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synced 2026-08-16 00:02:23 +02:00
merge main into dev
This commit is contained in:
+32
-15
@@ -188,6 +188,36 @@ local function namedPalette(data, name)
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return { name = key, colors = colors }
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end
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-- Custom trainer portraits can opt into the same Advanced OBJ palette source
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-- as their overworld walker. Vanilla trainers preserve the hardware-faithful
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-- MEWMON fallback used during the battle introduction.
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function BattleState.trainerPalette(data, trainer)
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local source = trainer and trainer.paletteSource
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if source then
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local PaletteFX = require("src.render.PaletteFX")
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local colors, group = PaletteFX.spriteObp({ paletteSource = source }, trainer.id)
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if colors then
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return { name = "trainer:" .. source .. ":" .. tostring(group), colors = colors }
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end
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end
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return namedPalette(data, "MEWMON")
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end
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-- Yellow only: ROCKET with wTrainerNo >= $2a is Jessie & James, who share
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-- the class and the name "ROCKET" but battle behind their own pic
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-- (home/trainers2.asm IsFightingJessieJames). picJessieJames exists only
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-- in a Yellow cache extracted after #439, so an older cache keeps the
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-- grunt pic until it is re-imported.
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function BattleState.trainerPicPath(data, trainer, oppClass, partyIndex)
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if oppClass == "OPP_ROCKET" and (partyIndex or 1) >= 42
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and trainer and trainer.picJessieJames then
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return trainer.picJessieJames
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end
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if trainer and trainer.pic then return trainer.pic end
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local base = trainer and trainer.basePic and data.trainers[trainer.basePic]
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return base and base.pic or nil
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end
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-- The battle-BGP fade variant of a pic (AnimationFlashScreen and the
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-- SetAnimationBGPalette effects remap the four BG shades; on the SGB
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-- the colorizer then colors the REMAPPED shade, so a faded pic shows
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@@ -547,19 +577,6 @@ local function applySpecialMoves(data, oppClass, partyIndex, party)
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end
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end
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-- Yellow only: ROCKET with wTrainerNo >= $2a is Jessie & James, who share
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-- the class and the name "ROCKET" but battle behind their own pic
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-- (home/trainers2.asm IsFightingJessieJames). picJessieJames exists only
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-- in a Yellow cache extracted after #439, so an older cache keeps the
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-- grunt pic until it is re-imported.
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function BattleState.trainerPicPath(trainer, oppClass, partyIndex)
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if oppClass == "OPP_ROCKET" and (partyIndex or 1) >= 42
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and trainer.picJessieJames then
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return trainer.picJessieJames
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end
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return trainer.pic
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end
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function BattleState.newTrainer(game, oppClass, partyIndex)
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local self = newBattle(game)
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self.kind = "trainer"
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@@ -622,8 +639,8 @@ function BattleState.newTrainer(game, oppClass, partyIndex)
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-- wEnemyMonSpecies2 before the intro's SET_PAL_BATTLE
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-- (engine/battle/core.asm:6682, engine/gfx/palettes.asm SetPal_Battle)
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self.trainerPic = getImage(
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BattleState.trainerPicPath(self.trainer, oppClass, partyIndex),
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namedPalette(game.data, "MEWMON"))
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BattleState.trainerPicPath(game.data, self.trainer, oppClass, partyIndex),
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BattleState.trainerPalette(game.data, self.trainer))
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self.introText = Strings("%s wants\nto fight!", self.trainer.name)
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return self
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end
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@@ -38,6 +38,22 @@ local CONSTANT_DEFAULTS = {
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},
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}
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-- data/events/trades.asm in Pokemon Yellow has its own TradeMons table.
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-- Old Yellow imports were built from the Red manifest, so correct that
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-- table after loading as well as in the fixed import manifest below.
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local YELLOW_TRADES = {
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{ give = "LICKITUNG", get = "DUGTRIO", dialogset = 1, nickname = "GURIO" },
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{ give = "CLEFAIRY", get = "MR_MIME", dialogset = 1, nickname = "MILES" },
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{ give = "BUTTERFREE", get = "BEEDRILL", dialogset = 3, nickname = "STINGER" },
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{ give = "KANGASKHAN", get = "MUK", dialogset = 1, nickname = "STICKY" },
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{ give = "MEW", get = "MEW", dialogset = 3, nickname = "BART" },
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{ give = "TANGELA", get = "PARASECT", dialogset = 1, nickname = "SPIKE" },
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{ give = "PIDGEOT", get = "PIDGEOT", dialogset = 2, nickname = "MARTY" },
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{ give = "GOLDUCK", get = "RHYDON", dialogset = 2, nickname = "BUFFY" },
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{ give = "GROWLITHE", get = "DEWGONG", dialogset = 3, nickname = "CEZANNE" },
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{ give = "CUBONE", get = "MACHOKE", dialogset = 3, nickname = "RICKY" },
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}
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-- field.boot is the total-conversion override point for the new game; the
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-- values match what SaveData.newGame and the Oak speech used to inline.
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local BOOT_DEFAULTS = {
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@@ -58,6 +74,12 @@ local function copy(value)
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return out
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end
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function Data:applyVersionedFieldData()
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if require("src.core.GameVersion").isYellow() then
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self.field.trades = copy(YELLOW_TRADES)
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end
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end
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-- Fills only what the cache is missing, so an importer that learns to
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-- stamp one of these keys silently takes over from the engine.
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function Data:seedDefaults()
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@@ -77,6 +99,7 @@ function Data:seedDefaults()
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if constants.dexDigits == nil then
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constants.dexDigits = math.max(3, #tostring(constants.dexSize))
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end
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self:applyVersionedFieldData()
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local boot = self.field.boot
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if boot == nil then
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boot = {}
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@@ -491,6 +491,25 @@ function Game:gamepadaxis(joystick, axis, value)
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Input:gamepadaxis(joystick, axis, value)
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end
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function Game:joystickpressed(joystick, button)
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TouchControls:noteGamepad()
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Input:joystickpressed(joystick, button)
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end
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function Game:joystickreleased(joystick, button)
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Input:joystickreleased(joystick, button)
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end
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function Game:joystickaxis(joystick, axis, value)
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if math.abs(value) > 0.5 then TouchControls:noteGamepad() end
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Input:joystickaxis(joystick, axis, value)
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end
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function Game:joystickhat(joystick, hat, direction)
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if direction ~= "c" then TouchControls:noteGamepad() end
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Input:joystickhat(joystick, hat, direction)
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end
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-- Window focus/visibility flips: a release due while unfocused/hidden can
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-- be swallowed by the OS. Reset on both edges -- gaining focus with a
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-- physically held key won't re-fire keypressed, so trusting leftover
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@@ -39,6 +39,20 @@ local DEFAULT_GAMEPAD_BINDINGS = {
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local STICK_ON = 0.5
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local STICK_OFF = 0.3
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-- Generic SDL joysticks expose the left stick as the first two numbered
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-- axes and the D-pad as a hat. This is common on Linux handhelds whose
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-- controller has no game-controller database entry.
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local RAW_BUTTON_BINDINGS = {
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[1] = "a", [2] = "b",
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[7] = "select", [8] = "start", [9] = "select", [10] = "start",
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}
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local HAT_DIRECTIONS = {
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u = { "up" }, d = { "down" }, l = { "left" }, r = { "right" },
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lu = { "left", "up" }, ru = { "right", "up" },
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ld = { "left", "down" }, rd = { "right", "down" },
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}
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function Input:init()
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self:applyBindings(nil)
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self:reset()
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@@ -79,6 +93,7 @@ function Input:reset()
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self.sources = {}
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self.stickAxis = { x = 0, y = 0 }
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self.stickDir = nil
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self.hatDirs = {}
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end
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-- Multiple physical sources (W + Up, d-pad + stick, etc.) can claim the
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@@ -179,6 +194,16 @@ function Input:gamepadreleased(joystick, button)
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end
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end
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function Input:joystickpressed(joystick, button)
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local btn = RAW_BUTTON_BINDINGS[button]
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if btn then press(self, btn, "joy:" .. button) end
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end
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function Input:joystickreleased(joystick, button)
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local btn = RAW_BUTTON_BINDINGS[button]
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if btn then release(self, btn, "joy:" .. button) end
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end
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-- left stick treated as a continuous held direction, same 4-way rule as
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-- the touch swipe d-pad: whichever axis has the larger magnitude wins.
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function Input:gamepadaxis(joystick, axis, value)
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@@ -214,6 +239,26 @@ function Input:gamepadaxis(joystick, axis, value)
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end
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end
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function Input:joystickaxis(joystick, axis, value)
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if axis == 1 then
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self:gamepadaxis(joystick, "leftx", value)
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elseif axis == 2 then
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self:gamepadaxis(joystick, "lefty", value)
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end
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end
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function Input:joystickhat(joystick, hat, direction)
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local source = "hat:" .. hat
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for _, btn in ipairs(self.hatDirs[hat] or {}) do
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release(self, btn, source)
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end
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local dirs = HAT_DIRECTIONS[direction] or {}
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for _, btn in ipairs(dirs) do
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press(self, btn, source)
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end
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self.hatDirs[hat] = dirs
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end
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function Input:isDown(btn)
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return self.state[btn] or false
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end
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@@ -604,6 +604,7 @@ function RomImporter.new(onComplete, opts)
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_padCursorActive = false,
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_padAxis = { leftx = 0, lefty = 0, righty = 0 },
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_padDir = {},
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_rawHatDirs = {},
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_padInited = false,
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}, RomImporter)
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@@ -1336,6 +1337,36 @@ function RomImporter:gamepadaxis(_, axis, value)
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end
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end
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function RomImporter:joystickpressed(joystick, button)
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if button == 1 then self:gamepadpressed(joystick, "a") end
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end
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function RomImporter:joystickreleased(joystick, button)
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if button == 1 then self:gamepadreleased(joystick, "a") end
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end
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function RomImporter:joystickaxis(joystick, axis, value)
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if axis == 1 then
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self:gamepadaxis(joystick, "leftx", value)
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elseif axis == 2 then
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self:gamepadaxis(joystick, "lefty", value)
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end
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end
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function RomImporter:joystickhat(_, hat, direction)
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for _, dir in ipairs(self._rawHatDirs[hat] or {}) do
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self._padDir[dir] = nil
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end
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local dirs = ({
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u = { "dpup" }, d = { "dpdown" }, l = { "dpleft" }, r = { "dpright" },
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lu = { "dpleft", "dpup" }, ru = { "dpright", "dpup" },
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ld = { "dpleft", "dpdown" }, rd = { "dpright", "dpdown" },
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})[direction] or {}
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for _, dir in ipairs(dirs) do self._padDir[dir] = true end
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self._rawHatDirs[hat] = dirs
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if #dirs > 0 then self:_activatePadCursor() end
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end
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-- Player pressed Play on a game whose ROM is imported: hand off to boot.
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function RomImporter:play(version)
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if self.workState == "working" then return end
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@@ -562,6 +562,11 @@ R.trainers = {
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index = f.opt(f.int(0, 255)),
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-- unused vanilla classes ship without a pic, so it cannot be required
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pic = f.opt(f.path),
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-- Optional Advanced-mode OBJ palette source for a custom trainer portrait.
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-- It follows the same ROM crosswalk form as sprites.paletteSource.
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paletteSource = f.opt(f.str),
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-- Reuse a base trainer class's portrait without redistributing its asset.
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basePic = f.opt(f.id("trainers")),
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baseMoney = f.opt(f.int(0)),
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parties = f.list(f.list(f.rec{ level = f.int(1),
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species = f.id("pokemon") })),
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@@ -581,6 +586,10 @@ R.sprites = {
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frames = f.int(1),
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walker = f.opt(f.bool),
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trueColor = f.opt(f.bool),
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-- Mod art can opt into an existing ROM sprite's Advanced-mode OBJ
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-- palette assignment without claiming that the image itself came from
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-- the ROM (which is what `source` documents on imported records).
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paletteSource = f.opt(f.str),
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},
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example = 'mod.content.sprites:register("SPRITE_HERO", { image = "...", frames = 6 })',
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}
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@@ -583,7 +583,7 @@ end
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function PaletteFX.spriteObp(spriteDef, seed)
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local pack = PaletteFX.gbcPack()
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local w = pack and pack.world
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local src = spriteDef and spriteDef.source
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local src = spriteDef and (spriteDef.paletteSource or spriteDef.source)
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if not (w and src) then return nil end
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local idx = tonumber(src:match("%[(%d+)%]"))
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-- RedBikeSprite loads outside SpriteSheetPointerTable
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+3
-1
@@ -50,7 +50,9 @@ local CALLBACK_NAMES = {
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"keypressed", "keyreleased", "textinput",
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"mousepressed", "mousereleased", "mousemoved", "wheelmoved",
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"touchpressed", "touchmoved", "touchreleased",
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"gamepadpressed", "gamepadreleased", "gamepadaxis", "joystickremoved",
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"gamepadpressed", "gamepadreleased", "gamepadaxis",
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"joystickpressed", "joystickreleased", "joystickaxis", "joystickhat",
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"joystickremoved",
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"focus", "visible", "resize", "filedropped", "directorydropped",
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"errorhandler", "threaderror", "lowmemory",
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}
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