mirror of
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new launcher and save converts and pipeline
This commit is contained in:
@@ -0,0 +1,149 @@
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# Launcher
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The launcher is `src/import/RomImporter.lua`, the first-run / title screen
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that runs before `Game:load`. Besides ROM import (see the file's own header)
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it hosts a tabbed shell covering per-game save slots and a mod manager. This
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file documents the runtime model; the visual spec lives separately.
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## Tab structure
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`self.tab` is one of `"red"`, `"blue"`, `"yellow"`, `"mods"`. The tab bar
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draws one chip per game plus a MODS chip and rebuilds `self.tabRects` every
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frame so `mousepressed` can dispatch clicks; switching tabs mid-import is
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allowed (a dropped ROM still routes by SHA-1 regardless of which tab shows).
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- A game tab (`_drawGamePanel`) shows the ROM card, the SAVE FILES card, the
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Play button, and the SAVE SLOT card in a responsive two-column grid (see
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Responsiveness). The MODS tab (`_drawModsPanel`) shows the mod list instead.
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- The self-updater banner (`self.Check`, see `docs/updater.md`) draws as a
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centered pill in a reserved band just above the footer, on every tab. That
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position is unchanged by this redesign, so `docs/updater.md` needed no edits.
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## Save slot model
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All slot I/O lives in `src/core/SaveData.lua` and goes through the same fs
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abstraction (`persistFs`) every other save/options call uses, so portable
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mode (an `io.*` filesystem used when `portable.txt` marks the install)
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keeps working unchanged.
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- **Files.** A version's playthroughs live under `saves/<version>/`, one file
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per slot: `saves/<version>/slot1.lua` plus a rolling `.bak` and staged
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`.tmp` witness (`slotNames`), mirroring the write/recovery discipline
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`SaveData.save`/`load` already use for the flat legacy file. Slot ids match
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`slot%d+`; `createSlot` allocates one past the highest existing number so a
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reused id can never collide with a lingering file.
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- **Registry.** The ordered slot list and which one is active persist in
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`options.lua` (via the existing `SaveData.loadOptions`/`saveOptions`):
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`options.saveSlots = { [version] = { list = {"slot1", ...}, active = "slot1" } }`.
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- **Active slot resolution.** `saveNames(version)`, the function every
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existing caller (`TitleState` hasSave/load/save, recovery order) already
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goes through, now resolves the *active* slot instead of a fixed flat name.
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Resolved once per version per process (`ensureVersionSlots`, cached in
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`activeSlotCache`/`slotsChecked`): a registry entry wins; otherwise a lazy
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legacy migration may create one; otherwise the flat legacy path is used
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(`save.lua` / `save_blue.lua`), so a pre-slots install keeps working as before.
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- **Legacy migration.** One-time per version, lazy on first
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`listSlots`/`load`/`saveNames` call (`tryMigrateLegacy`): if a flat legacy
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file exists and no `saves/<version>/` registry does, its main + `.bak` are
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copied into `saves/<version>/slot1.lua(.bak)`, verified readable
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(`decodeSlot`: main, then `.tmp`, then `.bak`), and only then are the
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originals removed and `slot1` registered as active. A copy that fails to
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verify leaves the originals in place; migration never loses data.
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The launcher-facing API:
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- `SaveData.listSlots(version)` -> array of `{id, exists, name, meta}` for
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every registered slot. `name` is the save's player name, or `nil` for an
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empty slot; `meta` is `{badges, timeText, dexCount}` (the same fields the
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title screen's `ContinueInfo` shows) or `nil`. The pure part,
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`SaveData.slotSummary(save)`, is unit-testable with no filesystem.
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- `SaveData.setActiveSlot(version, slotId)` registers the id if new, persists
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it as active, and updates the process cache so the very next save/load
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lands there. The launcher calls this the moment a slot row is clicked
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(`RomImporter:_selectSlot`); pressing Play needs no signature change, since
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`Game.lua`/`main.lua` still just call `SaveData.load()`/`save()`.
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- `SaveData.createSlot(version)` -> new slot id, registered but with **no
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save file written**. An empty slot means the title screen offers NEW GAME
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only, which needs no further changes.
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## Launcher mod manager
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`src/mods/LauncherMods.lua` is a launcher-only read of the mod set. It runs
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before `Game:load`, so **it never loads a mod's entry chunk**; only
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`manifest.json` is read and validated (`src/mods/Manifest.validate`), the way
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`Loader:_discover` finds mods without running them. The real loader
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(`src/mods/Loader.lua`) still owns the actual load at boot.
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- `LauncherMods.list()` scans `mods/` one level deep (first id wins on a
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duplicate) and returns one row per mod:
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`{id, name, version, badge, description, enabled, status, statusDetail}`.
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`badge` is the manifest's `category`, falling back to `profile`, then
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`"MOD"`, uppercased. `enabled` reads `options.mods[id]` (missing means
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enabled, matching the loader's own default).
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- `status` is `"ok"`, `"warn"`, or `"conflict"`, computed by the pure
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`LauncherMods.deriveList`/`statusFor` against `ManagerState.resolveToggle`
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and the validated manifests: `conflict` when enabling this mod collides
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with another enabled one; `warn` for an out-of-range `game_version` or an
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absent/disabled/wrong-version hard dependency; `ok` otherwise. Having no
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`love.*` calls, this half is table-driven by the test suite on its own.
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- `LauncherMods.setEnabled(id, bool)` persists `options.mods[id]` as a plain
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boolean, the exact shape `Loader:_saveState` writes, so the running game
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and the in-game `ManagerState` see the change on next boot. The mods panel
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calls this on every toggle and re-derives the list right away
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(`RomImporter:_refreshMods`) so a status change (e.g. a new conflict)
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shows without waiting for a reload.
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- `LauncherMods.installZip(path)` mounts the archive with
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`love.filesystem.mount`, locates the mod root via `locateRoot` (manifest at
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the zip root, or inside one top-level folder), validates its manifest, and
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copies the tree into the save-dir `mods/<id>/` before unmounting. Rejects a
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duplicate of an already-installed mod id, and accepts either an external
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path string or a LOVE `DroppedFile`, staging a dropped file into a save-dir
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temp first (mount only reaches save-dir-relative paths), the same way
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`RomImporter` handles a dropped ROM. A failed copy rolls its partial tree
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back, and every path unmounts and clears the staged temp file.
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## Import / Export save
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The SAVE FILES card wires a raw Gen1 `.sav` battery image to the save slots
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through `src/import/SaveFileIO.lua`, which sits on top of
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`src/save_convert/SaveConvert.lua` and the slot API in `SaveData`.
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- **Import save** is live once the game's ROM is imported (playable). It opens
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a native `.sav` picker (`chooseSav`, the per-OS dialogs mirror `chooseZip`;
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Android has no picker and shows a drop hint). `SaveFileIO.importToSlot`
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reads the bytes (an absolute path, a dropped LOVE file, or raw bytes),
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guards the 32768-byte size, runs `SaveConvert.importSav` (which also rejects
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a bad main-data checksum), then registers a fresh slot (`SaveData.createSlot`),
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writes it (`SaveData.writeSlot`), and makes it active (`SaveData.setActiveSlot`).
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The meta stamp is re-stamped off `gen1_import` to the current numeric format
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so `SaveData.load`'s migration pass accepts the slot. On success the SAVE SLOT
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panel is refreshed with the new slot selected.
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- **Export save** is live only when the active slot actually holds a save
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(checked against `listSlots`). `SaveFileIO.exportActiveSlot` loads the active
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slot, encodes it back with `SaveConvert.exportSav` (a slot never keeps
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`rawImport`, so this is a zero-filled template export, which is valid), and
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writes `exports/gen1recomp-<version>-<slotId>.sav` in the save directory
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(`love.filesystem.createDirectory("exports")`). It returns the absolute path
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(`love.filesystem.getSaveDirectory()`), which the notice line shows with a
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desktop "Open folder" affordance (`love.system.openURL("file://" .. dir)`).
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- **Drag-drop.** `filedropped` routes a `.sav` to the import path for the
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currently active game tab; when a non-game tab (mods, or the locked yellow
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placeholder) is showing it defaults to red, the always-present first game
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(`_savedropTarget`). `.gb` (ROM) and `.zip` (mod) routing is unchanged.
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- **Failure UX.** Every error path (wrong size, bad checksum, write failure,
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nothing to export, ROM not imported yet) surfaces as a red notice line on the
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card. Nothing raises and nothing silently no-ops.
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`SaveFileIO` is love-free enough to unit-test through the same in-memory
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filesystem stub the slot backend uses (`tests/engine/save_file_io_tests.lua`).
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## Responsiveness
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Every measurement derives from `love.graphics.getDimensions()` each frame
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plus the existing global scale `s = clamp(height / 768, 0.7, 1.6)`; nothing
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assumes a fixed window size. The game panel's two-column grid (ROM/SAVE
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FILES/Play on the left, SAVE SLOT on the right) collapses to one stacked
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column, slot card below Play, when the window is too narrow for both
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`~300 * s`-wide columns. The save-slot list and the mod list both scroll
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(wheel, or drag on touch/desktop) clamped to their own content extent,
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recomputed every draw. The tab bar labels only the active chip so it stays
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narrow-safe, and content caps out at `~1440 * s` wide, centered.
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+105
@@ -18,6 +18,111 @@ Regenerate the reference straight into a wiki checkout:
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luajit tools/gen_registry_docs.lua ../pokemon-gen1-recomp-project.wiki
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```
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## Rendering pipelines
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Most registries hand the engine *content*. `render_pipelines` hands it
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*drawing*: a pipeline is a display mode a mod owns, which may replace the
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overworld's world pass with geometry of its own and/or post-process the
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finished image. `mods/voxel_world` is the worked example — a 3D diorama
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overworld plus a tilt-shift miniature pass, in about 120 lines of glue over
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its renderer.
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A record declares what the mode *is*; the engine
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(`src/render/Pipelines.lua`) supplies everything about *being a display
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mode*: the OFF/1/2/3 ladder, an options row next to TILT, a hotkey,
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persistence in `save.options.pipelines`, and the rule that a world pipeline
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and the engine's own TILT are mutually exclusive.
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```lua
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mod.content.render_pipelines:register("diorama", {
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label = "DIORAMA", -- options row label
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levels = { "OFF", "15", "35", "50" }, -- ladder; defaults to OFF/ON
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hotkey = "6", -- checked after the engine's keys
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priority = 20, -- highest eligible wins the world
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available = function() return Renderer3D.ok() end,
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update = function(dt, level) Camera.ease(dt, level) end,
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drawWorld = function(ctx) return renderScene(ctx) end,
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})
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```
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Three draw stages, each optional; a record needs at least one:
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| stage | signature | runs |
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| --- | --- | --- |
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| `drawWorld` | `(ctx) -> canvas \| nil` | instead of the flat/tilt world pass |
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| `worldPresent` | `(canvas, ctx) -> canvas` | over the world, **before** the UI composites |
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| `present` | `(canvas, ctx) -> canvas` | over the whole frame, world and UI alike |
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`worldPresent` is the one to reach for when an effect must leave dialog
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boxes and menus crisp — a depth-of-field or colour grade on the world only.
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`present` is for effects that genuinely own the screen, like a CRT curve.
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`ctx` carries the frame: `state`, `cam`, `vw`/`vh` (world-pixel view),
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`width`/`height` (window pixels), `scale`, `level`, `paletteFor(map)` and
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`spriteColors(map)`. It also carries `ctx.drawFx(project, scale)` — call it
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with your own projection and the engine draws every active field effect
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(the "!" bubble, the Poké Center heal machine, the Fly bird, the fishing
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rod, Rock Tunnel darkness) at its correct anchor under your camera. There
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is exactly one copy of each effect, so a new engine effect works in your
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pipeline without you touching anything.
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Three rules worth knowing:
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- **`gate` governs input, never the draw.** It decides whether the player
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may *change* the mode (default: free-roam overworld only). A mode that
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stopped rendering during a warp would flash the flat 2D world every time
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the player walked through a door.
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- **`available` is re-read every frame** and is the only thing that decides
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whether the mode can render at all. Answer `false` on a headless run or a
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driver with no depth canvas and the engine silently keeps the vanilla 2D
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path — which is why shipping a pipeline enabled is safe.
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- **A callback that throws retires its pipeline**, attributed to your mod in
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the manager's error feed, and the frame falls back to 2D. A broken
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renderer costs the player a display mode, never the game.
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Returning `nil` from `drawWorld` is a normal answer meaning "not this
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frame"; the engine draws the vanilla world instead.
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## Battle sprite scaling
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The enemy's front pic draws at 1x and the player's back pic at 2x, the way
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the Game Boy did. A mod can override either, per species or per image.
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Per species, on the `pokemon` record:
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```lua
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-- MEW's back pic renders 1.5x; its front pic is untouched
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mod.content.pokemon:patch("MEW", { battleScaleBack = 1.5 })
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```
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`battleScaleFront` scales the enemy pic, `battleScaleBack` the player pic;
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both take a number in `0.25 .. 4.0`.
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Per image, on the `battle_sprite_scales` registry, keyed by the asset path
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exactly as the data references it:
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```lua
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mod.content.battle_sprite_scales:register("abra_back", {
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path = "assets/generated/battle/back/abrab.png",
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scale = 1.5,
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})
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```
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An image-level entry beats the species scale for that one pic, and it is
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the only way to scale a pic that is not species-keyed — the player's
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trainer back sprite, held on screen until "Go!", is a bare image path.
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The resolution order at draw time is **image-level → species-level →
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default** (1x front, 2x back).
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- **The pic stays grounded at every scale.** The player pic keeps its feet
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flush on the text-box top (`y = 96`); the enemy pic keeps its bottom edge
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and horizontal centre pinned in its 7×7 slot. A larger pic grows upward
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and outward from that anchor, never off the shelf.
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- **Scaling composes with the send-out grow.** The `AnimateSendingOutMon`
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ball-to-pic grow multiplies your scale through each stage, so a rescaled
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mon still grows into place from the ball, grounded the whole way.
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## Developer console
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Boot with developer mode on to unlock the in-game console and hot-reload
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+126
@@ -0,0 +1,126 @@
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# Updater
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A fused build (`love.filesystem.isFused()` true) ships a bundled `game.love`
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baked into the executable, but that bundled copy is only ever the *fallback*.
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On every launch, before anything else runs, `Boot.run` (`src/update/Boot.lua`)
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looks in the save directory's `updates/` folder for a downloaded
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`gen1recomp-X.Y.Z.love` payload that is both strictly newer than the bundled
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engine version and runnable on this shell. If one qualifies, it is mounted
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over `/` (so its files win over the fused source for every subsequent
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`require`) and chainloaded in place: the payload's `main.lua` and `love.load`
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run as if they had shipped in the executable. A dev/source checkout is never
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fused, so `Boot.run` no-ops there and the working tree always runs itself.
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The pieces are deliberately layered so the risky part is small. `Boot.select`
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is a pure function (no `love.*` calls) that, given probed candidates and the
|
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bundled `engine`/`shell`, decides what to run and what stale payloads to
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delete. `Boot.probePayload` mounts one archive at an isolated mountpoint and
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reads its `src/core/Version.lua` with `loadstring` (never `require`, so it is
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never cached as a module) to learn its `engine` and `minShell`. `Boot.run`
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orchestrates the crash guard, enumeration, selection, and the mount +
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chainload, with full rollback on any failure. Checking for and fetching a
|
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new payload is a separate, slower path: `src/update/Check.lua` is a thin
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main-thread state machine the launcher screen polls, while the curl calls,
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JSON parsing, and sha256 verification run on a background `love.thread`
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(`src/update/check_worker.lua`) so a hung network call never blocks a frame.
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## Version.lua fields
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`src/core/Version.lua` carries three fields the updater reads directly (the
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existing `modApi`, `linkProtocol`, `saveFormat`, and `cache` fields are
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untouched):
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- `engine` - the semver release, e.g. `"1.4.0"`. The repo default is the
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`"0.0.0-dev"` placeholder; CI stamps the real `X.Y.Z` into the packed
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`game.love` only, never the working tree. A `"0.0.0-dev"` engine always
|
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reports itself up to date (it never chases a release, and it never counts
|
||||
as a valid payload to chainload).
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- `shell` - the native-shell contract this build's fused executable
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implements.
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- `minShell` - the lowest shell contract required to *run* this payload.
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|
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Bump `minShell` only when a payload needs something the currently-shipped
|
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native shell cannot provide, for example a LOVE version bump, a new required
|
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system binary, or a change to `love.run` itself (see Known limitations
|
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below). An older shell refuses to chainload a payload whose `minShell`
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exceeds the shell it provides; `Boot.select` keeps that payload in `updates/`
|
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rather than deleting it, in case a future shell upgrade can run it, and
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`Check`'s worker reports `needs_full` so the player is pointed at a full
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installer instead. Do not bump `minShell` for an ordinary Lua/data release;
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that is exactly the case the updater exists to avoid a reinstall for.
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## Release assets
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Each tagged release `vX.Y.Z` carries the existing per-platform archives
|
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(`gen1recomp-X.Y.Z-macos.zip`, `-windows.zip`, `-linux.zip`,
|
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`-android.apk`) plus two assets the updater itself consumes:
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||||
|
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- `gen1recomp-X.Y.Z.love` - the payload, matched by the exact pattern
|
||||
`gen1recomp-<version>.love` (see `isPayloadName` in `Boot.lua` and
|
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`Check.parseRelease`).
|
||||
- `sha256sums.txt` - `shasum -a 256` output (`<hex> <filename>`, bare
|
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filenames) covering at least the `.love` payload. `Check.parseSums`
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tolerates a leading `*` binary marker and a `./` prefix but expects the
|
||||
filename otherwise to match the asset name exactly.
|
||||
|
||||
A release missing either asset is treated as "no in-place update available":
|
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`Check` reports `needs_full` and sends the player to `Check.releaseUrl()`
|
||||
(`https://github.com/bryanthaboi/pokemon-gen1-recomp-project/releases/latest`).
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||||
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||||
## Save-directory layout
|
||||
|
||||
Under the save directory (identity `pokemon-love2d`):
|
||||
|
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```
|
||||
updates/gen1recomp-<X.Y.Z>.love downloaded payload(s)
|
||||
updates/pending.txt crash-guard marker
|
||||
```
|
||||
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||||
`pending.txt` holds the filename of the payload currently being chainloaded.
|
||||
`Boot.run`'s `chainload` writes it immediately before mounting, and removes it
|
||||
on both a successful handoff and a clean rollback. If it is still present the
|
||||
*next* time `Boot.run` starts, the previous boot died mid-handoff, so that
|
||||
named payload is distrusted: it and the marker are deleted before candidates
|
||||
are enumerated. Boot may still fall back to an older valid payload, or to the
|
||||
bundled game, in that case.
|
||||
|
||||
## Update flow
|
||||
|
||||
1. **Boot** (every launch, fused builds only): crash-guard check, enumerate
|
||||
and probe every `updates/*.love`, pick the highest engine that is
|
||||
strictly newer than the bundled one and whose `minShell` this shell
|
||||
satisfies, delete stale payloads, chainload the winner (or run the
|
||||
bundled game if none qualifies).
|
||||
2. **Check** (launcher screen): `Check.start()` kicks off an async check
|
||||
against the GitHub releases API; safe to call every frame, it is a no-op
|
||||
once a check is in flight or has reached a terminal state. `Check.state()`
|
||||
reports `idle | checking | uptodate | available | downloading | ready |
|
||||
needs_full | error` plus the latest version and download progress.
|
||||
3. **Download + verify**: on `available`, `Check.download()` tells the
|
||||
worker to fetch the payload, polling the growing `.part` file for
|
||||
progress. On completion the worker re-fetches `sha256sums.txt`, verifies
|
||||
the payload's sha256, and probes it with `Boot.probePayload` to gate its
|
||||
`minShell` against this shell's `shell`. A verified, runnable payload is
|
||||
renamed into place and reported as `ready`; anything else reports
|
||||
`error` or `needs_full` and leaves `updates/` clean.
|
||||
4. **Restart to apply**: a `ready` payload just sits in `updates/` until the
|
||||
player relaunches; the next launch's Boot step (1) is what actually
|
||||
mounts and runs it. There is no in-session hot-swap.
|
||||
|
||||
## Known limitations
|
||||
|
||||
- **`love.run` persists across handoff.** By the time `chainload` runs, the
|
||||
bundled `love.run` has already returned its stepper to LOVE; redefining the
|
||||
global `love.run` from the payload's `main.lua` does not affect the loop
|
||||
already driving the frame. A payload that must change `love.run` itself
|
||||
needs a `minShell` bump so an older shell refuses to chainload it rather
|
||||
than running with half its intended behavior.
|
||||
- **Android has no in-app download transport yet.** `check_worker.lua`
|
||||
shells out to curl for both the release check and the download; curl is
|
||||
absent on Android, so `Check` degrades to `status = "error"` there (the
|
||||
launcher UI hides on that status) and the player is directed to the
|
||||
releases page via `Check.releaseUrl()` instead.
|
||||
- **Dev/source runs never self-update.** `Boot.run` returns immediately when
|
||||
`love.filesystem.isFused()` is false, and a working tree's `engine` is the
|
||||
`"0.0.0-dev"` placeholder that always reports up to date, so a source
|
||||
checkout is always "the game" itself; updating it means pulling the repo.
|
||||
Reference in New Issue
Block a user