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https://github.com/bryanthaboi/gen1recomp.git
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Add lifecycle hooks for tool mods
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+11
-1
@@ -169,6 +169,11 @@ function Game:returnToTitle()
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end
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function Game:step(dt)
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-- Tool mods (autoplay, accessibility drivers, input visualizers) act on
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-- the same fixed-step boundary as a physical controller. Run them before
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-- Input:step promotes queued edges so a button chosen here is visible to
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-- this logic tick, not one tick later. With no wrapper this is a no-op.
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ModRuntime.call("input.step", function() end, self, dt)
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self.input:step()
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-- serviced unconditionally: a link battle's ENet transport must not
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-- stall just because PartyMenu/ChoiceBox/NamingScreen is temporarily
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@@ -476,6 +481,11 @@ end
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-- Capture the live world state into the save table and persist it.
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-- Options are flushed to options.lua as part of SaveData.save.
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function Game:writeSave()
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-- Tool sessions can be deliberately ephemeral. Give them one narrow veto
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-- before captureSave mutates the snapshot or any progress bytes reach disk.
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if ModRuntime.call("save.write", function() return true end, self) == false then
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return false
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end
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if self.overworld and self.overworld.captureSave then
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self.overworld:captureSave(self.save)
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end
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@@ -486,7 +496,7 @@ function Game:writeSave()
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if ModRuntime.wants("save.writing") then
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ModRuntime.emit("save.writing", { save = self.save, meta = self.save.meta })
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end
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SaveData.save(self.save)
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return SaveData.save(self.save)
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end
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-- Persist options.lua only (Options menu / hotkeys 2-5). Keeps settings
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@@ -676,11 +676,15 @@ function Commands.record_hall_of_fame(ctx)
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if game.overworld then
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game.overworld.lastOutdoor = ctx.save.lastOutdoor
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end
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if game.writeSave then game:writeSave() end
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local saveAllowed = true
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if game.writeSave then saveAllowed = game:writeSave() ~= false end
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-- writeSave's captureSave re-stamps the live HALL_OF_FAME coords;
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-- re-apply home and persist so CONTINUE resumes in the bedroom.
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SaveData.applyPostGameHome(ctx.save, boot)
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SaveData.save(ctx.save)
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-- A tool session may veto Game:writeSave to keep its in-memory run
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-- isolated from the player's real save. The relocation write is part
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-- of that same save operation and must honor the same decision.
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if saveAllowed then SaveData.save(ctx.save) end
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end)
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end)
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runner:yield()
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@@ -7,6 +7,8 @@ local Font = require("src.render.Font")
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local Music = require("src.core.Music")
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local GameVersion = require("src.core.GameVersion")
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local Strings = require("src.core.Strings")
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local Runtime = require("src.mods.Runtime")
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local Logger = require("src.core.Logger")
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local TitleState = {}
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TitleState.__index = TitleState
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@@ -136,6 +138,8 @@ local function hasSave()
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return ok and info ~= nil
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end
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local function sameItems(_, items) return items end
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-- The CONTINUE info window (main_menu.asm DisplayContinueGameInfo):
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-- PLAYER / BADGES / POKéDEX / TIME over the title, shown after choosing
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-- CONTINUE. A confirms and loads the game, B returns to the main menu.
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@@ -211,6 +215,13 @@ function TitleState:openMenu()
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love.event.quit()
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end
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end })
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local hooked = Runtime.call("ui.title_menu.items", sameItems, game, items)
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if type(hooked) == "table" then
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items = hooked
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else
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Logger.error("ui.title_menu.items returned %s; keeping the vanilla items",
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type(hooked))
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end
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local th = #items * 2 + 2
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local menu = Menu.new(game, items, { tx = 0, ty = 0, tw = 13, th = th })
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-- full-width title LOGO zones would recolor this box; see sgbPalettes
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