the left,
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and the mon inspector permanently docked on the right instead of floating
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over the list. Species, level, DVs and moves all round-trip through the
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Gen 1 formulas, so the inspector can never show illegal stats.
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- **Boxes**: the 12 PC boxes as a 5x4 grid with a fill meter per box and a
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party dock, so deposit and withdraw live in one place. Empty slots are
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clickable and create a mon there.
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- **Items**: money, a searchable item picker (replacing the arrows that
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cycled one id at a time through ~250 items), the 20-slot bag, PC storage
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with no slot cap, and the eight badges as toggle chips.
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- **Events**: flags, defeated trainers, taken items and per-map object
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toggles, with a real filter field and a two-column paged grid.
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- **Map**: any map rendered with the game's own renderer, warps followable,
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and the player / lastHeal / lastOutdoor spawn points settable by clicking
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a cell. Setting lastOutdoor on a map the game would not accept as an
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outdoor source is refused with the reason.
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- **Dex**: seen / owned completion meters and a four-column grid; owning
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implies seen and un-seeing clears owned, exactly as the game requires.
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Two rules run through all of it. Every mutation goes through one funnel
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that sets the dirty flag and writes the status line together, so nothing
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changes silently and no branch can quietly no-op - "Party is full", "Bag is
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full", "click a cell first" all say so. And every destructive verb (Remove,
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Release, Clear all, Wipe dex) arms on the first click and commits on the
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second, relabelling itself to `Confirm?` in between.
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A validation pill in the tab rail mirrors what the running game would
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quarantine on load; clicking it jumps to the tab holding the first problem.
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