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https://github.com/bryanthaboi/gen1recomp.git
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Merge pull request #1601 from bryanthaboi/dev
bug fixes and uncles neighbor
This commit is contained in:
@@ -105,8 +105,9 @@ trixie.
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This is a statement about the *compile environment*, not about where the
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artifact runs — building on your own newer distro would silently raise that
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floor and strand every user on an older one, with no symptom until they
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download it. CI enforces the floor: `linux-arm64-build` fails if the highest
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required glibc symbol version climbs above 2.31.
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download it. `scripts/linux-arm64/verify_appimage.sh` enforces the floor in
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both CI (`linux-arm64-build`) and the release workflow: the build fails if
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the highest required glibc symbol version climbs above 2.31.
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### Why five libraries are built from source
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@@ -172,13 +173,15 @@ Three jobs, path-gated on `scripts/build_linux_arm64.sh`,
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exclude list still classifies known sonames correctly, that AppRun still
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launches `game.love` with `--fused`, and that the host-arch guard actually
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fires. Needs no container and no arm64 machine.
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- **`linux-arm64-build`** (`ubuntu-24.04-arm`) — the real build, then extracts
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the artifact and asserts the layout, that every bundled object resolves
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under AppRun's `LD_LIBRARY_PATH`, and that the glibc floor is still ≤ 2.31.
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Uploads the AppImage for 7 days.
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- **`linux-arm64-build`** (`ubuntu-24.04-arm`) — the real build, then
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`scripts/linux-arm64/verify_appimage.sh` extracts the artifact and asserts
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the layout, that every bundled object resolves under AppRun's
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`LD_LIBRARY_PATH`, and that the glibc floor is still ≤ 2.31. Uploads the
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AppImage for 7 days.
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- **release** — `linux-arm64` runs on `ubuntu-24.04-arm`, reuses the shared
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`game.love` from the `love-payload` job, and the AppImage is staged and
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published like every other release asset.
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`game.love` from the `love-payload` job, runs the same
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`verify_appimage.sh` checks on the shipped image, and the AppImage is
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staged and published like every other release asset.
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Unlike the Switch job, none of this needs secrets or self-hosted hardware, so
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it runs on fork PRs too.
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@@ -55,9 +55,10 @@ The short version, for an author deciding what to write:
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```
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`games` is an optional array of version ids (`"red"`, `"blue"`, `"yellow"`,
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`"gold"`), generations (`"gen1"`, `"gen2"`, case-insensitive) or `"all"`.
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`src/mods/ModTargets.lua` resolves the tokens off `GameVersion.ORDER` and
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`GameVersion.generation`, so nothing anywhere restates the game list.
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`"gold"`, `"silver"`), generations (`"gen1"`, `"gen2"`, case-insensitive) or
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`"all"`. `src/mods/ModTargets.lua` resolves the tokens off `GameVersion.ORDER`
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and `GameVersion.generation`, so nothing anywhere restates the game list.
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`"gen2"` now expands to both Gold and Silver.
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`Manifest.validate` stores the resolved, ORDER-sorted ids on `manifest.games`
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and **derives** `manifest.gen2compat` from them, which is the one field the
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loader's gate reads.
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+1
-1
@@ -81,7 +81,7 @@ Every mod contains a root `manifest.json` defining its metadata, supported games
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| `entry` | `string` | Entry Lua file path relative to mod root (usually `"main.lua"`). |
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| `profile` | `string` | Mod profile: `"content"`, `"overhaul"`, or `"total_conversion"`. |
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| `category` | `string` | Categorization chip (e.g. `"GAMEPLAY"`, `"CONTENT"`, `"UI"`, `"AUDIO"`). |
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| `games` | `array` | Supported game versions: `["gen1"]`, `["gen2"]`, `["red"]`, `["blue"]`, `["yellow"]`, `["gold"]`, or `["all"]`. |
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| `games` | `array` | Supported game versions: `["gen1"]`, `["gen2"]`, `["red"]`, `["blue"]`, `["yellow"]`, `["gold"]`, `["silver"]`, or `["all"]`. |
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| `game_version`| `string` | Semver range of required engine version (e.g. `">=0.0.0-dev <2.0.0"`). |
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| `priority` | `integer` | Load priority order (lower numbers load earlier; dependencies always precede dependents regardless of priority). |
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| `dependencies` | `array` | Hard required dependencies. A mod will not load if a required dependency is missing or disabled for the active game. |
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@@ -11,10 +11,12 @@ Features intentionally added beyond the original Pokémon Red, Blue, and Yellow
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* **Persistent custom options** stored separately from game saves
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* **Optional widescreen battle layout**
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* **Mobile touch controls** with editable layouts, vibration, and orientation settings
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* **Screen position setting** (center, upper, top) shared across all games, for clamp-on controllers that cover the lower screen
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* **Touch skins** in RetroArch overlay format and Delta `.deltaskin` (including PDF-wrapped bezel art), with per-button press states and Super Game Boy borders
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* **Pokédex diploma and printer image exports**
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## Gen 2 Specifics
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* **Pokémon Silver** as an importable, launcher-selectable version alongside Gold
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* **Mod manager** with Gen 1 mod adapters, per-game targeting, and `modkit gen2check`
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* **Followers** for mods, plus Gen 2-only registries and hooks
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@@ -176,7 +176,7 @@ something the filesystem encodes.
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| token | means |
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| --- | --- |
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| `"red"`, `"blue"`, `"yellow"`, `"gold"` | that one game (a version id from `GameVersion.ORDER`) |
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| `"red"`, `"blue"`, `"yellow"`, `"gold"`, `"silver"` | that one game (a version id from `GameVersion.ORDER`) |
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| `"gen1"`, `"gen2"` | every game of that generation (case-insensitive; `"gen 2"` also parses) |
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| `"all"` | every game this engine has |
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@@ -1,7 +1,8 @@
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# What This Port Requires
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The packaged desktop app requires one user-supplied input on first boot: a
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canonical 1 MiB US Pokemon Red, Blue, or Yellow ROM.
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canonical 1 MiB US Pokemon Red, Blue, or Yellow ROM, or a canonical 2 MiB US
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Pokemon Gold or Silver ROM.
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The importer verifies the SHA-1 for the game (see `src/core/GameVersion.lua`
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for specific hashes). Other revisions and Virtual Console releases are rejected
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@@ -15,7 +16,8 @@ Python and Pillow are not required by the packaged app.
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Assembly removes high-level names and some relationships that the Lua port
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needs. The version-specific files `tools/rom_manifest.json`,
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`tools/rom_manifest_blue.json`, and `tools/rom_manifest_yellow.json` therefore
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`tools/rom_manifest_blue.json`, `tools/rom_manifest_yellow.json`,
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`tools/rom_manifest_gold.json`, and `tools/rom_manifest_silver.json` therefore
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contain:
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- the ROM symbol addresses actually read by the extractor
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+11
-9
@@ -91,14 +91,14 @@ Do **not** launch from the Album applet path for normal play.
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This project ships **no** game data. On first launch:
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1. Put your own legally obtained Pokémon Red, Blue (`.gb`), Yellow, or
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Gold (`.gbc`) dump into `switch/gen1recomp/pokemon-love2d/imports/` (the
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launcher also shows the live save-dir path). All four can sit in the
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1. Put your own legally obtained Pokémon Red, Blue (`.gb`), Yellow, Gold, or
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Silver (`.gbc`) dump into `switch/gen1recomp/pokemon-love2d/imports/` (the
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launcher also shows the live save-dir path). All five can sit in the
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same folder.
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2. Use **Scan again** on that game's tab (Red / Blue / Yellow / Gold).
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Rescan matches by ROM SHA-1 for the open tab only. A Red dump never
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imports from the Yellow tab (and vice versa). Gold is Beta in the
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launcher; a clean US Gold dump is enough to Play.
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2. Use **Scan again** on that game's tab (Red / Blue / Yellow / Gold /
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Silver). Rescan matches by ROM SHA-1 for the open tab only. A Red dump
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never imports from the Yellow tab (and vice versa). Gold and Silver are
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Beta in the launcher; a clean US dump of either is enough to Play.
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## 5. Import / Export a raw `.sav`
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@@ -111,10 +111,12 @@ SD / FTP, same transfer methods as ROMs. Paths are **per game**:
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| Blue | `imports/saves/blue/` | `exports/blue/` |
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| Yellow | `imports/saves/yellow/` | `exports/yellow/` |
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| Gold | `imports/saves/gold/` | `exports/gold/` |
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| Silver | `imports/saves/silver/` | `exports/silver/` |
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(Under the save dir `pokemon-love2d/`. The zip already creates these folders.
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Gold cart `.sav` import/export is not supported yet -- the folders exist so
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MTP browsing matches the other games. Gold progress still saves in-engine.)
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Gold and Silver cart `.sav` import/export is not supported yet -- the folders
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exist so MTP browsing matches the other games. Gold and Silver progress still
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saves in-engine.)
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1. Copy a Gen 1 `.sav` (32 KB) into that game's inbox under the save dir
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([switch-transfer.md](switch-transfer.md)).
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@@ -22,8 +22,8 @@ Player install (what to download, title override) stays in
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| Loose iteration pair | `sdmc:/switch/gen1recomp/gen1recomp.nro` **and** `game.love` beside it |
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| ROM inbox | LÖVE save dir → `imports/` (launcher shows the live `getSaveDirectory()` path; under MTP often `1: SD Card/<save identity>/imports/`) |
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| Mod zip inbox | Same save dir → `imports/mods/` then MODS → **Scan again** |
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| Save `.sav` inbox | Same save dir → `imports/saves/red\|blue\|yellow\|gold/` then that game's SAVE FILES → **Import save** (Gold cart `.sav` not supported yet) |
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| Save exports | Same save dir → `exports/red\|blue\|yellow\|gold/` (pull after **Export save**; Gold cart `.sav` not supported yet) |
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| Save `.sav` inbox | Same save dir → `imports/saves/red\|blue\|yellow\|gold\|silver/` then that game's SAVE FILES → **Import save** (Gold / Silver cart `.sav` not supported yet) |
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| Save exports | Same save dir → `exports/red\|blue\|yellow\|gold\|silver/` (pull after **Export save**; Gold / Silver cart `.sav` not supported yet) |
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| Opt-in diagnostics | Empty `switch-debug.txt` in the save dir → `switch.log` |
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| Lua error log | `lua-error.log` in the save dir |
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@@ -54,7 +54,8 @@ macOS, not a Mac-only requirement.
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3. Create `switch/gen1recomp/` if needed; extract the release zip at SD root
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(or copy NRO / `game.love` for loose).
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4. For ROMs/mods/saves, open the save-dir `imports/`, `imports/mods/`,
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`imports/saves/<red|blue|yellow|gold>/`, or `exports/<red|blue|yellow|gold>/`
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`imports/saves/<red|blue|yellow|gold|silver>/`, or
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`exports/<red|blue|yellow|gold|silver>/`
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path the launcher prints.
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5. Wait for the queue; refresh; exit MTP responder; title-override launch.
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