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new launcher and save converts and pipeline
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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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