mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-17 19:24:01 +02:00
initial commit
This commit is contained in:
@@ -0,0 +1,131 @@
|
||||
# Building a Blue Version of the port
|
||||
|
||||
pokered builds Red and Blue from one source tree: the Makefile
|
||||
assembles everything twice with `rgbasm -D _RED` or `-D _BLUE`, and
|
||||
every in-game difference sits in an `IF DEF(_RED)` / `IF DEF(_BLUE)`
|
||||
block. Our extraction pipeline resolves those conditionals the same
|
||||
way (`tools/extract/util.py` `ASM_DEFINES`), so most of a Blue build
|
||||
falls out of re-running the extractors. Only three things are
|
||||
hand-ported on the Lua side and need swapping by hand.
|
||||
|
||||
## What differs between Red and Blue
|
||||
|
||||
| Where (pokered) | What |
|
||||
| --- | --- |
|
||||
| `data/wild/maps/*.asm` (34 files) | Version-exclusive encounters (Red: Ekans, Oddish, Growlithe, Mankey, Scyther, Electabuzz, Blue: Sandshrew, Bellsprout, Vulpix, Meowth, Pinsir, Magmar) |
|
||||
| `data/pokemon/title_mons.asm` | The 16 title-screen Pokémon |
|
||||
| `engine/movie/title.asm` + `gfx/version.asm` | The "Red Version" / "Blue Version" ribbon |
|
||||
| `constants/player_constants.asm` | Preset names (Red: RED/ASH/JACK + BLUE/GARY/JOHN) |
|
||||
| `data/sgb/sgb_palettes.asm`, `sgb_border.asm` | Super Game Boy palettes and border |
|
||||
| `data/events/prizes.asm`, `prize_mon_levels.asm` | Game Corner prize mons, costs and levels |
|
||||
| `engine/movie/intro.asm`, `data/credits/credits_text.asm`, `engine/slots/slot_machine.asm`, `engine/battle/animations.asm`, `audio/sfx/save_3.asm` | Small gated tweaks (credits say "BLUE VERSION STAFF", etc.) |
|
||||
|
||||
## Step 1, flip the extraction define
|
||||
|
||||
`tools/extract/util.py`:
|
||||
|
||||
```python
|
||||
ASM_DEFINES = {"_RED"} # -> {"_BLUE"}
|
||||
```
|
||||
|
||||
Then regenerate everything (same as scripts/setup.sh does):
|
||||
|
||||
```sh
|
||||
cd tools
|
||||
../.venv/bin/python3 build_data.py \
|
||||
--pokered /Users/bryanbassett/Documents/development/pokered \
|
||||
--out ../data/generated --assets ../assets/generated
|
||||
```
|
||||
|
||||
This alone switches the wild encounters, preset names, SGB palettes
|
||||
and credits text. **Caveat:** `parse_preset_names` sanity-checks in
|
||||
`tools/extract/field.py:1193` expect "RED" in the player presets,
|
||||
relax that check for a Blue build (Blue's presets are BLUE/GARY/JOHN
|
||||
for the player and RED/ASH/JACK for the rival).
|
||||
|
||||
`tools/extract/palettes.py` uses its own raw reader with hardcoded
|
||||
`IF DEF(_BLUE)` skipping (around line 44), invert that too, or port
|
||||
it to `read_asm` so `ASM_DEFINES` covers it.
|
||||
|
||||
## Step 2, title screen (hand-ported)
|
||||
|
||||
`src/ui/TitleState.lua`:
|
||||
|
||||
1. **Ribbon art.** The extractor writes
|
||||
`assets/generated/title/red_version.png`; add `blue_version.png`
|
||||
to `gfx.extract_title` in `tools/extract/gfx.py` (source:
|
||||
`gfx/title/blue_version.png`, 64×8). In `TitleState:draw()`, the
|
||||
Red strip needs two quads (tiles 0–1 "Red", skip, tiles 5–9
|
||||
"Version", `title.asm` `VersionOnTitleScreenText`). Blue's strip
|
||||
prints its tiles contiguously (`db $61..$68`), so draw the whole
|
||||
64×8 image at px (56, 64) and verify with the title driver
|
||||
screenshot.
|
||||
|
||||
2. **Title mons.** Replace `CYCLE_SPECIES` with Blue's list from
|
||||
`data/pokemon/title_mons.asm`:
|
||||
|
||||
```lua
|
||||
local CYCLE_SPECIES = {
|
||||
"SQUIRTLE", "CHARMANDER", "BULBASAUR", "MANKEY", "HITMONLEE",
|
||||
"VULPIX", "CHANSEY", "AERODACTYL", "JOLTEON", "SNORLAX",
|
||||
"GLOOM", "POLIWAG", "DODUO", "PORYGON", "GENGAR", "RAICHU",
|
||||
}
|
||||
```
|
||||
|
||||
## Step 3, Game Corner prizes (hand-ported)
|
||||
|
||||
`data/scripts/story3.lua` (~line 209) carries the Red prize tables.
|
||||
Blue's values (`prizes.asm` + `prize_mon_levels.asm`):
|
||||
|
||||
| Prize | Cost | Level |
|
||||
| --- | --- | --- |
|
||||
| ABRA | 120 | 6 |
|
||||
| CLEFAIRY | 750 | 12 |
|
||||
| NIDORINO | 1200 | 17 |
|
||||
| PINSIR | 2500 | 20 |
|
||||
| DRATINI | 4600 | 24 |
|
||||
| PORYGON | 6500 | 18 |
|
||||
|
||||
(TM prizes are identical in both versions.)
|
||||
|
||||
## Step 4, verify
|
||||
|
||||
```sh
|
||||
luajit tests/run_tests.lua
|
||||
```
|
||||
|
||||
Plus two spot checks:
|
||||
|
||||
```sh
|
||||
# every grass table must have exactly 10 slots (a conditional-parsing
|
||||
# regression shows up as 19–20 slots)
|
||||
luajit -e 'local e=dofile("data/generated/encounters.lua")
|
||||
for m,d in pairs(e) do if type(d)=="table" and d.grass and #d.grass.slots>0
|
||||
and #d.grass.slots~=10 then print("BAD",m,#d.grass.slots) end end'
|
||||
|
||||
# a Blue exclusive should now appear (and Growlithe should not)
|
||||
grep -c VULPIX data/generated/encounters.lua
|
||||
grep -c GROWLITHE data/generated/encounters.lua
|
||||
```
|
||||
|
||||
Title screenshot: run the driver in
|
||||
`tests/drivers/` style (`SHOT_DIR=... POKEPORT_DRIVER=... love .`) and
|
||||
eyeball the ribbon, title mon, and copyright row.
|
||||
|
||||
## What you get for free / what to skip
|
||||
|
||||
- Free after re-extraction: encounters (incl. Super Rod groups), SGB
|
||||
palettes, preset names, credits text, the gated sfx/animation
|
||||
tweaks.
|
||||
- Trades, gift Pokémon, story scripts, gym data: identical in Western
|
||||
Red/Blue, nothing to touch.
|
||||
- Save files: a Red save loads fine, but dex AREA nests and new
|
||||
encounters will be Blue's. Trainer parties are identical.
|
||||
|
||||
## Making it a runtime toggle instead
|
||||
|
||||
If you want one build with both versions, extraction would need to
|
||||
emit both branches keyed by version (e.g. `slots` / `slotsBlue`) and
|
||||
the three hand-ported spots would read a `save.version` or
|
||||
`conf.lua` flag. That is a bigger change than the rebuild above,
|
||||
the flip-and-regenerate route needs no engine changes at all.
|
||||
Reference in New Issue
Block a user