Merge branch 'dev' into feat/switch-nx

Bring feat/switch-nx up to date with origin/dev (72 commits). Resolve
Input/RomImporter conflicts by keeping GamepadMap (NX face remap + dual-path
gate) while adopting upstream joyBindings rebinds (#632) and Enable-all mods
(#647). Gate shoulder GAME SPEED hotkeys when Select is held so Select+L
display chords still work.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Andrew Quenehen
2026-08-02 21:36:56 -03:00
154 changed files with 11958 additions and 742 deletions
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@@ -0,0 +1,6 @@
version: 2
updates:
- package-ecosystem: github-actions
directory: /
schedule:
interval: weekly
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+83 -6
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@@ -10,8 +10,6 @@ name: ci
# The T3 content tier asserts Pokemon Red facts; scripts/test.sh detects
# data/generated/ is absent and skips it rather than failing.
#
# Runs alongside release.yml, which is untouched by this file.
on:
push:
# Integration branch + release branch. PRs already run via pull_request
@@ -24,12 +22,91 @@ concurrency:
group: ci-${{ github.ref }}
cancel-in-progress: true
permissions:
contents: read
jobs:
ios-changes:
name: detect iOS changes
runs-on: ubuntu-latest
outputs:
changed: ${{ steps.paths.outputs.changed }}
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- id: paths
env:
BASE_SHA: ${{ github.event.pull_request.base.sha || github.event.before }}
HEAD_SHA: ${{ github.sha }}
run: |
if [ -z "$BASE_SHA" ] || [ "$BASE_SHA" = "0000000000000000000000000000000000000000" ]; then
echo "changed=true" >> "$GITHUB_OUTPUT"
exit 0
fi
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(mobile/ios/|scripts/build_ios\.sh$|\.github/workflows/(ci|release)\.yml$)'; then
echo "changed=true" >> "$GITHUB_OUTPUT"
else
echo "changed=false" >> "$GITHUB_OUTPUT"
fi
ios-build:
name: iOS build
needs: ios-changes
if: needs.ios-changes.outputs.changed == 'true'
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
outputs:
ipa_url: ${{ steps.upload-ipa.outputs.artifact-url }}
steps:
- uses: actions/checkout@v7
- name: import signing certificate
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
keychain_path="$RUNNER_TEMP/gen1recomp-ci-signing.keychain-db"
ci_dir="${POKEMON_CI_DIR:-$HOME/.config/pokemon-ci}"
p12="$ci_dir/signing.p12"
passfile="$ci_dir/signing.pass"
[ -f "$p12" ] && [ -f "$passfile" ] || exit 1
p12pw="$(cat "$passfile")"
kcpw="$(openssl rand -base64 24)"
echo "::add-mask::$kcpw"
security delete-keychain "$keychain_path" 2>/dev/null || true
security create-keychain -p "$kcpw" "$keychain_path"
security set-keychain-settings "$keychain_path"
security unlock-keychain -p "$kcpw" "$keychain_path"
security import "$p12" -P "$p12pw" -k "$keychain_path" -T /usr/bin/codesign -T /usr/bin/security
security set-key-partition-list -S apple-tool:,apple:,codesign: -s -k "$kcpw" "$keychain_path" >/dev/null
existing="$(security list-keychains -d user | sed -e 's/^[[:space:]]*//' -e 's/"//g')"
security list-keychains -d user -s "$keychain_path" $existing
- name: install xcbeautify
run: brew list xcbeautify >/dev/null 2>&1 || brew install xcbeautify
- name: build iOS release
env:
CANONICAL_REPOSITORY: ${{ github.repository == 'bryanthaboi/gen1recomp' }}
run: |
if [ "$CANONICAL_REPOSITORY" = true ]; then
scripts/build_ios.sh --fetch --device --release
else
scripts/build_ios.sh --fetch --release
fi
- name: upload iOS release artifact
id: upload-ipa
if: github.repository == 'bryanthaboi/gen1recomp'
uses: actions/upload-artifact@v7
with:
name: gen1recomp-ios-ipa
path: dist/ios/gen1recomp.ipa
if-no-files-found: error
retention-days: 7
- name: clean up signing keychain
if: ${{ always() && github.repository == 'bryanthaboi/gen1recomp' }}
run: security delete-keychain "$RUNNER_TEMP/gen1recomp-ci-signing.keychain-db" 2>/dev/null || true
headless:
name: headless suites (no ROM)
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
# LuaJIT, not lua5.4: LOVE 11.x embeds LuaJIT 2.1 and the engine is
# written to Lua 5.1 semantics, so CI must run the interpreter the
@@ -47,7 +124,7 @@ jobs:
name: fixture dataset integrity
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
- run: sudo apt-get update && sudo apt-get install -y luajit
- run: python3 -m pip install --upgrade pillow
@@ -89,7 +166,7 @@ jobs:
name: screenshot differ (capture not yet wired)
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
- run: python3 -m pip install --upgrade pillow
# 21-testing-and-ci §"Testing & acceptance criteria": compare_shots
@@ -137,7 +214,7 @@ jobs:
name: mod lint (no ROM-derived content)
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v7
# the MK305 dump check key-diffs shipped tables through luajit, and
# modkit treats a missing interpreter as a fatal MK100 -- without
@@ -0,0 +1,61 @@
name: iOS artifact comment
on:
workflow_run:
workflows: [ci]
types: [completed]
permissions:
contents: read
issues: write
pull-requests: write
jobs:
comment:
if: github.event.workflow_run.event == 'pull_request' && github.event.workflow_run.conclusion == 'success'
runs-on: ubuntu-latest
steps:
- id: artifact
env:
GH_TOKEN: ${{ github.token }}
RUN_ID: ${{ github.event.workflow_run.id }}
HEAD_BRANCH: ${{ github.event.workflow_run.head_branch }}
HEAD_REPOSITORY: ${{ github.event.workflow_run.head_repository.full_name }}
run: |
artifact_id="$(gh api "repos/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts" --jq '.artifacts[] | select(.name == "gen1recomp-ios-ipa") | .id')"
[ -n "$artifact_id" ] || exit 0
head_owner="${HEAD_REPOSITORY%%/*}"
pr_number="$(gh api "repos/$GITHUB_REPOSITORY/pulls?state=open&head=$head_owner:$HEAD_BRANCH" --jq '.[0].number // empty')"
[ -n "$pr_number" ] || exit 0
echo "artifact_url=https://github.com/$GITHUB_REPOSITORY/actions/runs/$RUN_ID/artifacts/$artifact_id" >> "$GITHUB_OUTPUT"
echo "pr_number=$pr_number" >> "$GITHUB_OUTPUT"
- name: Delete existing comment
if: steps.artifact.outputs.pr_number != ''
uses: izhangzhihao/delete-comment@master
with:
github_token: ${{ github.token }}
delete_user_name: github-actions[bot]
issue_number: ${{ steps.artifact.outputs.pr_number }}
- name: Get build info
id: build-info
env:
HEAD_SHA: ${{ github.event.workflow_run.head_sha }}
run: |
commit_hash="$(printf '%s' "$HEAD_SHA" | cut -c1-7)"
build_time="$(date "+%Y-%m-%d %H:%M:%S")"
echo "hash=$commit_hash" >> "$GITHUB_OUTPUT"
echo "time=$build_time" >> "$GITHUB_OUTPUT"
- name: comment iOS artifact
if: steps.artifact.outputs.pr_number != ''
uses: thollander/actions-comment-pull-request@v3
with:
message: |
[gen1recomp.ipa](${{ steps.artifact.outputs.artifact_url }})
**Commit**: [#${{ steps.build-info.outputs.hash }}](https://github.com/${{ github.event.workflow_run.head_repository.full_name }}/commit/${{ github.event.workflow_run.head_sha }})
**Build Time**: `${{ steps.build-info.outputs.time }}`
<sub>This comment was automatically generated. [View workflow run](https://github.com/${{ github.repository }}/actions/runs/${{ github.event.workflow_run.id }})</sub>
pr-number: ${{ steps.artifact.outputs.pr_number }}
comment-tag: ios-build-result
github-token: ${{ github.token }}
+82 -8
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@@ -25,6 +25,7 @@ on:
paths-ignore:
- '.github/**'
- '**.md'
- 'mobile/ios/app-repo.json'
workflow_dispatch:
inputs:
version:
@@ -43,7 +44,7 @@ concurrency:
jobs:
release:
runs-on: [self-hosted, macOS]
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
steps:
# The self-hosted runner lives under the machine owner's home
@@ -53,7 +54,7 @@ jobs:
run: echo "::add-mask::$HOME"
- name: Checkout
uses: actions/checkout@v4
uses: actions/checkout@v7
with:
fetch-depth: 0
fetch-tags: true
@@ -128,6 +129,7 @@ jobs:
echo "tag=$tag" >> "$GITHUB_OUTPUT"
- name: Import signing certificate into a temporary keychain
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
set -euo pipefail
KEYCHAIN_PATH="$RUNNER_TEMP/pokemon-signing.keychain-db"
@@ -183,13 +185,17 @@ jobs:
brew list xcbeautify >/dev/null 2>&1 || brew install xcbeautify
- name: Build iOS
env:
CANONICAL_REPOSITORY: ${{ github.repository == 'bryanthaboi/gen1recomp' }}
run: |
set -euo pipefail
# Device Release IPA; signs with the Apple Development identity on
# the runner (auto team detection). Users on other Apple IDs still
# re-sign or build via docs/ios-install.md.
scripts/build_ios.sh --fetch --device --release \
--version "${{ steps.ver.outputs.version }}"
if [ "$CANONICAL_REPOSITORY" = true ]; then
scripts/build_ios.sh --fetch --device --release \
--version "${{ steps.ver.outputs.version }}"
else
scripts/build_ios.sh --fetch --release \
--version "${{ steps.ver.outputs.version }}"
fi
- name: Build Switch
run: |
@@ -207,6 +213,7 @@ jobs:
./build-rg34xxsp.sh --version "${{ steps.ver.outputs.version }}"
- name: Notarize & staple macOS app
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
set -euo pipefail
ci_dir="${POKEMON_CI_DIR:-$HOME/.config/pokemon-ci}"
@@ -241,6 +248,7 @@ jobs:
echo "Notarized + stapled ✓"
- name: Stage release assets
if: github.repository == 'bryanthaboi/gen1recomp'
id: assets
run: |
set -euo pipefail
@@ -288,6 +296,7 @@ jobs:
cat "$outdir/sha256sums.txt"
- name: Publish GitHub Release
if: github.repository == 'bryanthaboi/gen1recomp'
env:
GH_TOKEN: ${{ github.token }}
run: |
@@ -400,7 +409,72 @@ jobs:
echo "Published release $tag"
- name: Update iOS app repository
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
set -euo pipefail
v="${{ steps.ver.outputs.version }}"
ipa="dist/release/gen1recomp-${v}-ios.ipa"
app_repo="mobile/ios/app-repo.json"
[ -f "$ipa" ] || { echo "::error::$ipa not found"; exit 1; }
[ -f "$app_repo" ] || { echo "::error::$app_repo not found"; exit 1; }
date="$(date -u +"%Y-%m-%d")"
size="$(wc -c < "$ipa" | tr -d '[:space:]')"
download_url="https://github.com/${GITHUB_REPOSITORY}/releases/download/v${v}/gen1recomp-${v}-ios.ipa"
localized_description="Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke"
release_notes="$(GH_TOKEN="${{ github.token }}" gh release view "v${v}" --json body --jq '.body // ""' 2>/dev/null || true)"
if [ -n "$release_notes" ]; then
localized_description="$release_notes"
fi
entry="$(jq -n \
--arg version "$v" \
--arg date "$date" \
--arg download_url "$download_url" \
--arg localized_description "$localized_description" \
--argjson size "$size" \
'{version: $version, date: $date, size: $size, downloadURL: $download_url, localizedDescription: $localized_description}')"
if jq -e --arg version "$v" \
'any(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions[]?; .version == $version)' \
"$app_repo" >/dev/null; then
jq --arg version "$v" --argjson entry "$entry" \
'(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions) |= map(if .version == $version then $entry else . end)' \
"$app_repo" > "$app_repo.tmp"
else
jq --argjson entry "$entry" \
'(.apps[] | select(.bundleIdentifier == "com.theboisclub.gen1recomp").versions) |= [$entry] + .' \
"$app_repo" > "$app_repo.tmp"
fi
mv "$app_repo.tmp" "$app_repo"
# main is PR-only for everyone except deploy keys (the "main protection"
# ruleset's bypass actor), so this push must authenticate with the
# RELEASE_DEPLOY_KEY deploy key over SSH; the workflow's GITHUB_TOKEN
# would be rejected by the branch protection.
- name: Commit iOS app repository
if: github.repository == 'bryanthaboi/gen1recomp'
env:
DEPLOY_KEY: ${{ secrets.RELEASE_DEPLOY_KEY }}
run: |
set -euo pipefail
git add mobile/ios/app-repo.json
if git diff --cached --quiet; then
echo "app-repo.json unchanged; nothing to push"
exit 0
fi
key="$RUNNER_TEMP/release-deploy-key"
printf '%s\n' "$DEPLOY_KEY" > "$key"
chmod 600 "$key"
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
git commit -m "chore(ios): update app-repo.json [skip ci]"
git -c core.sshCommand="ssh -i $key -o IdentitiesOnly=yes -o StrictHostKeyChecking=accept-new" \
push "git@github.com:${GITHUB_REPOSITORY}.git" "HEAD:${GITHUB_REF_NAME}"
rm -f "$key"
- name: Clean up signing keychain
if: always()
if: ${{ always() && github.repository == 'bryanthaboi/gen1recomp' }}
run: |
security delete-keychain "$RUNNER_TEMP/pokemon-signing.keychain-db" 2>/dev/null || true
rm -f "$RUNNER_TEMP/release-deploy-key"
+10
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@@ -118,6 +118,7 @@ not a hard error, so the list can grow without breaking old mods.
| `QUEST` | New story, NPCs, dialogue, cutscenes | content |
| `MECHANIC` | New or changed battle/field mechanics via hooks/effects | overhaul |
| `GRAPHICS` | Sprite / tileset / palette / font changes | content |
| `LANGUAGE` | A translation: `text`, `strings` and the glyphs it needs | content |
| `AUDIO` | Music, sfx, cries | content |
| `UI` | New or modified screens, menus, overlays | content / overhaul |
| `TOOL` | Dev/QoL utilities, overlays, inter-mod libraries | content |
@@ -128,6 +129,15 @@ not a hard error, so the list can grow without breaking old mods.
keeps validating with the value it has shipped since before the taxonomy
existed.
A translation may also set `"language": true` in the manifest. That is the
one claim online play acts on: an install running nothing but verified
translations may take an ONLINE MATCH or a TOURNAMENT instead of being
asked to restart vanilla. The claim is checked, not taken -- the mod
qualifies only if every record it writes lands in `text`, `strings` or
`font`, it wraps no hook, subscribes to no event and requests no
permission. Anything else and it is an ordinary content mod that happens to
ship text.
### 4. `mod.card`
The manifest is the *engine's* contract: identity, load order, dependencies,
+29 -2
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@@ -4,6 +4,9 @@ A native LÖVE2D recreation of Poke Red, Blue and Yellow. The engine and map
behavior are hand-written Lua; game data and graphics are decoded from a ROM
supplied by the player.
> [!CAUTION]
> **We are NOT affiliated with the website `gen1recomp[.]com`** That website is not run by this project, was not authorized by us, and we have no idea who operates it. It is impersonating this project; do not download anything from it, and treat anything it hosts or claims as untrustworthy. Even if the site currently links back to this repository, the people behind it can change its content at any time, so nothing on it should ever be trusted. This GitHub repository and the Discord linked below are the only official sources for this project.
<p align="center"><img src="https://raw.githubusercontent.com/bryanthaboi/gen1recomp/refs/heads/dev/assets/logo/logo.png"></p>
**SUPPORT / ANNOUNCEMENTS / MODS:** [Discord](https://bois.icu)
@@ -75,6 +78,19 @@ The packaged app contains neither a ROM nor pre-extracted game data. Music,
sound effects, and cries are synthesized while the game runs from compact
audio channel programs copied out of the verified ROM.
### A note on Windows Defender warnings
Windows Defender sometimes flags the Windows build with a generic
machine-learning detection such as `Trojan:Win32/Wacatac!ml` (#621). This is
a known false positive: the exe is the official LÖVE runtime with the game
archive appended (the standard way LÖVE games ship), and Defender's
heuristics distrust unsigned executables with appended data. Every release
publishes SHA-256 checksums (`sha256sums.txt`) so you can verify your
download, and you can confirm a flagged file yourself on
[VirusTotal](https://www.virustotal.com), where these builds come back clean
on every engine except Defender's heuristic. False positives are reported to
Microsoft as they come up.
## Controls
@@ -96,6 +112,7 @@ supported out of the box.
| Key | What it does |
| --------- | ---------------------------------------------------- |
| `-` / `=` | Zoom out / in (overworld; also mouse wheel) |
| `1` | Cycle GAME SPEED up (controller: R2 faster, L2 slower) |
| `2` | Cycle COLORS |
| `3` | Cycle TILT (free-roam overworld) |
| `4` | Cycle ZOOM through every level (free-roam overworld) |
@@ -105,8 +122,8 @@ supported out of the box.
| `F10` | Open / close the mod manager |
COLORS, TILT, ZOOM, GBC FX, and VOID FILL are also in the Options menu
and persist in `options.lua`.
COLORS, TILT, ZOOM, GBC FX, GAME SPEED, and VOID FILL are also in the
Options menu and persist in `options.lua`.
### Low-end devices
@@ -195,6 +212,16 @@ Every release ships `gen1recomp-*-ios.ipa`. Sideload it with AltStore
build and install from source on a Mac instead, see
[docs/ios-install.md](docs/ios-install.md).
<div>
<a href="https://intradeus.github.io/http-protocol-redirector?r=sidestore://source?url=https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/sidestore-badge.png" alt="Add to SideStore" height="60"></a>
&nbsp;
<a href="https://intradeus.github.io/http-protocol-redirector?r=feather://source/https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/feather-badge.png" alt="Add to Feather" height="60"></a>
&nbsp;
<a href="https://intradeus.github.io/http-protocol-redirector?r=altstore://source?url=https://github.com/bryanthaboi/gen1recomp/raw/refs/heads/main/mobile/ios/app-repo.json"><img src="./.github/resources/altstore-badge.png" alt="Add to AltStore" height="60"></a>
&nbsp;
<a href="https://github.com/bryanthaboi/gen1recomp/releases/latest"><img src="./.github/resources/github-badge.png" alt="Download from GitHub" height="60"></a>
</div>
## Handhelds
A PortMaster-style port for the **Anbernic RG34XXSP** on Stock OS 64-bit MOD
+165 -151
View File
@@ -1683,158 +1683,172 @@ return {
{ 0, 0, 0 },
},
},
-- Species -> palette NAME, taken from pokered-gbc data/pokemon/palettes.asm
-- ELSE branch -- the one that is NOT gated on GEN_2_GRAPHICS.
--
-- That file has two tables. The IF GEN_2_GRAPHICS branch assigns a
-- PER-SPECIES palette (PAL_BULBASAUR, PAL_SQUIRTLE, ...) authored for Gen 2
-- sprite art; the ELSE branch keeps Gen 1's own assignments (GREENMON,
-- CYANMON, ...). This port extracts Gen 1 pics from the ROM, so the Gen 1
-- branch is the matching one. The per-species table was imported here by
-- mistake, which pointed every mon at colours shaded for different art:
-- Bulbasaur wore PAL_BULBASAUR's red-orange over a sprite that has no red
-- on it, and Squirtle wore PAL_SQUIRTLE's shell brown on his head.
--
-- The palette VALUES below are still pokered-gbc's, so ADVANCED keeps its
-- richer colours -- only which palette each species points at changed.
pokemon = {
ABRA = "ABRA",
AERODACTYL = "AERODACTYL",
ALAKAZAM = "ALAKAZAM",
ARBOK = "ARBOK",
ARCANINE = "ARCANINE",
ARTICUNO = "ARTICUNO",
BEEDRILL = "BEEDRILL",
BELLSPROUT = "BELLSPROUT",
BLASTOISE = "BLASTOISE",
BULBASAUR = "BULBASAUR",
BUTTERFREE = "BUTTERFREE",
CATERPIE = "CATERPIE",
CHANSEY = "CHANSEY",
CHARIZARD = "CHARIZARD",
CHARMANDER = "CHARMANDER",
CHARMELEON = "CHARMELEON",
CLEFABLE = "CLEFABLE",
CLEFAIRY = "CLEFAIRY",
CLOYSTER = "CLOYSTER",
CUBONE = "CUBONE",
DEWGONG = "DEWGONG",
DIGLETT = "DIGLETT",
DITTO = "DITTO",
DODRIO = "DODRIO",
DODUO = "DODUO",
DRAGONAIR = "DRAGONAIR",
DRAGONITE = "DRAGONITE",
DRATINI = "DRATINI",
DROWZEE = "DROWZEE",
DUGTRIO = "DUGTRIO",
EEVEE = "EEVEE",
EKANS = "EKANS",
ELECTABUZZ = "ELECTABUZZ",
ELECTRODE = "ELECTRODE",
EXEGGCUTE = "EXEGGCUTE",
EXEGGUTOR = "EXEGGUTOR",
FARFETCHD = "FARFETCH_D",
FEAROW = "FEAROW",
FLAREON = "FLAREON",
GASTLY = "GASTLY",
GENGAR = "GENGAR",
GEODUDE = "GEODUDE",
GLOOM = "GLOOM",
GOLBAT = "GOLBAT",
GOLDEEN = "GOLDEEN",
GOLDUCK = "GOLDUCK",
GOLEM = "GOLEM",
GRAVELER = "GRAVELER",
GRIMER = "GRIMER",
GROWLITHE = "GROWLITHE",
GYARADOS = "GYARADOS",
HAUNTER = "HAUNTER",
HITMONCHAN = "HITMONCHAN",
HITMONLEE = "HITMONLEE",
HORSEA = "HORSEA",
HYPNO = "HYPNO",
IVYSAUR = "IVYSAUR",
JIGGLYPUFF = "JIGGLYPUFF",
JOLTEON = "JOLTEON",
JYNX = "JYNX",
KABUTO = "KABUTO",
KABUTOPS = "KABUTOPS",
KADABRA = "KADABRA",
KAKUNA = "KAKUNA",
KANGASKHAN = "KANGASKHAN",
KINGLER = "KINGLER",
KOFFING = "KOFFING",
KRABBY = "KRABBY",
LAPRAS = "LAPRAS",
LICKITUNG = "LICKITUNG",
MACHAMP = "MACHAMP",
MACHOKE = "MACHOKE",
MACHOP = "MACHOP",
MAGIKARP = "MAGIKARP",
MAGMAR = "MAGMAR",
MAGNEMITE = "MAGNEMITE",
MAGNETON = "MAGNETON",
MANKEY = "MANKEY",
MAROWAK = "MAROWAK",
MEOWTH = "MEOWTH",
METAPOD = "METAPOD",
MEW = "MEW",
MEWTWO = "MEWTWO",
MOLTRES = "MOLTRES",
MR_MIME = "MR_MIME",
MUK = "MUK",
NIDOKING = "NIDOKING",
NIDOQUEEN = "NIDOQUEEN",
NIDORAN_F = "NIDORAN_F",
NIDORAN_M = "NIDORAN_M",
NIDORINA = "NIDORINA",
NIDORINO = "NIDORINO",
NINETALES = "NINETALES",
ODDISH = "ODDISH",
OMANYTE = "OMANYTE",
OMASTAR = "OMASTAR",
ONIX = "ONIX",
PARAS = "PARAS",
PARASECT = "PARASECT",
PERSIAN = "PERSIAN",
PIDGEOT = "PIDGEOT",
PIDGEOTTO = "PIDGEOTTO",
PIDGEY = "PIDGEY",
PIKACHU = "PIKACHU",
PINSIR = "PINSIR",
POLIWAG = "POLIWAG",
POLIWHIRL = "POLIWHIRL",
POLIWRATH = "POLIWRATH",
PONYTA = "PONYTA",
PORYGON = "PORYGON",
PRIMEAPE = "PRIMEAPE",
PSYDUCK = "PSYDUCK",
RAICHU = "RAICHU",
RAPIDASH = "RAPIDASH",
RATICATE = "RATICATE",
RATTATA = "RATTATA",
RHYDON = "RHYDON",
RHYHORN = "RHYHORN",
SANDSHREW = "SANDSHREW",
SANDSLASH = "SANDSLASH",
SCYTHER = "SCYTHER",
SEADRA = "SEADRA",
SEAKING = "SEAKING",
SEEL = "SEEL",
SHELLDER = "SHELLDER",
SLOWBRO = "SLOWBRO",
SLOWPOKE = "SLOWPOKE",
SNORLAX = "SNORLAX",
SPEAROW = "SPEAROW",
SQUIRTLE = "SQUIRTLE",
STARMIE = "STARMIE",
STARYU = "STARYU",
TANGELA = "TANGELA",
TAUROS = "TAUROS",
TENTACOOL = "TENTACOOL",
TENTACRUEL = "TENTACRUEL",
VAPOREON = "VAPOREON",
VENOMOTH = "VENOMOTH",
VENONAT = "VENONAT",
VENUSAUR = "VENUSAUR",
VICTREEBEL = "VICTREEBEL",
VILEPLUME = "VILEPLUME",
VOLTORB = "VOLTORB",
VULPIX = "VULPIX",
WARTORTLE = "WARTORTLE",
WEEDLE = "WEEDLE",
WEEPINBELL = "WEEPINBELL",
WEEZING = "WEEZING",
WIGGLYTUFF = "WIGGLYTUFF",
ZAPDOS = "ZAPDOS",
ZUBAT = "ZUBAT",
ABRA = "YELLOWMON",
AERODACTYL = "GRAYMON",
ALAKAZAM = "YELLOWMON",
ARBOK = "PURPLEMON",
ARCANINE = "REDMON",
ARTICUNO = "BLUEMON",
BEEDRILL = "YELLOWMON",
BELLSPROUT = "GREENMON",
BLASTOISE = "CYANMON",
BULBASAUR = "GREENMON",
BUTTERFREE = "CYANMON",
CATERPIE = "GREENMON",
CHANSEY = "PINKMON",
CHARIZARD = "REDMON",
CHARMANDER = "REDMON",
CHARMELEON = "REDMON",
CLEFABLE = "PINKMON",
CLEFAIRY = "PINKMON",
CLOYSTER = "GRAYMON",
CUBONE = "GRAYMON",
DEWGONG = "BLUEMON",
DIGLETT = "BROWNMON",
DITTO = "GRAYMON",
DODRIO = "BROWNMON",
DODUO = "BROWNMON",
DRAGONAIR = "BLUEMON",
DRAGONITE = "BROWNMON",
DRATINI = "GRAYMON",
DROWZEE = "YELLOWMON",
DUGTRIO = "BROWNMON",
EEVEE = "GRAYMON",
EKANS = "PURPLEMON",
ELECTABUZZ = "YELLOWMON",
ELECTRODE = "YELLOWMON",
EXEGGCUTE = "PINKMON",
EXEGGUTOR = "GREENMON",
FARFETCHD = "BROWNMON",
FEAROW = "BROWNMON",
FLAREON = "REDMON",
GASTLY = "PURPLEMON",
GENGAR = "PURPLEMON",
GEODUDE = "GRAYMON",
GLOOM = "REDMON",
GOLBAT = "BLUEMON",
GOLDEEN = "REDMON",
GOLDUCK = "CYANMON",
GOLEM = "GRAYMON",
GRAVELER = "GRAYMON",
GRIMER = "PURPLEMON",
GROWLITHE = "BROWNMON",
GYARADOS = "BLUEMON",
HAUNTER = "PURPLEMON",
HITMONCHAN = "BROWNMON",
HITMONLEE = "BROWNMON",
HORSEA = "CYANMON",
HYPNO = "YELLOWMON",
IVYSAUR = "GREENMON",
JIGGLYPUFF = "PINKMON",
JOLTEON = "YELLOWMON",
JYNX = "MEWMON",
KABUTO = "BROWNMON",
KABUTOPS = "BROWNMON",
KADABRA = "YELLOWMON",
KAKUNA = "YELLOWMON",
KANGASKHAN = "BROWNMON",
KINGLER = "REDMON",
KOFFING = "PURPLEMON",
KRABBY = "REDMON",
LAPRAS = "CYANMON",
LICKITUNG = "PINKMON",
MACHAMP = "GRAYMON",
MACHOKE = "GRAYMON",
MACHOP = "GRAYMON",
MAGIKARP = "REDMON",
MAGMAR = "REDMON",
MAGNEMITE = "GRAYMON",
MAGNETON = "GRAYMON",
MANKEY = "BROWNMON",
MAROWAK = "GRAYMON",
MEOWTH = "YELLOWMON",
METAPOD = "GREENMON",
MEW = "MEWMON",
MEWTWO = "MEWMON",
MOLTRES = "REDMON",
MR_MIME = "PINKMON",
MUK = "PURPLEMON",
NIDOKING = "PURPLEMON",
NIDOQUEEN = "BLUEMON",
NIDORAN_F = "BLUEMON",
NIDORAN_M = "PURPLEMON",
NIDORINA = "BLUEMON",
NIDORINO = "PURPLEMON",
NINETALES = "YELLOWMON",
ODDISH = "GREENMON",
OMANYTE = "BLUEMON",
OMASTAR = "BLUEMON",
ONIX = "GRAYMON",
PARAS = "REDMON",
PARASECT = "REDMON",
PERSIAN = "YELLOWMON",
PIDGEOT = "BROWNMON",
PIDGEOTTO = "BROWNMON",
PIDGEY = "BROWNMON",
PIKACHU = "YELLOWMON",
PINSIR = "BROWNMON",
POLIWAG = "BLUEMON",
POLIWHIRL = "BLUEMON",
POLIWRATH = "BLUEMON",
PONYTA = "REDMON",
PORYGON = "GRAYMON",
PRIMEAPE = "BROWNMON",
PSYDUCK = "YELLOWMON",
RAICHU = "YELLOWMON",
RAPIDASH = "REDMON",
RATICATE = "GRAYMON",
RATTATA = "GRAYMON",
RHYDON = "GRAYMON",
RHYHORN = "GRAYMON",
SANDSHREW = "BROWNMON",
SANDSLASH = "BROWNMON",
SCYTHER = "GREENMON",
SEADRA = "CYANMON",
SEAKING = "REDMON",
SEEL = "BLUEMON",
SHELLDER = "GRAYMON",
SLOWBRO = "PINKMON",
SLOWPOKE = "PINKMON",
SNORLAX = "PINKMON",
SPEAROW = "BROWNMON",
SQUIRTLE = "CYANMON",
STARMIE = "GRAYMON",
STARYU = "REDMON",
TANGELA = "BLUEMON",
TAUROS = "GRAYMON",
TENTACOOL = "CYANMON",
TENTACRUEL = "CYANMON",
VAPOREON = "CYANMON",
VENOMOTH = "PURPLEMON",
VENONAT = "PURPLEMON",
VENUSAUR = "GREENMON",
VICTREEBEL = "GREENMON",
VILEPLUME = "REDMON",
VOLTORB = "YELLOWMON",
VULPIX = "REDMON",
WARTORTLE = "CYANMON",
WEEDLE = "YELLOWMON",
WEEPINBELL = "GREENMON",
WEEZING = "PURPLEMON",
WIGGLYTUFF = "PINKMON",
ZAPDOS = "YELLOWMON",
ZUBAT = "BLUEMON",
},
source = "pokered-gbc data/super_palettes.asm + data/mon_palettes.asm + color/**",
world = {
+99 -19
View File
@@ -9,7 +9,8 @@
-- hidden_text_predef spends the facing byte on the tx_pre id, so neither
-- tile gates on facing.
local Menu = require("src.ui.Menu")
local Font = require("src.render.Font")
local Theme = require("src.ui.Theme")
local TextBox = require("src.render.TextBox")
-- ViridianSchoolBlackboard (engine/events/hidden_events/school_blackboard.asm):
@@ -25,33 +26,112 @@ local STATUS_LABELS = {
{ " FRZ", "_ViridianBlackboardFrozenText" },
}
-- The headings list is a two-column menu, which src/ui/Menu.lua does not do
-- (it stacks one column), so the layout lives here (#591). .blackboardLoop:
-- TextBoxBorder at hlcoord 0, 0 with `lb bc, 6, 10` is the 12x8 box,
-- StatusAilmentText1 (" SLP"/" PSN"/" PAR") is placed at hlcoord 1, 2 and
-- StatusAilmentText2 (" BRN"/" FRZ"/" QUIT") at hlcoord 6, 2. LEFT/RIGHT
-- move wTopMenuItemX between those two columns and swap wMenuItemOffset
-- between 0 and 3 while leaving wCurrentMenuItem (the row) alone; UP/DOWN
-- are not in wMenuWatchedKeys, so they only slide the cursor and loop.
local BOARD_LABELS = {}
for i, row in ipairs(STATUS_LABELS) do BOARD_LABELS[i] = row[1] end
BOARD_LABELS[#BOARD_LABELS + 1] = " QUIT"
local BOARD_COL_X = { 1, 6 }
local BOARD_ROW_Y = 2
local BOARD_ROWS = 3
local StatusBoard = {}
StatusBoard.__index = StatusBoard
function StatusBoard.new(game, onPick, onQuit)
return setmetatable({ game = game, col = 1, row = 1, labels = BOARD_LABELS,
onPick = onPick, onQuit = onQuit }, StatusBoard)
end
-- flat index = pokered's wMenuItemOffset (0 or 3) + wCurrentMenuItem (0..2),
-- so 1..5 are the statuses in ViridianBlackboardStatusPointers order and 6
-- is QUIT
function StatusBoard:selection()
return (self.col - 1) * BOARD_ROWS + self.row
end
function StatusBoard:update()
local input = self.game.input
if input:wasPressed("up") then
-- wMenuWrappingEnabled is never set here, so both ends are hard stops
if self.row > 1 then self.row = self.row - 1 end
elseif input:wasPressed("down") then
if self.row < BOARD_ROWS then self.row = self.row + 1 end
elseif input:wasPressed("left") then
self.col = 1
elseif input:wasPressed("right") then
self.col = 2
elseif input:wasPressed("a") or input:wasPressed("b") then
-- HandleMenuInput_ (home/window.asm) beeps for the PAD_A | PAD_B branch,
-- and B and QUIT share .exitBlackboard
require("src.core.Sound").play(self.game.data, "Press_AB")
local sel = self:selection()
if input:wasPressed("b") or sel > #STATUS_LABELS then
self.onQuit()
else
self.onPick(sel)
end
end
end
function StatusBoard:draw()
Font.drawBox(0, 0, 12, 8)
love.graphics.setColor(0, 0, 0, 1)
for i, label in ipairs(BOARD_LABELS) do
local col = i <= BOARD_ROWS and 1 or 2
local row = i - (col - 1) * BOARD_ROWS
Font.draw(label, BOARD_COL_X[col] * 8, (BOARD_ROW_Y + row - 1) * 8)
end
-- wTopMenuItemX equals the column PlaceString started at, so the cursor
-- covers the blank each label leads with
Font.drawCode(Theme.cursor, BOARD_COL_X[self.col] * 8,
(BOARD_ROW_Y + self.row - 1) * 8)
love.graphics.setColor(1, 1, 1, 1)
end
local function blackboard(game)
local text = game.data.text or {}
local items, showMenu, askHeading
function showMenu()
game.stack:push(Menu.new(game, items,
{ tx = 0, ty = 0, tw = 12, th = 8, rowStep = 1 }))
local openBoard
-- wCurrentMenuItem / wMenuItemOffset are zeroed once, above .blackboardLoop,
-- and nothing inside the loop clears them again: after a status blurb
-- `jp .blackboardLoop` comes back with the cursor still on the row and
-- column the player just picked. One StatusBoard lives for the whole
-- reading and is re-pushed each pass, so only entering the blackboard
-- resets to the left column / top row (#591).
local board
-- .blackboardLoop reprints ViridianSchoolBlackboardText2 and only then
-- calls HandleMenuInput, so the prompt is on screen for exactly as long as
-- the headings list is. That text ends in `done`, not `prompt`
-- (data/text/text_2.asm:646), so PrintText returns with the box still up
-- and never waits for a button: TextBox opts.stay holds it open under the
-- list and these callbacks pop the pair together (#591).
local function closeBoard()
game.stack:pop() -- the headings list
game.stack:pop() -- the held "Which heading" box under it
end
-- ViridianSchoolBlackboardText2 is reprinted on every .blackboardLoop
-- pass, immediately before HandleMenuInput
function askHeading()
local function pick(i)
closeBoard()
game.stack:push(TextBox.new(game,
text[STATUS_LABELS[i][2]] or STATUS_LABELS[i][1], openBoard))
end
function openBoard()
game.stack:push(TextBox.new(game,
text._ViridianSchoolBlackboardText2 or "Which heading do\nyou want to read?",
showMenu))
nil, { stay = { onShown = function()
board = board or StatusBoard.new(game, pick, closeBoard)
game.stack:push(board)
end } }))
end
items = {}
for i, row in ipairs(STATUS_LABELS) do
local label, key = row[1], row[2]
items[i] = { label = label, onSelect = function()
game.stack:push(TextBox.new(game, text[key] or label, askHeading))
end }
end
-- no onSelect: Menu's own pop closes the box, matching .exitBlackboard
items[#items + 1] = { label = " QUIT" }
game.stack:push(TextBox.new(game,
text._ViridianSchoolBlackboardText1
or "The blackboard\ndescribes POKéMON\vSTATUS changes\vduring battles.",
askHeading))
openBoard))
end
-- ViridianSchoolNotebook (engine/events/hidden_events/school_notebooks.asm):
+2 -1
View File
@@ -48,7 +48,8 @@ end
if GameVersion.isYellow() then
for _, file in ipairs({ "data.scripts.yellow_gifts",
"data.scripts.yellow_jessie_james",
"data.scripts.yellow_beach_house" }) do
"data.scripts.yellow_beach_house",
"data.scripts.yellow_viridian_old_man" }) do
for mapId, mod in pairs(require(file)) do
MapScripts.attachBase(mapId, mod)
end
+59 -19
View File
@@ -22,10 +22,10 @@ local function starterBall(askText, species, choseFlag, ownBall,
rivalBallX, rivalBall)
return {
{ "check_flag", "EVENT_GOT_STARTER" }, -- 1
{ "jump_if_true", 20 }, -- 2
{ "jump_if_true", 22 }, -- 2
-- no picking until Oak has walked you in (OaksLabScript gating)
{ "check_flag", "EVENT_FOLLOWED_OAK_INTO_LAB" }, -- 3
{ "jump_if_false", 22 }, -- 4
{ "jump_if_false", 25 }, -- 4
-- the Pokédex "new species" entry shows before the ask (predef
-- StarterDex ahead of OaksLabYouWant...Text). StarterDex temporarily
-- sets the owned bits so ShowPokedexData prints height/weight/text;
@@ -37,33 +37,41 @@ local function starterBall(askText, species, choseFlag, ownBall,
-- OaksLab.asm prints ReceivedMon then AddPartyMon (AskName lives
-- inside give_pokemon). Show the received text first so the
-- nickname prompt follows "you got X", matching Gen1.
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 8
{ "give_pokemon", species, 5 }, -- 9
{ "set_flag", "EVENT_GOT_STARTER" }, -- 10
{ "set_flag", choseFlag }, -- 11
-- The received text carries sound_get_key_item (OaksLab.asm
-- OaksLabReceivedMonText); the jingle plays as the box opens
-- (same beat as the Yellow port's starter, #668).
{ "play_sound", "Get_Key_Item" }, -- 8
{ "show_text", "_OaksLabReceivedMonText", { RAM = species } }, -- 9
{ "give_pokemon", species, 5 }, -- 10
{ "set_flag", "EVENT_GOT_STARTER" }, -- 11
{ "set_flag", choseFlag }, -- 12
-- POKé BALLs are not handed out here in the original -- Oak gives
-- them later, at OaksLabOak1Text's .give_poke_balls beat once the
-- player has beaten the Route 22 rival (see TEXT_OAKSLAB_OAK1 below)
{ "hide_object", "OAKS_LAB", ownBall }, -- 12
{ "hide_object", "OAKS_LAB", ownBall }, -- 13
-- the rival walks to the countering ball (around the furniture)
{ "move_npc_to", 1, rivalBallX, 4 }, -- 13
{ "face_object", 1, "up" }, -- 14
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 15
{ "hide_object", "OAKS_LAB", rivalBall }, -- 16
{ "move_npc_to", 1, rivalBallX, 4 }, -- 14
{ "face_object", 1, "up" }, -- 15
{ "show_text", "_OaksLabRivalIllTakeThisOneText" }, -- 16
{ "hide_object", "OAKS_LAB", rivalBall }, -- 17
{ "play_sound", "Get_Key_Item" }, -- 18 (sound_get_key_item)
{ "show_text", "_OaksLabRivalReceivedMonText",
{ RAM = rivalBall == "OAKSLAB_CHARMANDER_POKE_BALL" and "CHARMANDER"
or rivalBall == "OAKSLAB_SQUIRTLE_POKE_BALL" and "SQUIRTLE"
or "BULBASAUR" } }, -- 17
{ "jump", "end" }, -- 18
{ "jump", "end" }, -- 19 (spacer)
or "BULBASAUR" } }, -- 19
{ "jump", "end" }, -- 20
{ "jump", "end" }, -- 21 (spacer)
-- a leftover ball after the player's pick: Oak turns to face the
-- player and reads the last-mon line instead of re-offering the
-- starter (scripts/OaksLab.asm OaksLabSelectedPokeBallScript ->
-- OaksLabLastMonScript; #601). The ROM's "#MON" ligature is spelled
-- out as Pokémon here.
{ "face_object", 5, "down" }, -- 20
{ "show_text", "That's PROF.OAK's\nlast Pokémon!" }, -- 21
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 22
{ "face_object", 5, "down" }, -- 22
{ "show_text", "That's PROF.OAK's\nlast Pokémon!" }, -- 23
-- OaksLabLastMonScript ends at TextScriptEnd; the port used to fall
-- through into the pre-pick line below (#601 remnant, reported on #600)
{ "jump", "end" }, -- 24
{ "show_text", "_OaksLabThoseArePokeBallsText" }, -- 25
}
end
@@ -71,10 +79,22 @@ return {
talk = {
-- Oak: OaksLabOak1Text. Parcel delivery kicks SCRIPT_OAKSLAB_RIVAL_
-- ARRIVES_AT_OAKS_REQUEST + OaksLabOakGivesPokedexScript (rival walk-
-- in, full Pokédex speech, rival exit, Route 22 arm). Dex-rating
-- (DisplayDexRating) is still skipped.
-- in, full Pokédex speech, rival exit, Route 22 arm).
TEXT_OAKSLAB_OAK1 = {
{ "face_player" },
-- OaksLabOak1Text leads with the dex-rating branch (#600): with
-- EVENT_PALLET_AFTER_GETTING_POKEBALLS set (converted saves), or
-- 2+ species owned once the Pokédex is in hand, Oak asks how it is
-- coming and rates it (predef DisplayDexRating). Red keeps the
-- GOT_POKEDEX gate that Yellow's copy of this text drops
-- (data/scripts/oaks_lab_yellow.lua).
{ "check_flag", "EVENT_PALLET_AFTER_GETTING_POKEBALLS" },
{ "jump_if_true", "dex_rating" },
{ "check_dex_owned", 2 },
{ "jump_if_false", "no_rating" },
{ "check_flag", "EVENT_GOT_POKEDEX" },
{ "jump_if_true", "dex_rating" },
{ "label", "no_rating" },
{ "check_item", "POKE_BALL" },
{ "jump_if_true", "come_see" },
{ "check_flag", "EVENT_BEAT_ROUTE22_RIVAL_1ST_BATTLE" },
@@ -160,6 +180,14 @@ return {
{ "label", "come_see" },
{ "show_text", "_OaksLabOak1ComeSeeMeSometimesText" },
{ "jump", "end" },
-- .HowIsYourPokedexComingText ends on `prompt` and OaksLabOak1Text
-- sets wDoNotWaitForButtonPressAfterDisplayingText, so the seen/owned
-- tally follows with no button wait (engine/events/pokedex_rating.asm)
{ "label", "dex_rating" },
{ "show_text", "_OaksLabOak1HowIsYourPokedexComingText" },
{ "dex_rating" },
},
TEXT_OAKSLAB_CHARMANDER_POKE_BALL =
@@ -254,7 +282,12 @@ return {
and y >= 6 then
local rival = ow:npcByIndex(1)
if not rival then return false end
-- OaksLabRivalChallengesPlayerScript swaps in the rival encounter
-- fanfare for the taunt/challenge exchange, same as the Yellow port
-- (oaks_lab_yellow.lua); it was silently dropped here (#596).
local rows = {
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "show_text", "_OaksLabRivalIllTakeYouOnText" }, -- 1
}
-- the rival routes to a free cell beside the player
@@ -292,8 +325,15 @@ return {
table.insert(rows, { "jump_if_false", base + 6 })
table.insert(rows, { "show_text", "_OaksLabRivalIPickedTheWrongPokemonText" })
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
-- OaksLabRivalStartsExitScript: parting shot, rival exit fanfare, then
-- walk out past the player. The fanfare was dropped here (#683) -- the
-- parcel scene above already plays Music_MeetRival on both arrival and
-- departure (lines 144-146), and this exit should match (#596).
table.insert(rows, { "stop_music" })
table.insert(rows, { "play_music", "Music_MeetRival" })
table.insert(rows, { "move_npc_to", 1, 4, 11 })
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
table.insert(rows, { "play_music", "Music_OaksLab" })
ow.runner:run(rows, { npc = rival })
return true
end
+9 -3
View File
@@ -71,8 +71,12 @@ return {
{ "show_text", "_OaksLabRivalLeaveItAllToMeText" },
{ "set_flag", "EVENT_GOT_POKEDEX" },
{ "set_flag", "EVENT_OAK_GOT_PARCEL" },
-- OaksLabOakGivesPokedexScript: HideObject TOGGLE_LYING_OLD_MAN /
-- ShowObject TOGGLE_OLD_MAN_2 -- Yellow's tutorial old man stands
-- on the sleeper's cell (18,9); the Red/Blue walker OLD_MAN at
-- (17,5) never appears in Yellow (#617)
{ "hide_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY" },
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN" },
{ "show_object", "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN2" },
{ "stop_music" },
{ "play_music", "Music_MeetRival" },
{ "move_npc_to", RIVAL, 4, 7 },
@@ -283,10 +287,12 @@ return {
table.insert(rows, { "label", "lost_lab" })
table.insert(rows, { "set_field", "rivalStarter", 3 })
table.insert(rows, { "label", "exit" })
-- OaksLabRivalStartsExitScript: parting shot, walk out past the
-- player, restore the lab theme
-- OaksLabRivalStartsExitScript: parting shot, rival exit fanfare, then
-- walk out past the player (#683).
table.insert(rows, { "wait", 20 })
table.insert(rows, { "show_text", "_OaksLabRivalSmellYouLaterText" })
table.insert(rows, { "stop_music" })
table.insert(rows, { "play_music", "Music_MeetRival" })
table.insert(rows, { "move_npc_to", RIVAL, 4, 11 })
table.insert(rows, { "hide_object", "OAKS_LAB", "OAKSLAB_RIVAL" })
table.insert(rows, { "play_music", "Music_OaksLab" })
+71 -29
View File
@@ -4,9 +4,11 @@
-- (.PlayerNextToSafariZoneWorker1CoordsArray). Paying ¥500 hands over
-- 30 SAFARI BALLs and starts the 502-step game
-- (SafariZoneGateWouldYouLikeToJoinScript: wSafariSteps = 502,
-- wNumSafariBalls = SAFARI_BALLS_RECEIVED). Declining walks you back
-- so you can't slip past. Returning to the gate ends the game and the
-- worker takes the leftover balls back.
-- wNumSafariBalls = SAFARI_BALLS_RECEIVED), then auto-walks the player
-- up through the north warp into the zone. Declining walks you back
-- so you can't slip past. Returning to the gate ends the game, the
-- worker takes the leftover balls back and the auto-walk drops you 3
-- cells below the warp you came in by (#540).
--
-- Step/ball bookkeeping lives in src/world/OverworldController.lua
-- (safariStep/safariGameOver, from
@@ -19,7 +21,33 @@ local FEE = 500
local BALLS = 30
local STEPS = 502
local function startGame(game, t, done, balls, introText)
-- SafariZoneGateSafariZoneWorker1WouldYouLikeToJoinText .success closes with
-- `ld a, PAD_UP / ld c, 3 / SafariZoneEntranceAutoWalk`: paying walks the
-- player up out of the gate and through the north warp, it is never left to
-- the player. EVENT_IN_SAFARI_ZONE is already set when that walk runs, so
-- the two gate steps taken before the warp fires are charged against
-- wSafariSteps (home/overworld.asm:307-310) -- which is why the counter
-- reads 500/500 on arrival even though the script wrote 502 (#540). The
-- port's counter only runs on the nine interior maps (FieldDefaults
-- safari.stepMaps, OverworldState:inSafariStepZone), so charge those two
-- steps here instead.
local function walkIntoZone(game, ow)
local p = ow.player
-- only from the two trigger cells in front of the worker, which are the
-- columns the north warps sit on; a player who paid after TALKING to him
-- from somewhere else walks in on their own, as they do today
local w = p.cellY == 2 and ow.map:warpAtCell(p.cellX, 0) or nil
if not w then return end
ow:scriptMove(p, "up", 2, function()
local st = game.save.safari
if st then st.steps = st.steps - 2 end
-- scripted steps skip onStepComplete (and with it CheckWarpsNoCollision),
-- so take that warp explicitly once the walk lands on it
ow:takeWarp(w.def)
end)
end
local function startGame(game, ow, t, done, balls, introText)
game.save.safari = { balls = balls or BALLS, steps = STEPS }
game.save.safariNags = nil
local TextBox = require("src.render.TextBox")
@@ -31,7 +59,10 @@ local function startGame(game, t, done, balls, introText)
local pa = t._SafariZoneGateSafariZoneWorker1CallYouOnThePAText
or "\fWe'll call you on\nthe PA when you\nrun out of time\nor SAFARI BALLs!"
local luck = t._SafariZoneGateSafariZoneWorker1GoodLuckText or "Good Luck!"
game.stack:push(TextBox.new(game, paid .. pa .. "\f" .. luck, done))
game.stack:push(TextBox.new(game, paid .. pa .. "\f" .. luck, function()
if done then done() end
walkIntoZone(game, ow)
end))
end
-- Yellow's soft-lock fix (scripts/SafariZoneGate_2.asm): a player short of
@@ -52,7 +83,7 @@ local function yellowLowCost(game, ow, t, done, back)
or "\fOh, all right, pay\nme what you have.")
.. "\f" .. (t._SafariZoneLowCostText2
or "But, I can't give\nyou all 30 BALLs.")
startGame(game, t, done, balls, intro)
startGame(game, ow, t, done, balls, intro)
return
end
local nag = game.save.safariNags or 0
@@ -62,7 +93,7 @@ local function yellowLowCost(game, ow, t, done, back)
(t._SafariZoneLowCostText8 or "Read my lips, NO!\nGet it?")
.. (t._SafariZoneLowCostText3
or "\fYou're persistent,\naren't you?\fOK, you can go in\nfor free, but\njust this once!")
startGame(game, t, done, 1, intro)
startGame(game, ow, t, done, 1, intro)
return
end
local nags = {
@@ -100,7 +131,7 @@ local function joinPrompt(game, ow, done)
end
else
game.save.money = game.save.money - FEE
startGame(game, t, done)
startGame(game, ow, t, done)
end
end))
end))
@@ -135,27 +166,38 @@ M.SAFARI_ZONE_GATE = {
-- no walks you back into the zone
onEnter = function(game, ow)
if not game.save.safari or ow.player.cellY > 1 then return end
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
local t = game.data.text
game.stack:push(TextBox.new(game,
t._SafariZoneGateSafariZoneWorker1LeavingEarlyText or "Leaving early?",
function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then
-- back into the zone through the entrance warp
local w = game.data.maps.SAFARI_ZONE_CENTER.warps[1]
ow:startWarpTo("SAFARI_ZONE_CENTER", w.x, w.y, "up")
return
end
game.save.safari = nil
game.stack:push(TextBox.new(game,
(t._SafariZoneGateSafariZoneWorker1ReturnSafariBallsText
or "Please return any\nSAFARI BALLs you\nhave left.")
.. "\f" .. (t._SafariZoneGateSafariZoneWorker1GoodHaulComeAgainText
or "Did you get a\ngood haul?\fCome again!")))
end))
end))
-- QUEUED, never pushed: onEnter runs inside the arriving warp's
-- Transition midpoint, and Transition:finish pops whatever is on top
-- the same frame (Timing.WARP_FADE_IN is 0) -- so a box pushed here is
-- swallowed, and on a build where it survived it drew over a screen
-- still faded to black (#540). Same contract as M.HALL_OF_FAME in
-- data/scripts/story.lua.
--
-- SafariZoneGateLeavingSafariScript .leaving_early: YES prints the
-- return-balls text, faces the player down and runs
-- SafariZoneEntranceAutoWalk with `PAD_DOWN, c = 3`, landing on the
-- counter row 3 cells below the warp you came in by; NO prints
-- "Good Luck!" and walks one step back up through that same warp.
local rightSide = ow.player.cellX ~= 3
local dest = game.data.maps.SAFARI_ZONE_CENTER.warps[rightSide and 2 or 1]
ow:queueScript({
{ "ask", "_SafariZoneGateSafariZoneWorker1LeavingEarlyText" },
{ "jump_if_false", "stay" },
-- the port never reaches SafariZoneGateLeavingSafariScript's own
-- GOOD_HAUL_COME_AGAIN branch (safariGameOver warps straight to the
-- counter), so the sign-off rides on this path
{ "show_text", "_SafariZoneGateSafariZoneWorker1ReturnSafariBallsText" },
{ "show_text", "_SafariZoneGateSafariZoneWorker1GoodHaulComeAgainText" },
-- no value: set_field assigns nil, which is how save.safari is cleared
{ "set_field", "safari" },
-- move_player runs through scriptMove, which skips onStepComplete, so
-- walking back down past (x,2) cannot re-fire the join trigger
{ "move_player", "down", 3 },
{ "jump", "end" },
{ "label", "stay" },
{ "show_text", "_SafariZoneGateSafariZoneWorker1GoodLuckText" },
{ "warp", "SAFARI_ZONE_CENTER", dest.x, dest.y, "up" },
})
end,
}
+43 -1
View File
@@ -11,7 +11,7 @@
-- field.seafoam (SEAFOAM_ISLANDS_1F/B1F/B3F holes+holeDestination and
-- B3F's pluggedByHolesOn) plus the generic
-- OverworldState:boulderIntoHole in src/world/OverworldController.lua;
-- no per-map onEnter hook is needed here.
-- no per-map onEnter hook is needed for the boulders.
local M = {}
@@ -23,4 +23,46 @@ M.VERMILION_GYM = {
end,
}
-- The PLAYER falling down those same holes (#599). field.seafoam's holes
-- carry only the BOULDER's object cell on the floor below (landsAt), not
-- the player's landing, so the player's landing is spelled out here: it
-- comes from data/maps/special_warps.asm DungeonWarpList/DungeonWarpData,
-- which the importer does not extract. Same shape as MANSION_HOLES in
-- data/scripts/story6.lua and VICTORY_ROAD_3F.onStep in
-- data/scripts/story.lua; CAVERN $22 is a walkable tile, so the fall has
-- to be an onStep, not a collision block.
--
-- Sources: scripts/SeafoamIslands1F.asm Seafoam1HolesCoords (17,6)/(24,6),
-- B1F.asm Seafoam2HolesCoords (18,6)/(23,6), B2F.asm Seafoam3HolesCoords
-- (19,6)/(22,6), B3F.asm Seafoam4HolesCoords (3,16)/(6,16). Each floor
-- sets wDungeonWarpDestinationMap and calls IsPlayerOnDungeonWarp, and
-- wCoordIndex picks that floor's DungeonWarpData row. Unconditional in
-- the original: a plugged hole still drops the player. The B3F and B4F
-- landings are water; setMap's CheckForceBikeOrSurf pass
-- (OverworldState:checkForcedMovement) mounts SURF on arrival.
local HOLE_FALLS = {
SEAFOAM_ISLANDS_1F = { { 17, 6, "SEAFOAM_ISLANDS_B1F", 18, 7 },
{ 24, 6, "SEAFOAM_ISLANDS_B1F", 23, 7 } },
SEAFOAM_ISLANDS_B1F = { { 18, 6, "SEAFOAM_ISLANDS_B2F", 19, 7 },
{ 23, 6, "SEAFOAM_ISLANDS_B2F", 22, 7 } },
SEAFOAM_ISLANDS_B2F = { { 19, 6, "SEAFOAM_ISLANDS_B3F", 18, 7 },
{ 22, 6, "SEAFOAM_ISLANDS_B3F", 19, 7 } },
SEAFOAM_ISLANDS_B3F = { { 3, 16, "SEAFOAM_ISLANDS_B4F", 4, 14 },
{ 6, 16, "SEAFOAM_ISLANDS_B4F", 5, 14 } },
}
for mapId, holes in pairs(HOLE_FALLS) do
M[mapId] = M[mapId] or {}
M[mapId].onStep = function(game, ow, x, y)
for _, h in ipairs(holes) do
if x == h[1] and y == h[2] then
require("src.core.Sound").play(game.data, "Faint_Fall")
ow:startWarpTo(h[3], h[4], h[5], ow.player.facing)
return true
end
end
return false
end
end
return M
+56 -12
View File
@@ -188,7 +188,12 @@ M.BILLS_HOUSE = {
end
if ow.player.facing == "down" then
-- the player is standing on his straight path: walk around
-- (.PokemonWalkAroundPlayerMovement)
-- (.PokemonWalkAroundPlayerMovement). BillsHouseScript2 runs
-- BillsHousePikachuWatchPlayer first on this branch, so a
-- Pikachu that is still following steps clear of Bill's detour
-- and turns to watch the player (#455).
require("src.world.PikachuFollower")
.onBillWalksAroundPlayer(game, ow)
ow:scriptMove(npc, "right", 1, function()
ow:scriptMove(npc, "up", 2, function()
ow:scriptMove(npc, "left", 1, function()
@@ -600,12 +605,34 @@ local function snorlaxWake(mapId, objName, beatFlag, wokeUpText, calmedText)
}
end
-- A beaten Snorlax is gone for good: Route12/Route16DefaultScript run
-- HideObject in the same breath as the battle that sets
-- EVENT_BEAT_ROUTEnn_SNORLAX, so "event set, object still on the map" is a
-- state the asm cannot produce. Here it can (a mod's world:toggleObject, a
-- save edited or migrated from a build older than the flag), and it is a
-- dead end: ItemEffects' adjacentSleepingSnorlax refuses to wake a Snorlax
-- whose beat flag is set (ItemUsePokeFlute's CheckEvent, engine/items/
-- item_effects.asm), so the sleeper sits in the road forever and Cycling
-- Road is unreachable (#585). Reconcile the toggle from the flag on every
-- entry -- the mirror of SaveData.lua's toggle -> flag backfill, and the
-- same repair shape the Silph Co. floors use below.
local function hideBeatenSnorlax(mapId, objName, beatFlag)
return function(game, ow)
if not game.save.flags[beatFlag] then return end
local Commands = require("src.script.Commands")
Commands.hide_object({ game = game, save = game.save, overworld = ow },
mapId, objName)
end
end
-- snorlaxWake is looked up by ItemEffects.lua/BagMenu.lua (via
-- data/scripts/init.lua's M.get) and run when the flute wakes Snorlax;
-- objName/beatFlag let ItemEffects find the NPC and check whether it's
-- already been beaten before allowing the wake.
M.ROUTE_12 = {
talk = { TEXT_ROUTE12_SNORLAX = { { "show_text", "_Route12SnorlaxText" } } },
onEnter = hideBeatenSnorlax("ROUTE_12", "ROUTE12_SNORLAX",
"EVENT_BEAT_ROUTE12_SNORLAX"),
snorlaxWake = {
objName = "ROUTE12_SNORLAX", beatFlag = "EVENT_BEAT_ROUTE12_SNORLAX",
script = snorlaxWake("ROUTE_12", "ROUTE12_SNORLAX", "EVENT_BEAT_ROUTE12_SNORLAX",
@@ -614,6 +641,8 @@ M.ROUTE_12 = {
}
M.ROUTE_16 = {
talk = { TEXT_ROUTE16_SNORLAX = { { "show_text", "_Route16Text7" } } },
onEnter = hideBeatenSnorlax("ROUTE_16", "ROUTE16_SNORLAX",
"EVENT_BEAT_ROUTE16_SNORLAX"),
snorlaxWake = {
objName = "ROUTE16_SNORLAX", beatFlag = "EVENT_BEAT_ROUTE16_SNORLAX",
script = snorlaxWake("ROUTE_16", "ROUTE16_SNORLAX", "EVENT_BEAT_ROUTE16_SNORLAX",
@@ -645,16 +674,18 @@ M.SAFARI_ZONE_SECRET_HOUSE = {
M.WARDENS_HOUSE = {
talk = {
TEXT_WARDENSHOUSE_WARDEN = {
-- Labelled rather than hand-numbered: the branches here have been
-- re-pointed twice now (#535, #645), and every insert used to mean
-- renumbering three jumps that had no way of announcing they were stale.
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_HM04" }, -- 2
-- #535: previously jumped to the same silent-end target as the
-- give-then-thank fallthrough (row 13), so the warden said nothing
-- on every visit after the trade. pokered's .got_item branch
-- (scripts/WardensHouse.asm) instead prints HM04ExplanationText,
-- so route here to the new row 17 that does the same.
{ "jump_if_true", 17 }, -- 3
-- give-then-thank fallthrough, so the warden said nothing on every
-- visit after the trade. pokered's .got_item branch
-- (scripts/WardensHouse.asm) instead prints HM04ExplanationText.
{ "jump_if_true", "got_hm04" }, -- 3
{ "check_item", "GOLD_TEETH" }, -- 4
{ "jump_if_false", 15 }, -- 5
{ "jump_if_false", "no_teeth" }, -- 5
{ "show_text", "_WardensHouseWardenGaveTheGoldTeethText" }, -- 6
{ "take_item", "GOLD_TEETH", 1 }, -- 7
{ "set_flag", "EVENT_GAVE_GOLD_TEETH" }, -- 8
@@ -663,15 +694,27 @@ M.WARDENS_HOUSE = {
{ "give_item", "HM_STRENGTH", 1, false }, -- 10
{ "show_text", "_WardensHouseWardenReceivedHM04Text" }, -- 11
{ "set_flag", "EVENT_GOT_HM04" }, -- 12
{ "jump", 18 }, -- 13 (already got it this convo; jp .done)
{ "jump", 18 }, -- 14 (unused)
{ "show_text", "_WardensHouseWardenGibberish1Text" }, -- 15
{ "jump", 18 }, -- 16 (#535: skip the new explanation row below)
{ "jump", "end" }, -- 13 (jp .done)
-- #645: WardensHouseWardenText prints Gibberish1, then YesNoChoice,
-- and the warden answers the same gibberish either way -- Gibberish2
-- on yes, Gibberish3 on no (scripts/WardensHouse.asm). The port
-- printed the question and walked off before the answer.
{ "label", "no_teeth" }, -- 14
{ "ask", "_WardensHouseWardenGibberish1Text" }, -- 15
{ "jump_if_true", "gibberish_yes" }, -- 16
{ "show_text", "_WardensHouseWardenGibberish3Text" }, -- 17
{ "jump", "end" }, -- 18
{ "label", "gibberish_yes" }, -- 19
{ "show_text", "_WardensHouseWardenGibberish2Text" }, -- 20
{ "jump", "end" }, -- 21
-- #535: pokered .got_item branch (scripts/WardensHouse.asm) --
-- printed on every subsequent talk once EVENT_GOT_HM04 is set.
-- Text is _WardensHouseWardenHM04ExplanationText (text/WardensHouse.asm):
-- HM04 teaches Strength, and hints at the Safari Zone secret house.
{ "show_text", "_WardensHouseWardenHM04ExplanationText" }, -- 17
{ "label", "got_hm04" }, -- 22
{ "show_text", "_WardensHouseWardenHM04ExplanationText" }, -- 23
},
},
}
@@ -899,6 +942,7 @@ M.VICTORY_ROAD_3F = {
-- fall is onStep, not a collision block.
onStep = function(game, ow, x, y)
if x == 23 and y == 15 then
require("src.core.Sound").play(game.data, "Faint_Fall")
ow:startWarpTo("VICTORY_ROAD_2F", 22, 16, ow.player.facing)
return true
end
+1
View File
@@ -118,6 +118,7 @@ local MANSION_HOLES = {
M.POKEMON_MANSION_3F.onStep = function(game, ow, x, y)
for _, h in ipairs(MANSION_HOLES) do
if x == h[1] and y == h[2] then
require("src.core.Sound").play(game.data, "Faint_Fall")
ow:startWarpTo(h[3], h[4], h[5], ow.player.facing)
return true
end
+145
View File
@@ -0,0 +1,145 @@
-- The Viridian City old-man catch tutorial, Yellow's way
-- (pokeyellow scripts/ViridianCity.asm, scripts/ViridianCity_2.asm,
-- scripts/OaksLab.asm). Registered on top of the shared tables by
-- data/scripts/init.lua on a Yellow boot.
--
-- Yellow has TWO gambler objects where Red/Blue have one:
-- * VIRIDIANCITY_OLD_MAN at (17,5) -- a Red/Blue leftover; its
-- toggle stays OFF forever in Yellow, no script ever shows it.
-- * VIRIDIANCITY_OLD_MAN2 at (18,9) -- replaces the sleeper the
-- moment the Pokédex is given (OaksLabOakGivesPokedexScript:
-- HideObject TOGGLE_LYING_OLD_MAN / ShowObject TOGGLE_OLD_MAN_2).
--
-- This is the tutorial old man. The Red/Blue "Are you in a hurry?"
-- yes/no script must NOT run against him: Yellow's
-- _ViridianCityOldManHadMyCoffeeNowText is the apology speech ("I've had
-- my coffee now ... I'll show you how to catch POKéMON as my apology"),
-- and the shared story.lua TEXT_VIRIDIANCITY_OLD_MAN rows hang an
-- invented yes/no over it -- YES printed the TimeIsMoney alias
-- (_ViridianCityOldManLosingMyTouchText) and NO ran the demo, every
-- talk, forever (#617).
--
-- The real flow (ViridianCityCheckWaitingOldMan + ViridianCityOldMan2Text
-- + ViridianCityOldManInitialCatchTrainingScript + ...EndInitial... +
-- ViridianCityPostInitialCatchTraining): stepping into (19,9) -- the gap
-- east of the sleeper's cell -- faces the old man right and the player
-- left, prints the apology, and without any choice runs the demo battle
-- (BATTLE_TYPE_OLD_MAN, RATTATA lvl 5). After it, the same text pointer
-- now prints _ViridianCityOldManLosingMyTouchText ("That didn't work!
-- I must be losing my touch."), the old man walks off (down 6 with the
-- player on (19,9), right 1 otherwise, Pikachu nudged out of the way
-- first) and TOGGLE_OLD_MAN_2 hides. A direct talk does the same.
local M = {}
local OLD_MAN2 = "VIRIDIANCITY_OLD_MAN2"
-- Capture the FUNCTION, not the table: attachBase stores the module
-- table itself, so once this file's onStep is attached the table's slot
-- points back here -- delegating through the table would self-recurse.
-- story5's VIRIDIAN_CITY.onStep chains story.lua's sleeping-old-man
-- gate and its own gym-lock step (same pattern as yellow_jessie_james).
local baseViridianStep = require("data.scripts.story5").VIRIDIAN_CITY.onStep
-- pokeyellow text/ViridianCity.asm, _ViridianCityOldManHadMyCoffeeNowText
-- and _ViridianCityOldManLosingMyTouchText, spelled with the extractor's
-- markers (line -> \n, cont -> \v, para -> \f)
local function text(game)
return {
apology = game.data.text._ViridianCityOldManHadMyCoffeeNowText
or "Ahh, I've had my\ncoffee now and I\vfeel great!\fSure, you can go\n"
.. "through!\fI'm sorry I was\nso rude to you!\fI see you're using\n"
.. "a POKéDEX.\fI'll show you how\nto catch POKéMON\vas my apology.",
losingMyTouch = game.data.text._ViridianCityOldManLosingMyTouchText
or "That didn't work!\nI must be losing\vmy touch.\fI've run out of\n"
.. "POKé BALLs too.\fI have to get some\nat POKéMON MART.",
}
end
-- The row list for the initial-tutorial branch, keyed by where the
-- player stands when the battle ends (ViridianCityPostInitialCatchTraining
-- reads wXCoord: (19,9) walks the old man down the corridor, anywhere
-- else walks him right 1 after moving the follower Pikachu aside).
local function oldMan2Rows(game, ow, npc)
local rows = {
{ "show_text", "_ViridianCityOldManHadMyCoffeeNowText" },
{ "old_man_demo" },
{ "set_flag", "EVENT_COMPLETED_CATCH_TRAINING" },
{ "show_text", "_ViridianCityOldManLosingMyTouchText" },
}
if ow.player and ow.player.cellX == 19 then
rows[#rows + 1] =
{ "walk_npc", npc.def.index,
{ "down", "down", "down", "down", "down", "down" } }
else
-- ViridianCityMovePikachu (scripts/ViridianCity_2.asm): Pikachu
-- steps out of the old man's way before he turns right
local PikachuFollower = require("src.world.PikachuFollower")
local pika = ow and PikachuFollower.current(ow)
if pika then
rows[#rows + 1] = { "walk_npc", pika.def.index, { "right" } }
end
rows[#rows + 1] = { "walk_npc", npc.def.index, { "right" } }
end
rows[#rows + 1] =
{ "hide_object", "VIRIDIAN_CITY", OLD_MAN2 }
return rows
end
-- The shared talk handler: TEXT_VIRIDIANCITY_OLD_MAN2's text_asm branch
-- (ViridianCityOldMan2Text) on EVENT_COMPLETED_CATCH_TRAINING.
local function oldMan2Talk(game, ow, npc, done)
if game.save.flags and game.save.flags.EVENT_COMPLETED_CATCH_TRAINING then
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, text(game).losingMyTouch, done))
return
end
ow.runner:run(oldMan2Rows(game, ow, npc), { npc = npc, onDone = done })
end
M.VIRIDIAN_CITY = {
talk = {
TEXT_VIRIDIANCITY_OLD_MAN2 = oldMan2Talk,
},
-- Re-apply the Pokédex swap for a save that already holds the flag but
-- was never standing here when it fired (converted .sav imports, same
-- shape as story.lua's VIRIDIAN_CITY.onEnter). Yellow shows OLD_MAN2,
-- not the Red/Blue OLD_MAN at (17,5), and also puts away a stray
-- OLD_MAN a save made by the pre-#617 build left standing.
onEnter = function(game, ow)
if not (game.save.flags and game.save.flags.EVENT_GOT_POKEDEX) then
return
end
local Commands = require("src.script.Commands")
local ctx = { save = game.save, game = game, overworld = ow }
Commands.hide_object(ctx, "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY")
Commands.hide_object(ctx, "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN")
Commands.show_object(ctx, "VIRIDIAN_CITY", OLD_MAN2)
end,
-- ViridianCityCheckWaitingOldMan: with the Pokédex held and the
-- tutorial undone, (19,9) -- the gap east of the old man, the same
-- cell the sleeper used to gate -- faces him right, turns the player
-- left and starts the OLD_MAN2 flow with no choice.
onStep = function(game, ow, x, y)
if baseViridianStep and baseViridianStep(game, ow, x, y) then
return true
end
local flags = game.save.flags
if not flags.EVENT_GOT_POKEDEX then return false end
if flags.EVENT_COMPLETED_CATCH_TRAINING then return false end
if x ~= 19 or y ~= 9 then return false end
local man
for _, npc in ipairs(ow.npcs) do
if npc.def and npc.def.name == OLD_MAN2 then man = npc break end
end
if not man then return false end
man.facing = "right"
ow.player.facing = "left"
oldMan2Talk(game, ow, man, nil)
return true
end,
}
return M
+59 -11
View File
@@ -209,10 +209,15 @@ duration:
closes, and apply again after. Fast-forward otherwise runs one peer's
queue faster than the peer it is locked to and drains a tournament shot
clock faster than the opponent racing it.
- **Online play runs vanilla.** Picking ONLINE MATCH or TOURNAMENT with
mods enabled offers to switch them all off and relaunch (mods merge at
boot, so a restart is the only way). The restart is confirmed, not
silent. They stay listed as disabled, ready to switch back on.
- **Online play runs vanilla, except for your language.** Picking ONLINE
MATCH or TOURNAMENT with mods enabled offers to switch the gameplay ones
off and relaunch (mods merge at boot, so a restart is the only way). The
restart is confirmed, not silent. They stay listed as disabled, ready to
switch back on. A mod that declares itself a translation and provably
writes nothing but text stays on: the two games hash the same link
surface, so a Spanish install and an English one can battle and trade,
each reading the game in its own language and naming the other player's
party out of its own text.
- **Only a meaningful split ends a match.** The per-turn state signature
both peers exchange is split three ways: `actives` and `bench` carry
species, HP, status, stat stages, PP and the rest of the party, and a
@@ -314,12 +319,18 @@ window size on rotation. Desktop testing: `POKEPORT_TOUCH=1 love .` forces
the overlay on and lets the mouse act as a finger (`=0` forces it off).
The launcher's **Touch Controls** button opens a drag editor: move each
button freely, **Disable** to hide the overlay permanently (for
controllers / emulation handhelds -- distinct from the temporary
gamepad auto-hide), **Reset** for defaults, **Done** to save into
`options.lua` as normalized window fractions so rotation keeps the
relative placement. In-game, Options → **TOUCH PAD** toggles the same
on/off flag without leaving a play session.
button freely, resize the whole pad with **-/+** (60% to 160%), **Disable**
to hide the overlay permanently (for controllers / emulation handhelds --
distinct from the temporary gamepad auto-hide), **Reset** for defaults,
**Done** to save into `options.lua` as normalized window fractions so a
different screen keeps the relative placement.
Portrait and landscape are edited and saved separately (#633): the editor
follows whichever orientation is on screen, and **Reset** only clears that
one, so a layout that works held upright does not have to double as the
one used sideways. An `options.lua` from before this split keeps its single
layout in both orientations until one of them is edited. In-game, Options →
**TOUCH PAD** toggles the same on/off flag without leaving a play session.
## Translation support
@@ -382,7 +393,9 @@ semantics - so the two windows read as one app. Six tabs:
- **Items**: money, a searchable item picker (replacing the arrows that
cycled one id at a time through ~250 items), the configurable bag (20 slots
by default), PC storage
with no slot cap, and the eight badges as toggle chips.
with no slot cap, and the eight badges as toggle chips. The picker, the bag
and PC storage all scroll under the mouse wheel, so the whole catalog is
reachable one-handed without typing a query.
- **Events**: flags, defeated trainers, taken items and per-map object
toggles, with a real filter field and a two-column paged grid.
- **Map**: any map rendered with the game's own renderer, warps followable,
@@ -460,3 +473,38 @@ two buttons. Holding a second key or pad button while the first is still
down backs out of the capture without touching a keyboard; Escape still
cancels too. SELECT clears one row back to its default, and START resets
every binding after a confirmation.
Controllers a system has no mapping for (common on Linux handhelds and
off-brand pads) report bare button numbers rather than names. Those are
rebindable on the same screen and show up as JOY1, JOY2 and so on in the
controller column. Recognized controllers are read only through their
named buttons, so a rebind on those is never shadowed by the factory
layout underneath it.
## Mod profiles (#593)
The mod manager's PROFILES tab holds named setups. A profile remembers which
mods are on, every mod's own options, and which save slot each game version
plays, so swapping profiles swaps the whole playthrough and not just the mod
list. The setup that existed before profiles shipped becomes PROFILE 1 the
first time the manager opens.
EXPORT.. writes the selected profile to `profiles/<NAME>.g1rmodlist` in the
save directory; drop a `.g1rmodlist` someone shared into that folder and
IMPORT.. adds it. Imported profiles never overwrite an existing one (a name
clash gets a number). Mods the shared profile names but that are not installed
are reported when the profile is applied; installing them is still a manual
trip through the mods list or Find Mods.
## Windows: no console windows on launcher actions
Checking for updates, browsing a mod index, adding a mod repo, installing a
mod and picking a ROM all run a host tool (curl, PowerShell) in a child
process. On Windows those children used to each open their own console
window, so a session could end up buried under half a dozen of them. The
game now claims one console for itself at boot and hides it; the children
inherit that invisible console and nothing pops up. Nothing else changes:
file pickers are ordinary desktop dialogs and still appear normally, and a
run started from a terminal (`lovec.exe`, what `scripts\run.ps1` prefers)
keeps its terminal and its printed output. Set `POKEPORT_CONSOLE=1` to opt
out.
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# RFC 0001 — Port Yellow's `IsSurfingPikachuInParty` surf sprite
## Status
Proposed. Engine: `Player.lua`, `FieldDefaults.lua`,
`OverworldController.lua`, `RomExtractor.lua`, `PaletteFX.lua`. Tools:
`build_rom_data.py`, `extract/sprites.py`, `make_rom_manifest.py`,
`make_yellow_manifest.py`. Tests: `parity_surfing_pikachu_sprite.lua`,
`mod_world_tests.lua`.
**Regeneration required.** The manifest and sprite sheet update by
re-running `make_yellow_manifest.py` against a `pret/pokeyellow`
checkout, then re-importing the Yellow ROM.
## Motivation
Yellow's `IsSurfingPikachuInParty` + `LoadSurfingPlayerSpriteGraphics2`
(`home/map_objects.asm`, `home/overworld.asm`) swap the player's
overworld sheet to `SurfingPikachuSprite` (`gfx/sprites/
surfing_pikachu.2bpp`, a 16×96 walk sheet — not the minigame sheets)
when the party mon that knows SURF is a Pikachu. The recomp misses this
in two places:
1. **Extraction.** `SurfingPikachuSprite` is not in
`SpriteSheetPointerTable` — loaded by its own `ld de,` like
`RedBikeSprite`. The extractor never sees it, and the symbol is not
in the Yellow manifest.
2. **Engine rule.** `field.playerSprites.surf` is one static
(`SPRITE_SEEL`), cached at boot. No seam for "swap when the SURF-mon
is a Pikachu."
## The decision it extends
No prior D-number. Extends the surf-field-move port in
`docs/behavior-porting-notes.md` (the `IsSurfingAllowed` exact port)
with the player-sprite swap vanilla runs alongside it.
## The exact API delta
Backward-compatible, additive-only.
### `field.playerSprites.surfPikachu`
New optional key alongside `walk`/`surf`/`bike`/`fly`, defaults to
`SPRITE_SURFING_PIKACHU`. Guarded in `Player.new` so before extraction
lands the ride keeps the Seel — no plain on-water Pikachu.
### `Player.surfPikachuSprite`
`Player.new` builds a second `SpriteRenderer` when the field resolves.
`pose()` picks it when `surfing and surfingPikachu`.
### `Player.surfingPikachu` (runtime)
Runtime-only boolean (not persisted); re-derived so a party change
between save and load is honored.
### `OverworldState:syncSurfingPikachu()`
Sets `player.surfingPikachu` from `partyKnows("SURF")`. Called at every
surf-state toggle: trySurf, dismount, flyTo, beginTeleportOut,
warpToHealPoint, forced-surf tile, setMap boot-restore.
### Importer — `SPRITE_SURFING_PIKACHU`
`make_yellow_manifest.py` adds `SurfingPikachuSprite` to
`YELLOW_EXTRA_SYMBOLS`. `make_rom_manifest.py`'s `sprite_metadata()`
gains a `surfPikachu` entry (guarded, so Red/Blue unchanged).
`RomExtractor.extractSprites` + `build_rom_data.py` + `extract/sprites.py`
each gain a parallel extract mirroring `RedBikeSprite`.
### `PaletteFX.spriteObp`
`SurfingPikachuSprite` joins `RedBikeSprite` in the no-bracket-index
special case, wearing the player's OBP palette so it colors in GBC mode.
## Migration note for existing mods
**Nothing.** `surf` still defaults to `SPRITE_SEEL`; `surfPikachu`
only resolves on a Yellow import after regeneration. No manifest or
`mod.save` shape changes. An eligibility hook that swaps a rental
SURF-mon still drives the sprite pick via `partyKnows`.
## Parity tests
- **No-mod** (`mod_world_tests.lua`): `surf == "SPRITE_SEEL"`,
`surfPikachu == "SPRITE_SURFING_PIKACHU"` seeded at boot. The 19229-check
`world & maps v2` suite stays green.
- **Mod-API** (`parity_surfing_pikachu_sprite.lua`): `syncSurfingPikachu`
+ `Player:pose` across four party shapes (12/12). The existing
`parity_cinnabar_east_surf.lua` (24/24) stays green.
## Deprecation etiquette
Nothing deprecated. Additive: a new `field.playerSprites` key, a new
runtime flag, a new engine method, a new sprite id.
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@@ -0,0 +1,382 @@
# Timing parity with the Game Boy
The port's clock is faithful: `src/core/FixedStep.lua` advances game logic in
whole 1/60 s steps off wall-clock `dt`, the default speed multiplier is 1x
(`src/core/GameSpeed.lua:22`), and audio runs on its own real-time accumulator
so fast-forward cannot pitch it. Almost nothing in `src/` is seconds-based.
What diverges is the **frame budget of composed sequences**. The original
spends a large fraction of its running time inside `DelayFrames` calls that
produce no visible change - the pause after a page break, the beat before a
status move resolves, the drain of an HP bar one point at a time. Those are
invisible in a screenshot and easy to drop when porting behavior rather than
timing. Dropping them is why the port reads as faster and snappier than
hardware even though every individual animation is correct.
This document is the specification: what each sequence costs on hardware, and
where that number comes from.
## Method
`tools/scan_pokered_delays.ps1` walks the disassembly and reports every
frame-consuming wait with its enclosing routine label:
| Kind | Meaning | Frames |
| --- | --- | --- |
| `DelayFrames` | `ld c, N` + `call DelayFrames` (`home/delay.asm:1`) | N |
| `DelayFrame` | one vblank wait (`home/vblank.asm:92`) | 1 |
| `Delay3` | `home/palettes.asm:14`, three frames for a full bg-map update | 3 |
| `Fade` | the `GBFade*` helpers, expanded to their totals below | 24 or 32 |
Current inventory against `pokered-master`: **450 sites** - 181 `DelayFrames`,
164 `Delay3`, 65 `DelayFrame`, 31 `GBFade*`, and 9 `DelayFrames` calls whose
count is computed at runtime.
The four fades all live in `home/fade.asm` and are loops of
`ld c, 8 / call DelayFrames`:
| Routine | Iterations | Frames | Source |
| --- | --- | --- | --- |
| `GBFadeInFromBlack` | 4 | **32** | `home/fade.asm:21` |
| `GBFadeOutToBlack` | 4 | **32** | `home/fade.asm:43` |
| `GBFadeOutToWhite` | 3 | **24** | `home/fade.asm:26` |
| `GBFadeInFromWhite` | 3 | **24** | `home/fade.asm:48` |
## The metric
For each catalog entry, `delta = |port - truth| / truth`; the entry passes at
`delta <= 0.05`. The headline number is the **exposure-weighted** pass rate,
weighting each sequence by how often it occurs in ordinary play - a 30-frame
error on every page of dialogue matters more than a 30-frame error in the Hall
of Fame. Weights are in the tier column: T1 sequences recur constantly, T2 are
frequent, T3 are set pieces seen once or twice per playthrough.
## Tier 1 - constant exposure
These recur every few seconds of play and dominate perceived pacing. Both
sides are verified.
### Overworld and transitions
| Sequence | Hardware | Source | Port | Port source | Delta |
| --- | --- | --- | --- | --- | --- |
| Overworld loop iteration | 2 frames (two `DelayFrame`) | `home/overworld.asm:41-44` | 1 step | `src/core/Game.lua:174` | see note |
| Warp / door: fade out | **32** | `home/overworld.asm:703` -> `GBFadeOutToBlack` | 32 | `src/render/Transition.lua` | **fixed** |
| Warp / door: fade in | **0** (map is drawn under blacked palettes, no fade) | `home/overworld.asm:690-703` | 0 | `src/render/Transition.lua` | **fixed** |
| Return to overworld after a battle | **10** hold, then `GBFadeInFromWhite` **24** | `home/overworld.asm:351-352`, `:22`, `:749-753` | 10 + 24 | `Transition.battleReturn` | **fixed** |
| Special warp entry (fly / teleport / dungeon) | `Delay3` + `GBFadeInFromWhite` = **27** | `engine/overworld/player_animations.asm:5-7` | - | - | unmeasured |
| Dungeon-warp arrival hold | **50** | `engine/overworld/player_animations.asm:43` | - | - | unmeasured |
| Player step (walk) | 16 | 8 loop iterations x 2 frames | 16 | `src/world/Player.lua:14` | **ok** |
| Turn in place | 2 | one extra loop pass | 2 | `src/world/Player.lua:18` | **ok** |
Note on the overworld loop: `OverworldLoop` calls `DelayFrame` and then falls
through to `OverworldLoopLessDelay`, which calls it again - so a full pass
costs 2 frames, and input is sampled every other frame. The port steps logic
and samples input every frame. This does not change walking speed (the 2-frame
loop moves 2 px, giving the same 16 frames per tile) but it does halve input
latency versus hardware. Flagged rather than "wrong": matching it exactly would
make the port feel less responsive than the original does on a modern display,
and it is the one place where a deliberate divergence is defensible.
### Text
The typewriter cadence itself is already correct - 1/3/5 frames per character
from `TextSpeedOptionData`, implemented at `src/render/TextBox.lua:267`. The
gaps around it are missing.
| Sequence | Hardware | Source | Port | Port source | Delta |
| --- | --- | --- | --- | --- | --- |
| `<CONT>` line scroll (after the A press) | `ProtectedDelay3` 3 + 2x `ScrollTextUpOneLine` 5 = **13** | `home/text.asm:262-277`, `:283-307` | 13 | `src/render/TextBox.lua` | **fixed** |
| `<PARA>` paragraph break | `ProtectedDelay3` 3 + clear + **20** = **23** | `home/text.asm:230-243` | 23 | `src/render/TextBox.lua` | **fixed** |
| Page break (`PageChar`) | 3 + **20** = **23** | `home/text.asm:245-260` | 23 | `src/render/TextBox.lua` | **fixed** |
| `TextCommand_PAUSE` | **30** | `home/text.asm:500` | - | - | unmeasured |
| `TextCommand_DOTS` | **10** per dot | `home/text.asm:576` | - | - | unmeasured |
The three ProtectedDelay3 frames are a *pre*-input hold: the arrow is already
up and the button is ignored, because `ManualTextScroll` only starts watching
the joypad after the delay returns. Mashing A through a long conversation
therefore cannot go faster than 3 frames per line on hardware, and now cannot
here either. `PromptText` (`home/text.asm:209-217`) has the same shape, so a
finished page holds three frames before it can be dismissed too.
**Battle text is a second, separate engine.** `BattleState` types its own
messages rather than going through `src/render/TextBox.lua`, so none of the
fixes above reached it and it had drifted further than the overworld box:
| Sequence | Hardware | Source | Was | Now |
| --- | --- | --- | --- | --- |
| Per character | 1 glyph per `wOptions & $f` frames (1/3/5, default **3**) | `home/print_text.asm:4-45` | 2 glyphs **per frame**, option ignored | 3 |
| Per character, A or B held | **1** frame | `print_text.asm:27-36` | 2 glyphs per frame | 1 |
| `<CONT>` pre-input hold | **3** | `home/text.asm:263-267` | 0 | 3 |
| `<CONT>` scroll after the press | **10** | `home/text.asm:280-305` | 0 | 10 |
| Finished page, pre-input hold | **3** | `home/text.asm:213-217` | 0 | 3 |
At the default text speed the battle typewriter was running **six times**
hardware speed, which is most of why battle text read as a blur, and it
ignored the OPTION text-speed setting entirely.
`ScrollTextUpOneLine` is `ld b, 5` of `DelayFrame` (`home/text.asm:301-305`)
and its own comment notes it is "always called twice in a row", so a CONT
scroll blocks for 10 frames. The port's `scrollPx` slide at
`src/render/TextBox.lua:305-307` is a cosmetic 8 px at 2 px/frame running in
`draw()`, not on the logic step, and it does not gate the typewriter.
### Menus
| Sequence | Hardware | Source | Port | Port source | Delta |
| --- | --- | --- | --- | --- | --- |
| Yes/no answer (either option) | **15** | `engine/menus/text_box.asm:322-323`, `:333-334` | 15 | `src/ui/ChoiceBox.lua` | **fixed** |
| List menu open (bag, PC, party-as-list) | **10** | `home/list_menu.asm:55-56` | 0 | `src/ui/ListMenu.lua` | **-100%, open** |
| List menu redraw per input | `Delay3` = **3** | `home/list_menu.asm:64` | 0 | - | **-100%, open** |
| Field move from the party menu | `Delay3` = **3** | `engine/menus/start_sub_menus.asm:4,27,175-203` | 7 (white flash) | `src/render/Transition.lua:8` | see note |
| Teleport from the party menu | **60** + `Delay3` | `engine/menus/start_sub_menus.asm:224-225` | - | - | unmeasured |
The port's 7-frame `white_flash` models `GBPalWhiteOutWithDelay3` plus the
screen-tile restore, which is a defensible reading of the same sequence; it is
listed here to be reconciled against the exact path rather than treated as a
bug.
### Battle entry
The wipe into a battle and the silhouette slide behind it. Numbers here come
from **pokered-c** (`C:\Users\Anthony\pokered`), whose `battle_transition.c`
derives each wipe from `battle_transitions.asm` and then corrects it against a
live side-by-side with the ROM. Where that project's measured value and a
naive reading of the asm disagree, the measured value wins - see the inward
spiral below.
| Sequence | Hardware | Was | Now |
| --- | --- | --- | --- |
| DoubleCircle wipe (wild, weak) | 10 x 3 = **30** | 40 | 30 |
| Circle wipe (wild, strong) | 20 x 3 = **60** | 40 | 60 |
| Spiral outward (trainer, strong) | 360 fills / 3 per frame = **120** | 40 | 120 |
| Spiral inward (trainer, weak) | 7 tiles per `Delay3` = **~150** | 40 | 156 |
| HStripes (dungeon wild, weak) | 20 x 3 = **60** | 24 | 60 |
| VStripes (dungeon wild, strong) | 18 x 3 = **54** | 24 | 54 |
| Shrink (dungeon trainer, weak) | 9 x 6 = **54** | 24 | 54 |
| Split (dungeon trainer, strong) | 9 x 6 = **54** | 24 | 54 |
| Flash before the circle wipes | 12 x 2 x 3 = **72** | 72 | 72 |
| Black hold before the battle draws | not stated by pokered; ~30 floor, calibrated **60** | 30 | 60 |
| Silhouette slide in | 144 px at 2 px/frame = **72** | 40 (160 px at 4 px/frame) | 72 |
| Trainer intro, before balls + text | `WaitForSoundToFinish` + `DelayFrames 20` | 0 | sfx wait + 20 |
The trainer intro's sound is `SFX_Silph_Scope`, extracted here as
`Trainer_Appeared` (`tools/rom_manifest.json` `audio.sfxHeaders`, bank 8 /
`$42bb`). It was being extracted and never played by anything. It now plays
into a clear window: `PrintBeginningBattleText .trainerBattle` does
`PlaySound` then `WaitForSoundToFinish`, which **blocks**, and only then
`DelayFrames 20` before `DrawAllPokeballs` and the text. `BattleState`'s
message queue grew a `waitSound` row for that, since `WaitForSoundToFinish`
waits on the sound actually stopping rather than on a fixed frame count.
**Scripted battles were skipping the transition entirely.** `BattleTransition`
runs from `DoBattleTransitionAndInitBattleVariables`, which both
`InitBattleCommon` (`core.asm:6680`, trainers) and `InitWildBattle` (`:6699`)
call unconditionally - every battle on hardware enters through a wipe. In the
port only `OverworldState:pushBattle` built one, and `Commands.start_battle`
pushed the `BattleState` straight onto the stack. The trainer-*sight* path
went through `pushBattle`, but every **script-driven** battle did not: gym
leaders, the rival, Giovanni, and every scripted wild encounter cut straight
to the battle screen with no transition at all. The catch tutorial
(`old_man_demo`) had the same gap; `InitWildBattle` has no
`BATTLE_TYPE_OLD_MAN` special case, so it gets a wipe too.
**Beyond 160x144.** Both halves of the transition used to stop at the classic
letterbox. The flash filled the 160x144 UI canvas, and the wipe handed the
surrounding window a generic centre-out square cascade
(`Renderer:drawBattleCascade`) regardless of which of the eight styles was
running - so at any zoom a spiral read as "a spiral in a box, with something
else happening around it".
- The flash is a palette write (`rBGP`), and a palette register tints every
pixel the LCD shows; there is no "outside the screen" for it to miss. It is
now published to the renderer as a screen-space veil and painted over the
finished composite, so it covers the whole surface at any zoom.
- The spiral and circle walks are now generated for whatever grid the window
works out to (`BattleTransition.gridOrder`), and the area outside the
letterbox is filled in that order instead of the square cascade. The
authentic 20x18 builders still own the letterbox itself, overrun and all,
so nothing changes at 1x. The generic builders are deliberately *not* the
ROM's walk - out there the hardware has no behaviour to be faithful to,
only a shape to continue.
- `shrink`, `split` and the two stripe styles are plain geometry rather than
a tile order, so they keep the cascade for now. Extending them is
rectangles, not a walk, and has not been done.
Note that the **flash is wild-only**: `BattleTransition_FlashScreen` is called
from `BattleTransition_Circle` (`:585`) and `BattleTransition_DoubleCircle`
(`:628`) and nowhere else. A trainer battle's transition is the spiral -
inward against a weaker foe, outward against a stronger one
(`wBattleTransitionSpiralDirection`, `:119-126`) - with no flash in front of
it. The port's `flash` mapping was already correct; the transition simply
never ran for those battles.
Two of these deserve their reasoning recorded:
**The inward spiral** writes one tile per iteration and calls
`BattleTransition_TransferDelay3` every seventh tile. That helper is not a
one-frame transfer - it is `ld a,1 / ldh [hAutoBGTransferEnabled] / call
Delay3 / xor a / ldh [...]` (`battle_transitions.asm:619`), so the cadence is
7 tiles per **three** frames. Reading it as one frame runs the whole wipe 3x
too fast, ~46 frames against the ROM's ~150. pokered-c hit that exact bug and
caught it on a live comparison.
**The black hold** is not a number pokered states anywhere; it is incidental
load cost that a modern port does not pay. The derivable floor is ~13 frames
(`LoadHpBarAndStatusTilePatterns` 4, `LoadHudTilePatterns` 2, `ClearScreen`'s
`Delay3` 3, the `DisableLCD` LY wait 1, `Delay3` after `EnableLCD` 3), but the
two sprite decompressors (`UncompressSpriteFromDE` for the 7x7 front pic and
`LoadPlayerBackPic`'s uncompress + `ScaleSpriteByTwo`) are bit-level RLE/delta
decoders that cannot be cycle-counted from the asm at all. So the derivation
bottoms out around 25-30 with an unbounded remainder. pokered-c set 60 by ear
against the real ROM and marked it ~95% right rather than frame-matched. The
credible range is 30-60; it should not be "corrected" down toward the floor on
the strength of the derivation, because the omitted decompressors are exactly
the unbounded part. Pinning it exactly wants a frame-by-frame capture.
### Battle turns
| Sequence | Hardware | Source | Port | Port source | Delta |
| --- | --- | --- | --- | --- | --- |
| Player HP bar drain of D HP over P pixels | **D + 2P + 6** | `engine/gfx/hp_bar.asm:81-135`, `:140-159`, `:234` | D + 2P + 6 | `src/battle/BattleState.lua` `stepHPDrain` | **fixed** |
| Enemy HP bar drain over P pixels | **2P + 5** (no per-HP frame) | same, gated at `:207-209` | 2P + 5 | same | **fixed** |
| Status move / missed move beat | **30** | `engine/battle/core.asm:3145,3158,3185-3186`; enemy `:5588` | 30 | `EffectRegistry` `missBeat`, `BattleState:performMove` | **fixed** |
| Applying anim type 1, vertical shake b=8 | **48** | `animations.asm:500-503` | 48 | `BattleState:applyHitFx` | ok |
| Applying anim type 2, fast horizontal b=8 | **72** | `animations.asm:505-508` | 72 | same | ok |
| Applying anim type 3, slow horizontal 6,2 | **48** | `animations.asm:510-512,526-549` | 48 | same | ok |
| Applying anim type 4, `AnimationBlinkMon` | **60** | `animations.asm:514-516`, `:1360-1376` | 60 | same | **fixed** |
| Applying anim type 5, fast horizontal b=2 | **18** | `animations.asm:518-521` | 18 | same | ok |
| Applying anim type 6, slow horizontal 3,2 | **24** | `animations.asm:523-525` | 24 | same | ok |
| Faint slide-down | **14** (`PIC_HEIGHT` x `DelayFrames 2`) | `engine/battle/core.asm:1186-1222` | 14 | `BattleState:onFaint` | **fixed** |
| Before every move animation | `Delay3` = **3** | `engine/battle/core.asm:6635-6640` | 3 | `BattleState:updateQueue` | **fixed** |
| Battle start, after enemy send-out | **40** | `engine/battle/core.asm:152-156` | 40 | `BattleState:enter` | **fixed** |
| Poison / burn / leech-seed tick | **20** | `engine/battle/core.asm:529-530` | 20 | `src/battle/BattleState.lua:1817` | **ok** |
| Switch player mon | **50** | `engine/battle/core.asm:2421-2422` | 50 | `src/battle/BattleState.lua:1666-1668` | **ok** |
| Post-hit hold (crit text or not) | **20** | `engine/battle/core.asm:3798-3814` | 20 | `EffectRegistry.runDamaging` | **fixed** |
| Fainted mon slide-down | **2** per row | `engine/battle/core.asm:1216-1217` | - | - | unmeasured |
| Trainer pic slide off | **2** per column | `engine/battle/core.asm:1267-1268` | - | - | unmeasured |
| Trainer battle victory | **40** | `engine/battle/core.asm:940-941` | - | - | unmeasured |
| Player blackout | **40** | `engine/battle/core.asm:1143-1144` | - | - | unmeasured |
| No moves left (Struggle) | **60** | `engine/battle/core.asm:2753-2754` | - | - | unmeasured |
| Send-out animation | `Delay3` + **4** + **5** | `engine/battle/core.asm:6814-6830` | - | - | unmeasured |
The HP bar was the single largest battle divergence. `UpdateHPBar` steps **one
HP point per loop iteration**; each iteration pays 1 frame in
`UpdateHPBar_PrintHPNumber` whenever `wHPBarType != 0` - the player's own HUD
and the party menu, but not the enemy HUD - plus 2 frames for each pixel the
bar actually moves. The tail (`.animateHPBarDone`, `:132-135`) prints the
number once more, animates one last pixel and falls into `Delay3`, so it costs
6 frames player-side and 5 enemy-side.
A 150 HP mon losing everything therefore costs 150 + 96 + 6 = **252 frames
(4.2 s)** on the player's HUD, against 96 + 5 = 101 on the enemy's. The port
used a flat `maxHP/96` - the enemy-side rate applied to both sides - and ran
that same drain in 96 frames (1.6 s).
## Tier 2 - frequent
Status-effect failures (`engine/battle/effects.asm:161,1162,1205`) hold **50**
frames each. `SwitchAndTeleportEffect` uses 50 and 20
(`:834-901`). Evolution holds **50** then **40**
(`engine/pokemon/evos_moves.asm:123,155`). The healing machine
(`engine/overworld/healing_machine.asm`), item effects
(`engine/items/item_effects.asm`, 259 frames across 8 sites), and the fishing
animation (**10** then **100**, `engine/overworld/player_animations.asm:380,399`)
are all in this tier.
## Tier 3 - set pieces
Highest total budgets in the scan, all seen rarely:
`engine/movie/hall_of_fame.asm` (529 frames / 7 sites),
`engine/link/cable_club.asm` (507 / 12), `engine/movie/credits.asm` (502 / 7),
`engine/movie/trade.asm` (494 / 19), `engine/movie/intro.asm` (317 / 7),
`engine/menus/main_menu.asm` (271 / 15), `engine/menus/save.asm` (250 / 3),
`engine/battle/end_of_battle.asm` (200 / 1, the link-battle win/lose string).
Several of these already have faithful implementations - see
`src/ui/IntroMovie.lua`, `src/ui/Credits.lua`, `src/ui/HallOfFame.lua`, whose
constants cite their asm sources directly.
## Status
Closed, and locked by `tests/engine/timing_parity.lua`:
1. **Text page and CONT breaks** - were 0 frames where hardware spends 13-23,
on every page of every dialogue in the game. Now exact, including the
three-frame pre-input hold that swallows a mashed A.
2. **Player HP bar drain** - was ~2.5x too fast on a typical mon. Now steps
one HP point at a time at the hardware rate, with the enemy HUD correctly
cheaper than the player's.
3. **Warp fade** - was a symmetric 12/12; now 32 out and no fade in, which is
both the right duration and the right shape.
4. **Yes/no answer** - was 0 frames where hardware spends 15, with the cursor
snapping to NO on B for the duration as `.choseSecondMenuItem` does.
5. **Battle entry** - every wipe ran at a flat 40/24 against budgets of 30-156,
the silhouette slide was 40 frames against 72, the black hold was half
what pokered-c calibrated, and the trainer intro's 20-frame gap before the
balls and text was missing entirely. This was the single most compressed
stretch in the game.
6. **Battle turns** - the type-4 blink ran at 20 frames against 60. That is
the applying animation for every plain damaging move the player uses, so
it was the single most-repeated timing error in the game. The 30-frame
beat that hardware spends on every status move and every miss was missing
entirely. The faint slide, unusually, ran *slower* than hardware (30
against 14).
Two things worth recording about that last batch, because both contradict a
plausible reading:
- **`PrintCriticalOHKOText`'s 20-frame hold is not conditional.** The
"no critical hit" early-out at `core.asm:3799` jumps to `.done`, and
`.done` *is* the `ld c, 20 / jp DelayFrames`. Every landed hit pays it,
which is where the beat before "It's super effective!" comes from.
- **`StartBattle`'s 40-frame hold is not conditional either.** The `call nz`
at `core.asm:154` gates only `EnemySendOutFirstMon`; the `DelayFrames 40`
under it runs for wild battles too, and it lands *between* the enemy's
send-out and `.playerSendOutFirstMon` (`:166`) rather than at the end of
the intro.
Trainer victory (24-frame scroll-in + 40-frame hold) and the ball shake
(`SFX_TINK` + `DelayFrames 40` per rock) were already correct -
`BattleState.lua`'s `wait = 64` and `AnimPlayer.lua`'s `emit(40)`. Note that
pokered-c's `BUI_TRAINER_VICTORY_SLIDE` comment calls the scroll-in 14
frames; `_ScrollTrainerPicAfterBattle` is 6 loop passes of `DelayFrames 4`,
so 24 is right and this port already had it.
**Leaving a battle was a cut, not a fade.** `EnterMap` checks
`BIT_BATTLE_OVER_OR_BLACKOUT` and calls `MapEntryAfterBattle`
(`home/overworld.asm:22`), which is `GBFadeInFromWhite` - so the map fades up
from white over 24 frames, behind the 10-frame hold at `:351-352`. The port
popped the battle and the overworld was simply there. `Transition.battleReturn`
supplies both halves, and steps the veil in three palette stages of 8 frames
rather than tweening it, because `GBFadeIncCommon` writes a palette and holds
it with `ld c, 8 / call DelayFrames` (`home/fade.asm:30-41`) three times over.
It is wrapped around `battle.onFinish` in `OverworldState:pushBattle` - the
one funnel every battle goes through - rather than living in `afterBattle`.
That placement matters: a script-driven **win** defers `afterBattle` into
`ctx.afterScript` so an evolution screen cannot be buried under the trainer's
follow-up text (`Commands.start_battle`), and a fade inside `afterBattle`
inherited that deferral. On a rival battle it fired after the post-battle
dialogue *and* the rival's walk-off, rather than when the battle ended.
The rest of `onFinish` runs as the fade's `onDone`, which is also the hardware
order: `MapEntryAfterBattle` fades the map back in and only then does the map
script run. The overworld is frozen meanwhile - `StateStack` updates the top
state only - so nothing moves under the white.
Hardware skips the fade on a dark map (`wMapPalOffset` nonzero takes the
`LoadGBPal` branch at `:754`). This port has no `wMapPalOffset` equivalent -
no map needs FLASH to be lit - so that branch is unreachable here;
`battleReturn` accepts `opts.instant` for it if that ever changes.
Still open, hardware number confirmed but not yet wired:
- List menu open (10) and per-input redraw (`Delay3`).
- Every battle-table row marked "unmeasured" above - the status/miss beat (30)
is the highest-exposure of them, since it is paid on every status move and
every miss.
Entries marked "unmeasured" have confirmed hardware numbers but the port side
has not been traced; they are remaining work, not known-good.
+5
View File
@@ -204,6 +204,11 @@ local function bootGame(version)
end
function love.load(args)
-- Before anything can shell out (update check, mod index, ROM picker),
-- claim one hidden console on Windows so those children inherit it instead
-- of each flashing their own cmd.exe window (#606). No-op elsewhere.
require("src.core.HostShell").hideHostConsole()
-- Self-updater boot shell: a fused build may mount and chainload a newer
-- downloaded payload here. True means it took over, so we must stop. A
-- dev / source checkout no-ops (see src/update/Boot.lua).
+16 -1
View File
@@ -73,6 +73,21 @@ of the build script's permission trim). The first
read runs immediately (`onRequestPermissionsResult`,
`STEP_PERMISSION_REQUEST_CODE`).
### Network transport (mod index / mod updates)
`love.system.httpDownload(url, absPath [, userAgent [, accept]])` ->
`GameActivity.httpDownload` (same JNI route as the picker and the step
bridge: `common/android.cpp` -> `modules/system/System.cpp` ->
`wrap_System.cpp`). Android ships no `curl`, which is what the desktop
builds fetch the mod index, mod release lists and mod zips with, so the
"Find mods" tab used to fail with "curl is not available on this
platform" (#597). The Java side is a blocking `HttpsURLConnection` GET
(https only, redirects followed by hand, body renamed into place only
once complete) and runs on LOVE's Lua thread, never the UI thread.
`src/core/HostShell.lua` picks the transport: curl when present,
otherwise this bridge; an APK older than the bridge simply reports no
transport, exactly as a missing curl does.
### SDK / NDK
love-android 11.5a expects:
@@ -107,7 +122,7 @@ scripts, tests, and mobile build sources are excluded.
| `app.name` | Pokemon Red |
| `app.orientation` | `fullUser`. This is only the manifest default: SDL requests FULL_SENSOR at window creation (resizable window, no `SDL_HINT_ORIENTATIONS`), and `GameActivity.setOrientationBis` remaps that to FULL_USER so the device's rotation lock is honoured. |
| `app.version_name` / `app.version_code` | set from `--version X.Y.Z` (code = major*10000 + minor*100 + patch); left as-is if `--version` is omitted |
| Permissions | INTERNET / RECORD_AUDIO / WRITE_EXTERNAL_STORAGE stripped; VIBRATE + BLUETOOTH kept |
| Permissions | RECORD_AUDIO / WRITE_EXTERNAL_STORAGE stripped; VIBRATE + BLUETOOTH + INTERNET (link play, mod index) + ACTIVITY_RECOGNITION (step bridge) kept |
## Releases
@@ -253,6 +253,41 @@ bool restartApp()
return result;
}
bool httpDownload(const char *url, const char *destPath, const char *userAgent, const char *accept)
{
if (url == nullptr || destPath == nullptr)
return false;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = env->FindClass("org/love2d/android/GameActivity");
// Old APK / new liblove skew: report "no transport" the same way a
// missing curl does, instead of aborting on a missing method (#597).
jmethodID method = env->GetStaticMethodID(activity, "httpDownload",
"(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;)Z");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return false;
}
jstring jurl = env->NewStringUTF(url);
jstring jdest = env->NewStringUTF(destPath);
jstring jua = env->NewStringUTF(userAgent != nullptr ? userAgent : "gen1recomp");
jstring jaccept = accept != nullptr ? env->NewStringUTF(accept) : nullptr;
jboolean result = env->CallStaticBooleanMethod(activity, method, jurl, jdest, jua, jaccept);
env->DeleteLocalRef(jurl);
env->DeleteLocalRef(jdest);
env->DeleteLocalRef(jua);
if (jaccept != nullptr)
env->DeleteLocalRef(jaccept);
env->DeleteLocalRef(activity);
return result;
}
/*
* Helper functions for the filesystem module
*/
@@ -90,6 +90,14 @@ bool syncHealthSteps();
**/
bool restartApp();
/**
* Blocking HTTPS GET into destPath (GameActivity.httpDownload). Android has
* no curl binary, so this is the transport src/core/HostShell.lua uses there
* for the mod index and mod updates (#597). userAgent / accept may be null.
* Returns whether a complete file was written.
**/
bool httpDownload(const char *url, const char *destPath, const char *userAgent, const char *accept);
/*
* Helper functions for the filesystem module
*/
@@ -230,6 +230,20 @@ bool System::restartApp() const
#endif
}
bool System::httpDownload(const char *url, const char *destPath,
const char *userAgent, const char *accept) const
{
#ifdef LOVE_ANDROID
return love::android::httpDownload(url, destPath, userAgent, accept);
#else
LOVE_UNUSED(url);
LOVE_UNUSED(destPath);
LOVE_UNUSED(userAgent);
LOVE_UNUSED(accept);
return false;
#endif
}
bool System::hasBackgroundMusic() const
{
#if defined(LOVE_ANDROID)
@@ -141,6 +141,14 @@ public:
**/
virtual bool restartApp() const;
/**
* Blocking HTTPS GET into an absolute host path (Android only; false
* elsewhere). Android has no curl, which is what every other platform
* fetches the mod index with (#597).
**/
virtual bool httpDownload(const char *url, const char *destPath,
const char *userAgent = nullptr, const char *accept = nullptr) const;
/**
* Gets if the user is playing music on background.
* Throws an exception on unsupported platforms.
@@ -123,6 +123,16 @@ int w_restartApp(lua_State *L)
return 1;
}
int w_httpDownload(lua_State *L)
{
const char *url = luaL_checkstring(L, 1);
const char *dest = luaL_checkstring(L, 2);
const char *ua = luaL_optstring(L, 3, nullptr);
const char *accept = luaL_optstring(L, 4, nullptr);
luax_pushboolean(L, instance()->httpDownload(url, dest, ua, accept));
return 1;
}
int w_hasBackgroundMusic(lua_State *L)
{
lua_pushboolean(L, instance()->hasBackgroundMusic());
@@ -142,6 +152,7 @@ static const luaL_Reg functions[] =
{ "createFile", w_createFile },
{ "syncHealthSteps", w_syncHealthSteps },
{ "restartApp", w_restartApp },
{ "httpDownload", w_httpDownload },
{ "hasBackgroundMusic", w_hasBackgroundMusic },
{ 0, 0 }
};
@@ -31,6 +31,8 @@ import java.io.FileOutputStream;
import java.io.IOException;
import java.io.InputStream;
import java.io.OutputStream;
import java.net.HttpURLConnection;
import java.net.URL;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
@@ -565,6 +567,73 @@ public class GameActivity extends SDLActivity {
return true; // unreachable, but keeps the JNI signature honest
}
/**
* Blocking HTTPS GET into destPath, exposed as love.system.httpDownload
* and used by src/core/HostShell.lua. Android ships no curl binary, so
* every remote fetch the desktop builds do with curl (mod index feeds,
* mod release lists, mod zips, thumbnails) comes through here (#597).
* Runs on LOVE's Lua thread, never the UI thread, so the platform's
* network-on-main-thread rule is not in play and a blocking call matches
* the curl semantics the Lua callers already expect.
*
* Redirects are followed by hand because HttpURLConnection silently drops
* a redirect that changes protocol, and only https is accepted: the feeds
* live on GitHub Pages / raw and a downgrade to http must fail, not fetch.
* The body lands in a .part file and is renamed only once complete, so a
* dropped connection can never leave a half file the caller trusts.
*/
@Keep
public static boolean httpDownload(String url, String destPath, String userAgent, String accept) {
if (url == null || destPath == null) return false;
HttpURLConnection conn = null;
File tmp = new File(destPath + ".part");
try {
String current = url;
for (int hop = 0; hop < 5; hop++) {
URL parsed = new URL(current);
if (!"https".equalsIgnoreCase(parsed.getProtocol())) return false;
conn = (HttpURLConnection) parsed.openConnection();
conn.setInstanceFollowRedirects(false);
conn.setConnectTimeout(15000);
conn.setReadTimeout(60000);
conn.setRequestProperty("User-Agent",
userAgent == null ? "gen1recomp" : userAgent);
if (accept != null) conn.setRequestProperty("Accept", accept);
int code = conn.getResponseCode();
if (code == 301 || code == 302 || code == 303 || code == 307 || code == 308) {
String next = conn.getHeaderField("Location");
conn.disconnect();
conn = null;
if (next == null) return false;
current = new URL(parsed, next).toString();
continue;
}
if (code < 200 || code > 299) return false;
InputStream in = new BufferedInputStream(conn.getInputStream());
OutputStream out = new BufferedOutputStream(new FileOutputStream(tmp));
try {
byte[] buf = new byte[16384];
int n;
while ((n = in.read(buf)) > 0) out.write(buf, 0, n);
} finally {
try { out.close(); } catch (IOException ignored) {}
try { in.close(); } catch (IOException ignored) {}
}
File dest = new File(destPath);
dest.delete();
if (!tmp.renameTo(dest)) return false;
return dest.length() > 0;
}
return false;
} catch (Exception e) {
Log.d("GameActivity", "httpDownload failed: " + e.getMessage());
return false;
} finally {
if (conn != null) conn.disconnect();
if (tmp.exists()) tmp.delete();
}
}
/**
* Shows ACTION_CREATE_DOCUMENT so the player can save a staged export
* (pending_export.sav in the app save identity) to Downloads / Drive /
+17
View File
@@ -0,0 +1,17 @@
{
"name": "gen1recomp App Repo",
"identifier": "com.theboisclub.gen1recomp.repo",
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/gen1recomp_cover.png",
"apps": [
{
"name": "gen1recomp",
"bundleIdentifier": "com.theboisclub.gen1recomp",
"developerName": "bryanthaboi",
"iconURL": "https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/assets/logo/gen1recomp_cover.png",
"localizedDescription": "Gen1Recomp - A native Lua / LÖVE2D recreation of Gen 1 Poke",
"tintColor": "3b5ca8",
"category": "games",
"versions": []
}
]
}
+103 -1
View File
@@ -11,7 +11,8 @@
# --install after a --device build, install the app onto the
# first connected iPhone/iPad (unlock it first)
# --release Release configuration
# --version X.Y.Z stamp MARKETING_VERSION / CURRENT_PROJECT_VERSION
# --version X.Y.Z stamp the engine version into game.love plus
# MARKETING_VERSION / CURRENT_PROJECT_VERSION
# --fetch Fetch LÖVE 12.0 sources and Apple dependencies into mobile/ios/love-src/
# --package-only Zip game.love + apply plist overlay; skip xcodebuild
#
@@ -341,6 +342,25 @@ pack_game_love() {
|| fail "game.love is missing $required"
done
say "game.love: $(du -h "$LOVE_FILE" | cut -f1) -> $LOVE_FILE"
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
say "stamping engine version $VERSION into game.love"
local stamp_dir
stamp_dir="$(mktemp -d)"
mkdir -p "$stamp_dir/src/core"
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")([^\"]*)(\")/\1$VERSION\3/" \
"$ROOT/src/core/Version.lua" > "$stamp_dir/src/core/Version.lua"
(cd "$stamp_dir" && zip -q "$LOVE_FILE" src/core/Version.lua)
local version_re
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
unzip -p "$LOVE_FILE" src/core/Version.lua \
| grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|| fail "version stamp failed: game.love does not report engine $VERSION"
rm -rf "$stamp_dir"
say "stamped engine version: $VERSION"
else
say "no X.Y.Z --version, shipping default engine (no stamp)"
fi
}
# Ensure game.love is in the love-ios Copy Bundle Resources phase (idempotent).
@@ -433,6 +453,86 @@ print("patched project.pbxproj")
PY
}
suppress_love_dependency_warnings() {
local liblove_pbx="$XCODE_DIR/liblove.xcodeproj/project.pbxproj"
local love_pbx="$XCODE_DIR/love.xcodeproj/project.pbxproj"
[ -f "$liblove_pbx" ] || fail "missing $liblove_pbx"
[ -f "$love_pbx" ] || fail "missing $love_pbx"
python3 - "$liblove_pbx" "$love_pbx" <<'PY'
import pathlib
import sys
def patch_configs(path, config_ids, settings):
text = path.read_text()
for config_id in config_ids:
marker = f"\t\t{config_id}"
start = text.find(marker)
if start < 0:
raise SystemExit(f"missing configuration {config_id}")
settings_start = text.find("\t\t\tbuildSettings = {\n", start)
block_end = text.find("\n\t\t};", settings_start)
if settings_start < 0 or block_end < 0:
raise SystemExit(f"invalid configuration {config_id}")
block = text[settings_start:block_end]
lines = block.splitlines(keepends=True)
for setting in settings:
key = setting.split(" = ", 1)[0].strip()
prefix = f"{key} ="
replaced = False
normalized = []
for line in lines:
if line.startswith(f"\t\t\t\t{prefix}"):
if not replaced:
normalized.append(setting)
replaced = True
else:
normalized.append(line)
if not replaced:
normalized.insert(1, setting)
lines = normalized
normalized_block = "".join(lines)
if normalized_block != block:
text = text[:settings_start] + normalized_block + text[block_end:]
path.write_text(text)
patch_configs(
pathlib.Path(sys.argv[1]),
(
"FA0B78EF1A958B90000E1D17",
"FA0B78F01A958B90000E1D17",
"FA0B78F11A958B90000E1D17",
),
(
"\t\t\t\tCLANG_WARN_UNINITIALIZED_AUTOS = NO;\n",
"\t\t\t\tCLANG_WARN_UNREACHABLE_CODE = NO;\n",
"\t\t\t\tCLANG_WARN_UNUSED_PARAMETER = NO;\n",
"\t\t\t\tGCC_WARN_CHECK_SWITCH_STATEMENTS = NO;\n",
"\t\t\t\tGCC_WARN_SIGN_COMPARE = NO;\n",
"\t\t\t\tGCC_WARN_UNINITIALIZED_AUTOS = NO;\n",
"\t\t\t\tGCC_WARN_UNUSED_FUNCTION = NO;\n",
"\t\t\t\tGCC_WARN_UNUSED_PARAMETER = NO;\n",
"\t\t\t\tGCC_WARN_UNUSED_VARIABLE = NO;\n",
"\t\t\t\tOTHER_CFLAGS = \"$(inherited) -Wno-sign-compare -Wno-strict-prototypes -Wno-unused-but-set-variable -Wno-unused-function -Wno-unused-parameter -Wno-unused-variable\";\n",
"\t\t\t\tOTHER_CPLUSPLUSFLAGS = \"$(inherited) -Wno-deprecated-declarations -Wno-non-c-typedef-for-linkage -Wno-sign-compare -Wno-switch -Wno-unguarded-availability-new -Wno-unused-but-set-variable -Wno-unused-function -Wno-unused-parameter -Wno-unused-private-field -Wno-unused-variable\";\n",
),
)
patch_configs(
pathlib.Path(sys.argv[2]),
(
"FA0B7F261A95AAF4000E1D17",
"FA0B7F271A95AAF4000E1D17",
"FA0B7F281A95AAF4000E1D17",
),
(
"\t\t\t\tCLANG_WARN_UNDECLARED_SELECTOR = NO;\n",
"\t\t\t\tCLANG_WARN_UNUSED_PARAMETER = NO;\n",
"\t\t\t\tOTHER_CFLAGS = \"$(inherited) -Wno-undeclared-selector -Wno-unused-parameter\";\n",
),
)
PY
}
# --------------------------------------------------------------- xcodebuild
# love.system.pickFile and createFile are a native bridge compiled in by
# mobile/ios/patch_love_src.py, not part of LÖVE. A build that skipped the
@@ -512,6 +612,7 @@ run_xcodebuild() {
MARKETING_VERSION="$marketing_version"
CURRENT_PROJECT_VERSION="$project_version"
ONLY_ACTIVE_ARCH=NO
DISABLE_MANUAL_TARGET_ORDER_BUILD_WARNING=YES
)
if ! $DEVICE; then
@@ -671,6 +772,7 @@ python3 "$IOS_DIR/patch_love_src.py" || fail "patch_love_src.py failed"
ensure_manifests
pack_game_love
ensure_game_love_in_xcode
suppress_love_dependency_warnings
if $PACKAGE_ONLY; then
say "package-only: skipping xcodebuild (game.love + plist ready under mobile/ios/love-src/)"
+1
View File
@@ -123,6 +123,7 @@ if [ -f data/generated/maps.lua ]; then
run_tier "T3 save editor: events + dex" "$LUA" tests/save_editor_task7_tests.lua
run_tier "T3 save editor: map browser" "$LUA" tests/save_editor_task8_tests.lua
run_tier "T3 save editor: mod awareness" "$LUA" tests/save_editor_mod_tests.lua
run_tier "T3 save editor: wheel scrolling" "$LUA" tests/save_editor_wheel_bug595_test.lua
run_tier "T5 link (loopback lockstep)" "$LUA" tests/run_link_tests.lua
fi
else
+356 -86
View File
@@ -23,6 +23,7 @@ local Pokemon = require("src.pokemon.Pokemon")
local Runtime = require("src.mods.Runtime")
local Screens = require("src.ui.Screens")
local Status = require("src.battle.Status")
local Timing = require("src.core.Timing")
local TrainerAI = require("src.battle.TrainerAI")
local TurnOrder = require("src.battle.TurnOrder")
local TypeChart = require("src.battle.TypeChart")
@@ -32,10 +33,79 @@ local WideBattle = require("src.battle.WideBattle")
local BattleState = {}
BattleState.__index = BattleState
BattleState.isOpaque = true
-- pokered prints the battle lines itself (engine/battle/core.asm and the
-- move-effect banks), and the importer extracts every one of them, so the
-- port paraphrasing them in Lua meant the screen showed a near-miss of the
-- game's own wording while the cache held the real line -- and on a
-- localized import it showed English over translated data.
--
-- fromRom prefers the extracted text and keeps the literal as the catalog
-- fallback, for a cache built before the label and for the pure-module
-- tests that run without a dataset. The battle text's slots ({USER},
-- {TARGET}, the {RAM:...} buffers) are NOT in the token registry that
-- TextBox.substitute serves -- it only resolves {PLAYER}, {RIVAL} and
-- three string buffers -- so they are spliced here, in argument order,
-- before the box ever sees the string. {PLAYER}/{RIVAL} are left alone
-- for that later pass.
-- {PLAYER}/{RIVAL} are the two slots TextBox.substitute can fill on its
-- own, so they are only consumed here when the caller clearly supplies
-- them: an argument count matching every slot. Matching just the other
-- slots leaves those two for the later pass. Anything else means the
-- extracted line cannot carry what the call has to say -- a few labels
-- stop at a dynamic marker the decoder does not follow, e.g.
-- _EnemysWeakText extracts as "The enemy's weak!\nGet'm! " with nowhere
-- to put the name -- so the engine's own wording stands in rather than
-- printing a sentence with a hole in it.
local function fromRom(data, label, fallback, ...)
local text = data and data.text and data.text[label]
if not text then return Strings(fallback, ...) end
local args = { ... }
if #args == 0 then return text end
local slots, named = 0, 0
for token in text:gmatch("%b{}") do
slots = slots + 1
if token == "{PLAYER}" or token == "{RIVAL}" then named = named + 1 end
end
local fillNamed
if #args == slots then
fillNamed = true
elseif #args == slots - named then
fillNamed = false
else
return Strings(fallback, ...)
end
local index = 0
return (text:gsub("%b{}", function(token)
if not fillNamed and (token == "{PLAYER}" or token == "{RIVAL}") then
return token
end
index = index + 1
local value = args[index]
if value == nil then return token end
return tostring(value)
end))
end
function BattleState:romText(label, fallback, ...)
return fromRom(self.data, label, fallback, ...)
end
-- Letterbox voids around the 160x144 battle canvas fill white so the
-- window reads as one continuous battle screen (no black bars).
BattleState.letterboxWhite = true
-- A battle is a self-contained SCREEN, not the window. The overworld's
-- dialogue box docks to the window edge on purpose (Renderer:setUIAnchor) --
-- a box floating in the middle of a zoomed-out map reads as detached. A
-- battle is the opposite: pokered draws its text box and YES/NO in the same
-- 160x144 tilemap as the HUD, and pulling them out to the window edge splits
-- the composition in two -- the caught-mon nickname prompt lands a whole
-- letterbox below the white field it is supposed to be printed on. Anchors
-- are held off for as long as a battle is in the stack.
BattleState.holdsUIAnchors = true
-- BATTLE LAYOUT: the classic 160x144 arrangement, or the widescreen one on
-- a 304x144 surface (src/battle/WideBattle.lua). Only the composition
-- differs; every battler, queue and animation below is shared. Menus and
@@ -50,6 +120,41 @@ function BattleState:wideLayout()
return self:isWideBattleLayout()
end
-- BATTLE SIZE: "fixed" keeps the classic integer-scaled letterbox (a GB pixel
-- is a whole number of screen pixels, and the battle is the same size at any
-- zoom); "fill" scales the battle surface to the window instead, so it fills
-- vertically. Filling means a fractional scale, so pixels stop being evenly
-- sized -- that is the trade, which is why it is a setting rather than a
-- change. Only the battle surface is affected; the overworld is unchanged.
function BattleState:wantsFillScale()
local options = self.game and self.game.save and self.game.save.options
return options and options.battleFit == "fill" or false
end
-- BATTLE BG: what fills the screen AROUND the battle -- the letterbox voids
-- that grow as the window gets bigger or the view is zoomed out. The battle
-- screen itself is untouched: it keeps its white paper field in every mode.
--
-- "white" the display mode's paper shade (the classic look)
-- "black" plain black bars
-- "world" the frozen overworld, dimmed
--
-- "world" works by making the battle NON-opaque: StateStack:visibleBase then
-- finds the overworld below it and Game:draw keeps drawing the map, so the
-- voids show it instead of a flat clear. The battle still paints its own
-- opaque 160x144 field over the top, so only the surround changes.
function BattleState:bgMode()
local options = self.game and self.game.save and self.game.save.options
local mode = options and options.battleBg
if mode == "black" or mode == "world" then return mode end
return "white"
end
-- How far to dim the overworld behind a "world" background, 0..1. Enough
-- that the battle reads as the foreground rather than competing with a fully
-- lit map behind it.
BattleState.BG_WORLD_DIM = 0.55
-- Renderer:setUISize asks the top state for its surface before anything draws
function BattleState:uiSize()
if self:wideLayout() then return WideBattle.WIDTH, WideBattle.HEIGHT end
@@ -523,9 +628,9 @@ function BattleState.newWild(game, species, level, opts)
self.enemy = makeBattler(game.data, Pokemon.new(game.data, species, level), false)
markSeen(game, species)
if opts and opts.hooked then
self.introText = Strings("The hooked\n%s\nattacked!", self.enemy.name)
self.introText = self:romText("_HookedMonAttackedText", "The hooked\n%s\nattacked!", self.enemy.name)
else
self.introText = Strings("Wild %s\nappeared!", self.enemy.name)
self.introText = self:romText("_WildMonAppearedText", "Wild %s\nappeared!", self.enemy.name)
end
return self
end
@@ -707,7 +812,7 @@ function BattleState:queueScopeReveal()
or Strings("SILPH SCOPE\nunveiled the\vGHOST's identity!"))
self:act(function() self.ghostReveal = { t = 0 } end)
table.insert(self.queue, { wait = BattleState.GHOST_REVEAL_FRAMES })
self:say(Strings("Wild %s\nappeared!",
self:say(self:romText("_WildMonAppearedText", "Wild %s\nappeared!",
self.ghostReal and self.ghostReal.name or self.enemy.name))
end
@@ -844,9 +949,30 @@ function BattleState:drainNext(battler, stopAt)
{ drain = true, battler = battler, stopAt = stopAt })
end
-- One frame of the HP-bar drain (engine/gfx/hp_bar.asm UpdateHPBar):
-- the bar animates a pixel per two frames, so displayed HP moves at
-- maxHP/96 per frame (48-pixel bar). Returns true while animating.
-- Queue a pure frame hold at the current insert point, the way the original
-- spends DelayFrames between the beats of a turn. Mirrors sayNext/drainNext
-- so a caller can interleave holds with messages in source order.
function BattleState:waitNext(frames)
if not frames or frames <= 0 then return end
self.nextInsert = (self.nextInsert or 0) + 1
table.insert(self.queue, self.nextInsert, { wait = frames })
end
-- One frame of the HP-bar drain (engine/gfx/hp_bar.asm UpdateHPBar).
--
-- The original walks the bar ONE HP POINT per loop iteration (:81-120), and
-- what each iteration costs depends on the side:
-- * UpdateHPBar_PrintHPNumber spends a DelayFrame (:234) reprinting the
-- number, but only when wHPBarType is nonzero (:207-209) -- the player's
-- own HUD and the party menu, never the enemy's;
-- * UpdateHPBar_AnimateHPBar spends 2 frames for each pixel the bar
-- actually moved (:147-148), and most single-HP steps move none.
-- So the player's bar drains at 1 HP per frame plus 2 frames per pixel,
-- while the enemy's costs nothing until it crosses a pixel boundary. The
-- old flat maxHP/96 rate was the enemy-side formula applied to both, which
-- ran a 150 HP mon's full drain in 96 frames against hardware's 249.
--
-- Returns true while animating.
function BattleState:stepHPDrain()
local busy = false
for _, b in ipairs({ self.player, self.enemy }) do
@@ -857,14 +983,30 @@ function BattleState:stepHPDrain()
and b.shownHP >= b.drainFloor then
goal = b.drainFloor
end
if b.shownHP ~= goal then
local step = math.max(1, b.mon.stats.hp) / 96
if b.shownHP > goal then
b.shownHP = math.max(goal, b.shownHP - step)
else
b.shownHP = math.min(goal, b.shownHP + step)
if (b.drainHold or 0) > 0 then
b.drainHold = b.drainHold - 1
busy = true
elseif b.shownHP ~= goal then
local maxHP = math.max(1, b.mon.stats.hp)
local playerSide = (b == self.player)
local cost = 0
-- consume whole HP steps until this frame's budget is spent; on the
-- enemy HUD several free steps can land in the same frame
while b.shownHP ~= goal and cost < 1 do
local nextHP = b.shownHP + ((b.shownHP > goal) and -1 or 1)
cost = cost + Timing.hpDrainStepFrames(b.shownHP, nextHP,
maxHP, playerSide)
b.shownHP = nextHP
end
busy = busy or b.shownHP ~= goal
b.drainHold = math.max(0, cost - 1)
b.draining = true
busy = true
elseif b.draining then
-- .animateHPBarDone's final number print, one more pixel step and
-- Delay3 (hp_bar.asm:132-135); this frame is the first of them
b.draining = nil
b.drainHold = Timing.hpDrainClosingFrames(b == self.player) - 1
busy = true
end
end
end
@@ -939,6 +1081,14 @@ function BattleState:updateQueue()
self.waitFrames = self.waitFrames - 1
return true
end
-- WaitForSoundToFinish (home/delay.asm:15-20) blocks until the sfx has
-- actually stopped sounding, which is how the original gives a sound its
-- own clear window instead of letting the next beat play over it
if self.waitingSound then
local src = self.waitingSound
if src and src.isPlaying and src:isPlaying() then return true end
self.waitingSound = nil
end
-- an HP-bar drain holds the queue until the bar catches up
if self.draining then
if self:stepHPDrain() then return true end
@@ -990,6 +1140,12 @@ function BattleState:updateQueue()
self.waitFrames = item.wait
return true
end
if item.waitSound then
-- the source is fetched now, not when the row was queued, so the
-- act() that started the sound has already run
self.waitingSound = item.waitSound()
return true
end
if item.mimicSelect then
-- pause the queue on Mimic's copy menu (MoveSelectionMenu with
-- wMoveMenuType = 1 lists the enemy's moves; cursor starts on 1)
@@ -1010,6 +1166,16 @@ function BattleState:updateQueue()
-- the animation ends (hitRow rows carry a hit with no animation --
-- thrash/rage continuation turns that skip the announcement).
if item.anim or item.hitRow then
-- PlayMoveAnimation writes wAnimationID, calls Delay3, and only then
-- jumps to MoveAnimation (core.asm:6635-6640), so three frames pass
-- between the move's announcement and the first frame of its
-- animation. Put the row back and pay that first.
if item.anim and not item.animDelayed then
item.animDelayed = true
table.insert(self.queue, 1, item)
self.waitFrames = Timing.MOVE_ANIM_PRE
return true
end
local mdef = item.anim and self.data.moves[item.anim]
local anim = mdef and mdef.anim
if item.anim == "POOF_ANIM" then
@@ -1081,17 +1247,38 @@ function BattleState:updateQueue()
-- a \v CONT wait holds the box until A/B, then scrolls the next line in
-- (home/text.asm ContText); this keeps a 3rd line on-screen (#216)
if self.msgWaiting then
-- _ContText prints the â–¼ and runs ProtectedDelay3 BEFORE ManualTextScroll
-- starts watching the joypad (home/text.asm:263-267), so three frames
-- pass with the arrow up and the button ignored
if (self.msgPreWait or 0) > 0 then
self.msgPreWait = self.msgPreWait - 1
return true
end
if input:wasPressed("a") or input:wasPressed("b") then
self.msgWaiting = nil
self:beginMsgLine()
-- then the two ScrollTextUpOneLine calls block for 5 frames each
-- (home/text.asm:280-305) before the next line starts typing
self.waitFrames = Timing.TEXT_SCROLL_PAIR
end
return true
end
local cur = self.shown[#self.shown]
if #cur < #self.codes then
-- battle typewriter cadence: two glyphs per fixed step (as before)
for _ = 1, 2 do
if #cur >= #self.codes then break end
-- Battle text prints through the same PrintText path as everything
-- else, so it pays PrintLetterDelay per character (home/print_text.asm:
-- 4-45): hFrameCounter is loaded from wOptions & $f -- the OPTION text
-- speed, 1/3/5, default 3 -- and the loop spins until it drains, unless
-- A or B is held, which collapses the wait to a single DelayFrame.
-- This used to run two glyphs per frame flat, six times hardware speed
-- at the default setting, and ignored the text-speed option entirely.
local delay = (self.game.save.options and self.game.save.options.textSpeed)
or 3
if delay ~= 1 and delay ~= 3 and delay ~= 5 then delay = 3 end
if input:isDown("a") or input:isDown("b") then delay = 1 end
self.charTimer = (self.charTimer or 0) + 1
while self.charTimer >= delay and #cur < #self.codes do
self.charTimer = self.charTimer - delay
cur[#cur + 1] = self.codes[#cur + 1]
self.charIndex = self.charIndex + 1
end
@@ -1100,6 +1287,7 @@ function BattleState:updateQueue()
-- scrolling, \n advances now (beginMsgLine scrolls if the box is full)
if self.lines[self.lineIndex + 1].cont then
self.msgWaiting = true
self.msgPreWait = Timing.TEXT_PRE_ADVANCE
else
self:beginMsgLine()
end
@@ -1126,8 +1314,18 @@ function BattleState:updateQueue()
-- only on a \v CONT hold (#317). A flag of its own, not msgWaiting:
-- that branch above scrolls the NEXT line in, which this page has not
-- got, so reusing it would call beginMsgLine on a drained message.
self.msgPrompt = true
if input:wasPressed("a") or input:wasPressed("b") then
if not self.msgPrompt then
self.msgPrompt = true
-- PromptText runs ProtectedDelay3 between writing the arrow and
-- ManualTextScroll (home/text.asm:213-217), so the page holds for
-- three frames with the button ignored before it can be dismissed.
-- Without it a queued A press could clear a page the same frame its
-- last glyph landed, which is most of "it doesn't hold sometimes".
self.msgPromptWait = Timing.TEXT_PRE_ADVANCE
end
if (self.msgPromptWait or 0) > 0 then
self.msgPromptWait = self.msgPromptWait - 1
elseif input:wasPressed("a") or input:wasPressed("b") then
self.msgPrompt = nil
self.current = nil
end
@@ -1153,7 +1351,7 @@ function BattleState:sendOutText(name)
if pct >= 70 then return Strings("Go! %s!", name) end
if pct >= 40 then return Strings("Do it! %s!", name) end
if pct >= 10 then return Strings("Get'm! %s!", name) end
return Strings("The enemy's weak!\nGet'm! %s!", name)
return self:romText("_EnemysWeakText", "The enemy's weak!\nGet'm! %s!", name)
end
-- audio/play_battle_music.asm: gym leaders (wGymLeaderNo) get the
@@ -1248,11 +1446,12 @@ function BattleState:enter()
-- without a transition (link battles, scripted pushes)
Music.playBattle(self.data, self.musicKind)
-- intro presentation (SlidePlayerAndEnemySilhouettesOnScreen): both
-- sides slide in as black silhouettes. The original scrolls SCX from
-- $90 to 0 two pixels per frame (72 frames); the port covers the full
-- 160px screen width, so 2px/frame is an 80-frame slide (slide offset is
-- introSlide*2 below). The trainer pics stay up until the send-outs.
self.introSlide = 80
-- sides slide in; the trainer pics stay up until the send-outs
-- BATTLE BG "world" drops this battle's opacity so StateStack keeps drawing
-- the overworld underneath it (see bgMode). Per instance, so the class
-- default stays opaque for every other battle and for older saves.
self.isOpaque = self:bgMode() ~= "world"
self.introSlide = Timing.BATTLE_SLIDE_IN_FRAMES
self.showEnemyTrainer = self.kind == "trainer" and self.trainerPic ~= nil
-- DrawAllPokeballs (common_text.asm:27) puts the party ball rows AND the
-- HUD corner/underline tiles under them (PlacePlayerHUDTiles /
@@ -1298,6 +1497,25 @@ function BattleState:enter()
and not self.ghost and not self.scopeReveal then
queueEnemyCry()
end
-- PrintBeginningBattleText .trainerBattle (common_text.asm): a trainer
-- battle gives SFX_SILPH_SCOPE a clear window -- PlaySound, then
-- WaitForSoundToFinish, which blocks -- and only after `ld c, 20 /
-- DelayFrames` do DrawAllPokeballs and the "wants to fight!" text run.
-- The balls and the text used to appear on the same frame the silhouettes
-- landed, so the sound had to share its whole duration with the ball draw
-- and the text scroll instead of landing on its own.
--
-- The sfx is extracted as "Trainer_Appeared" (tools/rom_manifest.json
-- sfxHeaders, bank 8 / $42bb -- the same header pokered names
-- SFX_Silph_Scope); nothing had ever played it.
if self.kind == "trainer" then
self:act(function()
self.introSfx = require("src.core.Sound").play(self.data,
"Trainer_Appeared")
end)
table.insert(self.queue, { waitSound = function() return self.introSfx end })
table.insert(self.queue, { wait = Timing.TRAINER_INTRO_SFX_GAP })
end
self:say(self.introText)
-- the unveil rides on that same box, before _InitBattleCommon clears the
-- intro chrome below (#492)
@@ -1317,12 +1535,21 @@ function BattleState:enter()
table.insert(self.queue, { wait = 16 })
self:act(function()
self.showEnemyTrainer = false
-- the slot is EMPTY from here until AnimateSendingOutMon runs below:
-- the pic has walked off and the mon is still in its ball, so nothing
-- stands in the enemy slot while TrainerSentOutText prints. Without
-- this the front sprite popped in full-size the instant the trainer
-- left, sat there through the whole text box, and the grow-in then
-- restarted it from nothing -- the mon appearing before it was sent
-- out. Mirrors the flag the mid-battle replacement already sets.
self.enemySendingOut = true
self:slidePic("foe")
end)
self:say(Strings("%s sent\nout %s!", self.trainer.name, self.enemy.name))
self:act(function()
-- EnemySendOutFirstMon (core.asm:1421-1434): after the text the
-- pic grows out of the ball (AnimateSendingOutMon), then the cry
self.enemySendingOut = false
self:startGrowIn(self.enemy)
end)
queueEnemyCry()
@@ -1339,6 +1566,14 @@ function BattleState:enter()
end)
queueEnemyCry()
end
-- StartBattle .foundFirstAliveEnemyMon (core.asm:152-156): the `call nz`
-- gates only EnemySendOutFirstMon -- the `ld c, 40 / call DelayFrames`
-- after it is unconditional, so a wild battle pays it too, between
-- "Wild X appeared!" and "Go! Y!". It lands before .playerSendOutFirstMon
-- (:166), not at the end of the intro. Appended, not waitNext'd: the
-- intro is built linearly, and waitNext's insert point is for rows added
-- while the queue is already running.
table.insert(self.queue, { wait = Timing.BATTLE_START_SENDOUT })
if not self.safari and not self.demo then
-- StartBattle .playerSendOutFirstMon (core.asm:236-240): the back pic
-- walks off the LEFT edge (SlideTrainerPicOffScreen, hlcoord 1,5,
@@ -1690,11 +1925,11 @@ function BattleState:update(dt)
end
local mv = moves[self.moveIndex]
if self.player.disabledSlot == self.moveIndex then
self:say(Strings("The move is\ndisabled!"))
self:say(self:romText("_MoveDisabledText", "The move is\ndisabled!"))
self.phase = "messages"
self.afterQueue = "menu"
elseif mv.pp <= 0 then
self:say(Strings("No PP left for\nthis move!"))
self:say(self:romText("_MoveNoPPText", "No PP left for\nthis move!"))
self.phase = "messages"
self.afterQueue = "menu"
else
@@ -1744,7 +1979,7 @@ function BattleState:resolveMimic(user, target, move, moveInst)
table.insert(self.queue, self.nextInsert, { wait = 50 })
if target.invulnerable
or not self:accuracyRoll(move, user, target) then
self:sayNext(Strings("But, it failed!"))
self:sayNext(self:romText("_ButItFailedText", "But, it failed!"))
return
end
local slots = {}
@@ -1754,7 +1989,7 @@ function BattleState:resolveMimic(user, target, move, moveInst)
if #slots == 0 then
-- .getRandomMove rerolls empty slots forever; a moveless target
-- can't happen in practice, so just fail instead of hanging
self:sayNext(Strings("But, it failed!"))
self:sayNext(self:romText("_ButItFailedText", "But, it failed!"))
return
end
if user.isPlayer and self.kind ~= "link" then
@@ -1815,7 +2050,7 @@ function BattleState:applyMimic(user, target, moveInst, slot)
entry.mimic = true
self:animNext("MIMIC", user.isPlayer)
-- _MimicLearnedMoveText: "<USER> / learned / MOVE!"
self:sayNext(Strings("%s\nlearned\n%s!", displayName(user),
self:sayNext(self:romText("_MimicLearnedMoveText", "%s\nlearned\n%s!", displayName(user),
self.data.moves[src.id].name))
end
@@ -2510,24 +2745,27 @@ function BattleState:applyHitFx(hit)
prog[#prog + 1] = { dy = 0, frames = 3 }
end
self.fx.shakeProg = prog
self.waitFrames = 48 -- the predef blocks until the shake settles
self.waitFrames = Timing.SHAKE_VERTICAL -- the predef blocks until it settles
elseif t == 2 then
self.fx.shakeProg = fastShakeProg(8)
self.waitFrames = 72
self.waitFrames = Timing.SHAKE_HORIZ_HEAVY
elseif t == 3 then
self.fx.shakeProg = slowShakeProg(6, 2)
self.waitFrames = 48
self.waitFrames = Timing.SHAKE_HORIZ_SLOW
elseif t == 4 then
if hit.blink then
self.fx.blink = { target = hit.blink, frames = 20 }
self.waitFrames = 20
-- AnimationBlinkMon: 6 iterations of hide/5 frames/show/5 frames.
-- This is the animation for every plain damaging move the player
-- uses, and it ran at a third of its length.
self.fx.blink = { target = hit.blink, frames = Timing.BLINK_MON }
self.waitFrames = Timing.BLINK_MON
end
elseif t == 5 then
self.fx.shakeProg = fastShakeProg(2)
self.waitFrames = 18
self.waitFrames = Timing.SHAKE_HORIZ_LIGHT
elseif t == 6 then
self.fx.shakeProg = slowShakeProg(3, 2)
self.waitFrames = 24
self.waitFrames = Timing.SHAKE_HORIZ_SLOW2
end
end
@@ -2874,7 +3112,7 @@ function BattleState:executeAction(user, target, action)
-- 3392): sleep/freeze/held/flinch keep the mon recharging next turn
if self:preRechargeChecks(user, target) then return end
user.mustRecharge = nil
self:sayNext(Strings("%s\nmust recharge!", displayName(user)))
self:sayNext(self:romText("_MustRechargeText", "%s\nmust recharge!", displayName(user)))
return
end
if action.special == "bound" then
@@ -2919,8 +3157,8 @@ function BattleState:statusOnomatopoeia(user, kind)
anim = isPlayer and "CONF_PLAYER_ANIM" or "CONF_ANIM"
end
local text = kind == "sleep"
and Strings("%s\nis fast asleep!", displayName(user))
or Strings("%s\nis confused!", displayName(user))
and self:romText("_FastAsleepText", "%s\nis fast asleep!", displayName(user))
or self:romText("_IsConfusedText", "%s\nis confused!", displayName(user))
if kind == "sleep" and isPlayer then
self:animNext(anim, isPlayer)
self:sayNext(text)
@@ -2959,18 +3197,18 @@ function BattleState:preRechargeChecks(user, target)
user.sleepTurns = (user.sleepTurns or 1) - 1
if user.sleepTurns <= 0 then
mon.status = nil
self:sayNext(Strings("%s\nwoke up!", displayName(user)))
self:sayNext(self:romText("_WokeUpText", "%s\nwoke up!", displayName(user)))
else
self:statusOnomatopoeia(user, "sleep")
end
return true
end
if mon.status == "FRZ" then
self:sayNext(Strings("%s\nis frozen solid!", displayName(user)))
self:sayNext(self:romText("_IsFrozenText", "%s\nis frozen solid!", displayName(user)))
return true
end
if target.trappingTurns then
self:sayNext(Strings("%s\ncan't move!", displayName(user)))
self:sayNext(self:romText("_CantMoveText", "%s\ncan't move!", displayName(user)))
return true
end
if user.flinched then
@@ -2978,7 +3216,7 @@ function BattleState:preRechargeChecks(user, target)
-- player recharges, so the flinch eats the recharge turn and the
-- flag survives (the Hyper Beam flinch glitch)
user.flinched = false
self:sayNext(Strings("%s\nflinched!", displayName(user)))
self:sayNext(self:romText("_FlinchedText", "%s\nflinched!", displayName(user)))
return true
end
return false
@@ -2999,7 +3237,7 @@ function BattleState:statusInterrupt(user, target)
{ id = "CONFUSED", power = 40, type = "NORMAL", accuracy = 100 },
{ rng = self.rng, forceCrit = false, typeless = true,
screens = target })
self:sayNext(Strings("It hurt itself in\nits confusion!"))
self:sayNext(self:romText("_HurtItselfText", "It hurt itself in\nits confusion!"))
self:clearVolatiles(user, true)
self:applyDamage(user, dmg)
if user.mon.hp <= 0 then self:onFaint(user) end
@@ -3087,7 +3325,7 @@ function BattleState:performMove(user, target, moveInst, isCalled)
self.moveAnimRow = nil
if not (user.thrashTurns and moveInst == user.thrashMove and user.thrashAnnounced) then
self:sayNext(Strings("%s\nused %s!", displayName(user), move.name))
self:sayNext(self:romText("_ItemUseText001", "%s\nused %s!", displayName(user), move.name))
-- the move's animation plays right after the announcement; the
-- damage path attaches the target's hit blink to this row so the
-- blink follows the animation (pokered's order). Mimic is the
@@ -3172,7 +3410,7 @@ function BattleState:performMove(user, target, moveInst, isCalled)
-- SleepEffect/PoisonEffect/... call PlayCurrentMoveAnimation only
-- after the effect lands; a miss skips it
self:cancelMoveAnim()
self:sayNext(Strings("%s's\nattack missed!", displayName(user)))
self:sayNext(self:romText("_AttackMissedText", "%s's\nattack missed!", displayName(user)))
return
end
local msgs = record.run(ctx)
@@ -3192,7 +3430,7 @@ function BattleState:performMove(user, target, moveInst, isCalled)
if move.power == 0 and not (record and record.kind == "full") then
MoveEffects.warnUnknown(move.effect)
self:cancelMoveAnim()
self:sayNext(Strings("But, it failed!"))
self:sayNext(self:romText("_ButItFailedText", "But, it failed!"))
return
end
@@ -3201,7 +3439,7 @@ function BattleState:performMove(user, target, moveInst, isCalled)
end
function BattleState:continueTrapping(user, target)
self:sayNext(Strings("%s's\nattack continues!", displayName(user)))
self:sayNext(self:romText("_AttackContinuesText", "%s's\nattack continues!", displayName(user)))
-- .MultiturnMoveCheck (core.asm:3554-3566) prints AttackContinuesText
-- then jumps to GetPlayerAnimationType, so the trapping move's full
-- animation replays each locked turn (same damage, animation shown).
@@ -3227,12 +3465,12 @@ function BattleState:continueBide(user, target)
self:sayNext(Strings("%s\nis storing energy!", displayName(user)))
return
end
self:sayNext(Strings("%s\nunleashed energy!", displayName(user)))
self:sayNext(self:romText("_UnleashedEnergyText", "%s\nunleashed energy!", displayName(user)))
local dmg = (user.bideDamage or 0) * 2
user.bideTurns, user.bideDamage = nil, nil
if dmg <= 0 then
self:cancelMoveAnim()
self:sayNext(Strings("But, it failed!"))
self:sayNext(self:romText("_ButItFailedText", "But, it failed!"))
return
end
-- .UnleashEnergy (core.asm:3501-3529) re-points wPlayerMoveNum at BIDE
@@ -3255,9 +3493,9 @@ function BattleState:applyDamage(target, dmg)
target.substituteHP = target.substituteHP - dmg
if target.substituteHP <= 0 then
target.substituteHP = nil
self:sayNext(Strings("%s's\nSUBSTITUTE broke!", displayName(target)))
self:sayNext(self:romText("_SubstituteBrokeText", "%s's\nSUBSTITUTE broke!", displayName(target)))
else
self:sayNext(Strings("The SUBSTITUTE\ntook damage for\n%s!", displayName(target)))
self:sayNext(self:romText("_SubstituteTookDamageText", "The SUBSTITUTE\ntook damage for\n%s!", displayName(target)))
end
return dmg
end
@@ -3269,7 +3507,7 @@ function BattleState:applyDamage(target, dmg)
end
if target.rageMove and dealt > 0 then
target.stages.attack = math.min(6, (target.stages.attack or 0) + 1)
self:sayNext(Strings("%s's\nRAGE is building!", displayName(target)))
self:sayNext(self:romText("_BuildingRageText", "%s's\nRAGE is building!", displayName(target)))
end
return dealt
end
@@ -3305,10 +3543,13 @@ function BattleState:onFaint(battler)
Sound.playCry(self.data, battler.mon.species)
Sound.play(self.data, "Faint_Fall")
self.fx = self.fx or {}
self.fx.faint = { battler = battler, frames = 30 }
-- SlideDownFaintedMonPic: PIC_HEIGHT (7) slide steps, each closing with
-- DelayFrames 2 (core.asm:1186-1222). The port held this one twice as
-- long as hardware.
self.fx.faint = { battler = battler, frames = Timing.FAINT_SLIDE }
end)
self.nextInsert = (self.nextInsert or 0) + 1
table.insert(self.queue, self.nextInsert, { wait = 30 })
table.insert(self.queue, self.nextInsert, { wait = Timing.FAINT_SLIDE })
if not battler.isPlayer and self.kind == "wild" then
-- FaintEnemyPokemon .wild_win (core.asm:792-795): beating a wild
-- mon calls EndLowHealthAlarm and starts MUSIC_DEFEATED_WILD_MON
@@ -3594,7 +3835,7 @@ function BattleState:enemyMonFainted()
-- scripted battles that print their own follow-up leave it nil.
self:actNext(function() self:playVictoryMusic() end)
-- _TrainerDefeatedText: "<PLAYER> defeated\nTRAINER!"
self:sayNext(Strings("%s defeated\n%s!", self.game.save.player.name,
self:sayNext(self:romText("_TrainerDefeatedText", "%s defeated\n%s!", self.game.save.player.name,
self.trainer.name))
self:actNext(function()
self.showEnemyTrainer = self.trainerPic ~= nil
@@ -3621,7 +3862,7 @@ function BattleState:enemyMonFainted()
end
end
end
self:sayNext(Strings("%s got ¥%d\nfor winning!", self.game.save.player.name, prize))
self:sayNext(self:romText("_MoneyForWinningText", "%s got ¥%d\nfor winning!", self.game.save.player.name, prize))
end
self.result = "win"
self.afterQueue = "finish"
@@ -3637,7 +3878,7 @@ function BattleState:learnMove(mon, moveId)
if #mon.moves < 4 then
table.insert(mon.moves, { id = moveId, pp = mdef.pp })
Runtime.emit("pokemon.move_learned", { mon = mon, moveId = moveId })
self:sayNext(Strings("%s learned\n%s!", mon.nickname or self.data.pokemon[mon.species].name,
self:sayNext(self:romText("_MimicLearnedMoveText", "%s learned\n%s!", mon.nickname or self.data.pokemon[mon.species].name,
mdef.name))
return
end
@@ -3719,11 +3960,11 @@ function BattleState:playerMonFainted()
local pSpd = (game.save.party[1].stats or { speed = 0 }).speed or 0
if self:runRoll(pSpd, TurnOrder.effectiveSpeed(self.enemy)) then
require("src.core.Sound").play(self.data, "Run")
self:say(Strings("Got away safely!"))
self:say(self:romText("_GotAwayText", "Got away safely!"))
self.result = "run"
self.afterQueue = "finish"
else
self:say(Strings("Can't escape!"))
self:say(self:romText("_CantEscapeText", "Can't escape!"))
end
end)
end)
@@ -3743,7 +3984,7 @@ function BattleState:openReplacementMenu()
forceSwitch = true,
onSwitch = function(mon)
if mon.hp <= 0 then
self:say(Strings("There's no will\nto fight!"))
self:say(self:romText("_NoWillText", "There's no will\nto fight!"))
return -- the menu-phase guard reopens the menu
end
self:restoreMimicked(self.player)
@@ -3787,7 +4028,7 @@ function BattleState:safariAction(choice)
if choice == "run" then
require("src.core.Sound").play(self.data, "Run")
self:say(Strings("Got away safely!"))
self:say(self:romText("_GotAwayText", "Got away safely!"))
self.result = "run"
self.afterQueue = "finish"
return
@@ -3824,12 +4065,12 @@ function BattleState:safariAction(choice)
end
if choice == "bait" then
self:say(Strings("%s threw some\nBAIT.", playerName))
self:say(self:romText("_ThrewBaitText", "%s threw some\nBAIT.", playerName))
self.safariCatchRate = math.floor(self.safariCatchRate / 2)
self.baitFactor = math.min(255, self.baitFactor + self.rng(1, 5))
self.escapeFactor = 0
else -- rock
self:say(Strings("%s threw a\nROCK.", playerName))
self:say(self:romText("_ThrewRockText", "%s threw a\nROCK.", playerName))
self.safariCatchRate = math.min(255, self.safariCatchRate * 2)
self.escapeFactor = math.min(255, self.escapeFactor + self.rng(1, 5))
self.baitFactor = 0
@@ -3845,13 +4086,13 @@ end
function BattleState:safariEnemyTurn()
if self.baitFactor > 0 then
self.baitFactor = self.baitFactor - 1
self:sayNext(Strings("Wild %s\nis eating!", self.enemy.name))
self:sayNext(self:romText("_SafariZoneEatingText", "Wild %s\nis eating!", self.enemy.name))
elseif self.escapeFactor > 0 then
self.escapeFactor = self.escapeFactor - 1
if self.escapeFactor == 0 then
self.safariCatchRate = self.enemy.def.catchRate
end
self:sayNext(Strings("Wild %s\nis angry!", self.enemy.name))
self:sayNext(self:romText("_SafariZoneAngryText", "Wild %s\nis angry!", self.enemy.name))
end
self:act(function()
local speed = self.enemy.curStats.speed % 256
@@ -3867,7 +4108,7 @@ function BattleState:safariEnemyTurn()
fled = self.rng(0, 255) < b
end
if fled then
self:sayNext(Strings("Wild %s\nran!", self.enemy.name))
self:sayNext(self:romText("_WildRanText", "Wild %s\nran!", self.enemy.name))
self:actNext(function()
require("src.core.Sound").play(self.data, "Run")
startPicKind(self:picFxFor(self.enemy), "slideOff")
@@ -3934,11 +4175,11 @@ function BattleState:tryRun()
TurnOrder.effectiveSpeed(self.enemy))
if escaped then
require("src.core.Sound").play(self.data, "Run")
self:say(Strings("Got away safely!"))
self:say(self:romText("_GotAwayText", "Got away safely!"))
self.result = "run"
self.afterQueue = "finish"
else
self:say(Strings("Can't escape!"))
self:say(self:romText("_CantEscapeText", "Can't escape!"))
self:act(function()
self:executeAction(self.enemy, self.player, self:enemyAction())
end)
@@ -3975,9 +4216,9 @@ function BattleState:ballMissMessage(shakes)
elseif shakes == 1 then
return t._ItemUseBallText02 or Strings("Darn! The POKéMON\nbroke free!")
elseif shakes == 2 then
return (t._ItemUseBallText03 or Strings("Aww! It appeared\nto be caught!")):gsub("%s+$", "")
return (t._ItemUseBallText03 or self:romText("_ItemUseBallText03", "Aww! It appeared\nto be caught!")):gsub("%s+$", "")
end
return t._ItemUseBallText04 or Strings("Shoot! It was so\nclose too!")
return t._ItemUseBallText04 or self:romText("_ItemUseBallText04", "Shoot! It was so\nclose too!")
end
-- AskName (engine/menus/naming_screen.asm): ClearSprites, wild field blank,
@@ -3988,7 +4229,7 @@ function BattleState:askNicknameUI(mon, displayName)
self.lockedBall = nil
self.blankForAskName = true
local TextBox = require("src.render.TextBox")
local text = Strings("Do you want to\ngive a nickname\nto %s?", displayName)
local text = self:romText("_DoYouWantToNicknameText", "Do you want to\ngive a nickname\nto %s?", displayName)
local label = game.data.text and game.data.text._DoYouWantToNicknameText
if label then
-- extractor CONT is \t; TextBox scrolls on \n/\v
@@ -4117,7 +4358,7 @@ function BattleState:throwBall(ball)
-- "<PLAYER> used <ITEM>!" line (#291). Safari and the old man demo are
-- still wIsInBattle == 1, and this port models both as kind == "wild".
if self.kind == "wild" then
self:say(Strings("%s used\n%s!", self.game.save.player.name,
self:say(self:romText("_ItemUseText001", "%s used\n%s!", self.game.save.player.name,
self.data.items[ball].name))
end
self:act(function()
@@ -4139,9 +4380,9 @@ function BattleState:throwBall(ball)
end)
self:animNext("BLOCKBALL_ANIM", true)
self:sayNext(t._ThrowBallAtTrainerMonText1
or Strings("The trainer\nblocked the BALL!"))
or self:romText("_ThrowBallAtTrainerMonText1", "The trainer\nblocked the BALL!"))
self:sayNext(t._ThrowBallAtTrainerMonText2
or Strings("Don't be a thief!"))
or self:romText("_ThrowBallAtTrainerMonText2", "Don't be a thief!"))
self:act(function()
self:executeAction(self.enemy, self.player, self:enemyAction())
end)
@@ -4204,7 +4445,7 @@ function BattleState:openParty()
if mon == self.player.mon then
self:say(Strings("%s is\nalready out!", self.player.name))
elseif mon.hp <= 0 then
self:say(Strings("There's no will\nto fight!"))
self:say(self:romText("_NoWillText", "There's no will\nto fight!"))
else
self:resolveSwitch(mon)
end
@@ -4230,7 +4471,7 @@ end
function BattleState:finish()
if self.payDay and self.result == "win" then
self.game.save.money = self.game.save.money + self.payDay
self:say(Strings("%s picked up\n¥%d!", self.game.save.player.name, self.payDay))
self:say(self:romText("_PickUpPayDayMoneyText", "%s picked up\n¥%d!", self.game.save.player.name, self.payDay))
self.payDay = nil
self.afterQueue = "finish"
self.phase = "messages"
@@ -4267,7 +4508,21 @@ function BattleState:finish()
require("src.core.Music").restoreMap(self.data)
self.game.stack:pop()
Runtime.emit("battle.ended", { battle = self, result = self.result or "run" })
if self.onFinish then self.onFinish(self.result or "run") end
-- Coming back from the battle screen is a fade, not a cut: EnterMap sees
-- BIT_BATTLE_OVER_OR_BLACKOUT set and runs MapEntryAfterBattle
-- (home/overworld.asm:22, :749-753) = GBFadeInFromWhite. This is the one
-- choke point every battle -- wild, trainer, walk-up, scripted, link --
-- passes through on its way out, so the fade is guaranteed here rather
-- than depending on each caller having wrapped onFinish correctly.
local result = self.result or "run"
local onFinish = self.onFinish
if result == "lose" then
-- the blackout path warps to the heal point with its own transition
if onFinish then onFinish(result) end
return
end
self.game.stack:push(require("src.render.Transition").battleReturn(self.game,
function() if onFinish then onFinish(result) end end))
end
-- ---------------------------------------------------------------------
@@ -4323,10 +4578,14 @@ function BattleState:growInScale(battler)
end
-- battler hidden this frame? (damage blink)
--
-- AnimationBlinkMon hides the pic, waits DelayFrames 5, shows it, waits
-- DelayFrames 5, six times over (animations.asm:1360-1376) -- a 10-frame
-- period, not 8. With Timing.BLINK_MON that is exactly six blinks.
function BattleState:fxHidden(battler)
local fx = self.fx
if fx and fx.blink and fx.blink.target == battler and fx.blink.frames > 0 then
return self.frame % 8 < 4
return self.frame % 10 < 5
end
return false
end
@@ -4342,11 +4601,15 @@ end
-- pixels, so it scales with the pic's draw scale (the player's default 2x
-- sinks 2x as fast to sink at the same visual rate); a mod scale composes
-- the same way. scale defaults to the vanilla side scale when unknown.
-- SlideDownFaintedMonPic drops the pic one 8px row per 2-frame step, so
-- the offset advances Timing.FAINT_SLIDE_STEP (4px) per frame at 1x --
-- the full 56px PIC_HEIGHT slide over the 14-frame budget (#671: the
-- old (30 - frames) math teleported the sprite 32px down on frame one).
function BattleState:fxFaintOffset(battler, scale)
local fx = self.fx
if self:fxFaintActive(battler) then
scale = scale or (battler.isPlayer and 2 or 1)
return (30 - fx.faint.frames) * 2 * scale
return (Timing.FAINT_SLIDE - fx.faint.frames) * Timing.FAINT_SLIDE_STEP * scale
end
return 0
end
@@ -5030,11 +5293,12 @@ function BattleState:drawHUDs(slide)
self:drawBallRow(self.enemyParty, 64, 16, -8)
end
-- Safari shows only the ball count; the old man demo shows neither mon
if self.safari then
love.graphics.setColor(0, 0, 0, 1)
Font.draw(("BALLx%2d"):format(self.safari.balls), 88, 72)
end
-- A safari / old-man battle has no player mon out, so no player HUD (see
-- hidePlayer below). Nothing takes its place: PrintSafariZoneSteps -- the
-- "nnn/500 / BALLx nn" box -- is start-menu only and returns early off the
-- nine interior maps (engine/overworld/player_state.asm:219-224), so no
-- ball count belongs over the battlefield. The count lives in the BALL
-- menu item instead (drawTextArea, #540).
-- Party pokeball rows and the HUD chrome under them, for exactly the
-- window DrawAllPokeballs owns (common_text.asm:27, with the intro text).
-- SetupOwnPartyPokeballs runs in EVERY battle, so the player's row belongs
@@ -5139,6 +5403,11 @@ function BattleState:drawTextArea()
Font.drawBox(0, 12, 20, 6)
Font.draw(Strings("BALLx"), 16, 112); Font.draw(Strings("BAIT"), 112, 112)
Font.draw(Strings("THROW ROCK"), 16, 128); Font.draw(Strings("RUN"), 112, 128)
-- DisplayBattleMenu .safariLeftColumn / .safariRightColumn print
-- wNumSafariBalls at hlcoord 7,14 with `lb bc, 1, 2` -- one byte, two
-- digits, space padded -- right after the "BALLx" label at columns
-- 2..6 (engine/battle/core.asm:2074-2079, 2107-2112) (#540)
Font.draw(("%2d"):format(self.safari.balls), 56, 112)
Font.drawCode(0xED, (col == 0 and 8 or 104), 112 + row * 16)
else
-- BATTLE_MENU_TEMPLATE: box (8,12)-(19,17), "FIGHT <PK><MN> /
@@ -5230,7 +5499,8 @@ function BattleState:drawClassic()
if sx == 0 and sy == 0 and fx and fx.shake and fx.shake > 0 then
sx = self.frame % 4 < 2 and 2 or -2
end
local slide = (self.introSlide or 0) * 2 -- intro slide-in offset (2px/frame)
-- intro slide-in offset: 2 px per frame, so 144 px over 72 frames
local slide = (self.introSlide or 0) * Timing.BATTLE_SLIDE_PX_PER_FRAME
if self:colorMode() then
-- SGB pipeline: gray BG canvas -> (wavy) -> zone recolor with the
+25
View File
@@ -9,9 +9,22 @@ local MoveEffects = require("src.battle.MoveEffects")
local Runtime = require("src.mods.Runtime")
local StatusRegistry = require("src.battle.StatusRegistry")
local Strings = require("src.core.Strings")
local Timing = require("src.core.Timing")
local EffectRegistry = {}
-- A move that misses -- or that registers as missed, which in Gen 1 includes
-- a type immunity and damage floored to zero -- skips its animation and
-- falls into PlayerCheckIfFlyOrChargeEffect's `ld c, 30 / call DelayFrames`
-- (engine/battle/core.asm:3155-3158 and :3185; enemy twin at :5588) before
-- anything is printed. EXPLODE_EFFECT is the exception: core.asm:3157
-- branches it to PlayPlayerMoveAnimation instead, so it pays the animation
-- rather than the hold -- the same condition that gates cancelMoveAnim.
local function missBeat(battle, record)
if record and record.explode then return end
battle:waitNext(Timing.MOVE_STATUS_OR_MISS)
end
-- pokered's <USER>/<TARGET> text macros print "Enemy " before the enemy
-- mon's nickname (home/text.asm PlaceMoveUsersName)
local function displayName(b)
@@ -92,6 +105,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if target.invulnerable and not neverMiss then
-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
if not (record and record.explode) then battle:cancelMoveAnim() end
missBeat(battle, record)
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
-- MoveHitTest's INVULNERABLE branch sets the same wMoveMissed as a
-- failed accuracy roll (core.asm:5260), and the miss handler still
@@ -120,6 +134,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if not battle:accuracyRoll(move, user, target) then
-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
if not (record and record.explode) then battle:cancelMoveAnim() end
missBeat(battle, record)
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
-- Jump Kick crash, Explode self-destruct
if record and record.onMiss then record.onMiss(ctx, "accuracy") end
@@ -147,6 +162,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
end
if not counterable or (battle.lastDamage or 0) == 0 then
battle:cancelMoveAnim()
missBeat(battle, record)
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
return
end
@@ -170,6 +186,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if info.typeMult == 0 then
-- type immunity zeros damage and sets wMoveMissed in Gen 1, so no anim
if not (record and record.explode) then battle:cancelMoveAnim() end
missBeat(battle, record)
battle:sayNext(Strings("It doesn't affect\n%s!", displayName(target)))
if record and record.onMiss then record.onMiss(ctx, "immune") end
return
@@ -177,6 +194,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
if info.missed then
-- 0.25x floored the damage to zero: the original registers a miss
if not (record and record.explode) then battle:cancelMoveAnim() end
missBeat(battle, record)
battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
if record and record.onMiss then record.onMiss(ctx, "floored") end
return
@@ -231,6 +249,13 @@ function EffectRegistry.runDamaging(battle, ctx, record)
-- every strike -- damage was only rolled once
if info.crit then battle:sayNext(Strings("Critical hit!")) end
if info.ohko then battle:sayNext(Strings("One-hit KO!")) end
-- PrintCriticalOHKOText closes with `ld c, 20 / jp DelayFrames` at its
-- .done label (core.asm:3812-3814) -- and the no-crit path jumps to that
-- same label (:3799), so this hold is paid on EVERY landed hit, not just
-- critical ones. It sits between the crit text and DisplayEffectiveness
-- (:3228-3229), which is where the beat before "It's super effective!"
-- comes from.
battle:waitNext(Timing.CRIT_OHKO_TEXT)
if info.typeMult > 10 then
battle:sayNext(Strings("It's super\neffective!"))
elseif info.typeMult < 10 then
+14 -6
View File
@@ -435,8 +435,18 @@ local function drainHalf(text)
end
end
-- fixed damage still respects type immunity (AdjustDamageForMoveType
-- flags the miss before the special-damage override)
-- OHKO is the only "damage but not through normal calculations" family
-- that still runs the type chart. CalculateDamage hands OHKO_EFFECT to
-- JumpToOHKOMoveEffect (engine/battle/core.asm:4329) and, when the effect
-- did not set wMoveMissed, execution falls through to
-- AdjustDamageForMoveType (core.asm:3147), which multiplies the 65535 by
-- the 0 matchup and flags the miss. Fixed damage and Super Fang do not:
-- they are the SetDamageEffects table (data/battle/set_damage_effects.asm)
-- and core.asm:3139 jumps straight to MoveHitTest, skipping
-- CalculateDamage, AdjustDamageForMoveType and RandomizeDamage, while
-- ApplyAttackToEnemyPokemon (core.asm:4612) writes wDamage with no
-- effectiveness step. So in Gen 1 NIGHT_SHADE hits Normal-types and
-- SUPER_FANG hits Ghosts, and only OHKO_EFFECT calls this (#616).
local function immuneMsg(ctx)
if TypeChart.effectiveness(ctx.move.type, ctx.target.curTypes) == 0 then
return Strings("It doesn't affect\n%s!", displayName(ctx.target))
@@ -466,8 +476,7 @@ MoveEffects.full = {
SPECIAL_DAMAGE_EFFECT = {
chooseDamage = function(ctx)
local blocked = immuneMsg(ctx)
if blocked then return nil, blocked end
-- no immunity check: SetDamageEffects skips AdjustDamageForMoveType (#616)
local dmg = fixedDamageFor(ctx)
if not dmg then return nil, "But, it failed!" end
return dmg, plainInfo()
@@ -475,8 +484,7 @@ MoveEffects.full = {
},
SUPER_FANG_EFFECT = {
chooseDamage = function(ctx)
local blocked = immuneMsg(ctx)
if blocked then return nil, blocked end
-- also SetDamageEffects: halves a Ghost's HP in Gen 1 (#616)
return math.max(1, math.floor(ctx.target.mon.hp / 2)), plainInfo()
end,
},
+13 -7
View File
@@ -134,12 +134,13 @@ local function drawHUDs(battle, slide)
drawStatusPanel(battle, battle.enemy, 0, 0, false)
end
if battle.safari then
Font.drawBox(23, 7, 15, 4)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(("BALLx%2d"):format(battle.safari.balls), 200, 72)
elseif battle.player and not battle.demo and not battle.showPlayerBack
and slide == 0 then
-- No player status panel in a safari / old-man battle: no mon of the
-- player's is out. Nothing replaces it either -- the ball count is a menu
-- item, not a HUD element (DisplayBattleMenu prints wNumSafariBalls inside
-- the battle menu box, engine/battle/core.asm:2074-2079), so it rides in
-- drawCommandMenu below like the classic layout's (#540).
if not battle.safari and battle.player and not battle.demo
and not battle.showPlayerBack and slide == 0 then
drawStatusPanel(battle, battle.player, 184, 56, true)
end
drawIntroBalls(battle)
@@ -172,6 +173,9 @@ local function drawCommandMenu(battle)
Font.drawBox(0, 13, 38, 5)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(Strings("BALLx"), 16, 112)
-- wNumSafariBalls immediately after the label, as at hlcoord 7,14
-- (engine/battle/core.asm:2074-2079) (#540)
Font.draw(("%2d"):format(battle.safari.balls), 56, 112)
Font.draw(Strings("BAIT"), 168, 112)
Font.draw(Strings("THROW ROCK"), 16, 128)
Font.draw(Strings("RUN"), 168, 128)
@@ -320,7 +324,9 @@ function WideBattle.draw(battle)
if sx == 0 and sy == 0 and fx and fx.shake and fx.shake > 0 then
sx = battle.frame % 4 < 2 and 2 or -2
end
local slide = (battle.introSlide or 0) * 2
-- same 2 px/frame silhouette slide the 160px layout uses
local slide = (battle.introSlide or 0)
* require("src.core.Timing").BATTLE_SLIDE_PX_PER_FRAME
-- Each side keeps its original sprite pixels and placement math: the two
-- 160x144 OAM regions are translated apart and clipped into the wider
+8 -2
View File
@@ -418,16 +418,22 @@ function ChipAudio.newCry(data, species, resolved)
})
end
-- Two channels for the same reason ChipSynth.renderEffectData renders stereo:
-- a mono Source is spatialized by OpenAL at the listener position and spreads
-- over every output an interface has (#626). The siren itself is unchanged,
-- both channels carry the same sample.
function ChipAudio.newLowHealthAlarm()
local samples = math.floor(SAMPLE_RATE * 62 / 60)
local data = love.sound.newSoundData(samples, SAMPLE_RATE, 16, 1)
local data = love.sound.newSoundData(samples, SAMPLE_RATE, 16, 2)
local phase = 0
for index = 0, samples - 1 do
local frame = math.floor(index * 60 / SAMPLE_RATE) % 31
local register = frame < 11 and 0x750 or 0x6EE
local frequency = 131072 / (2048 - register)
phase = (phase + frequency / SAMPLE_RATE) % 1
data:setSample(index, (phase < 0.5 and 1 or -1) * 0.25)
local value = (phase < 0.5 and 1 or -1) * 0.25
data:setSample(index, 1, value)
data:setSample(index, 2, value)
end
return love.audio.newSource(data, "static")
end
+22 -5
View File
@@ -808,9 +808,22 @@ local function soundData(engine, samples, channels)
return result
end
-- Render a one-shot effect (SFX/cry) to a mono SoundData, or nil when it is
-- too short to be audible. The caller wraps it in a static love.audio.Source
-- (a playback concern, hence not done here).
-- Render a one-shot effect (SFX/cry) to a two-channel SoundData, or nil when
-- it is too short to be audible. The caller wraps it in a static
-- love.audio.Source (a playback concern, hence not done here).
--
-- The synthesis is mono (one summed value per frame, unlike the music path's
-- sampleStereo), but the buffer is written stereo on purpose: OpenAL only
-- spatializes 1-channel Sources, and a Source left at the default (0,0,0)
-- position, exactly where the listener sits, is rendered as an ambient sound
-- spread over EVERY output channel the device exposes at gains that differ
-- from the front pair. On an interface with more than two outputs that put
-- the SFX on outputs 5+6 as well, while the 2-channel music source
-- (ChipAudio.playMusic) stayed on 1+2 (#626). Multi-channel buffers skip
-- spatialization entirely and map onto the front pair, so duplicating the
-- sample costs one buffer's memory and makes effects route exactly like
-- music. Deliberately not sampleStereo: that honors the NR51 panning byte
-- and would newly hard-pan any effect whose header issues command 0xEE.
local function renderEffectData(data, header, options)
if not header then return nil end
options = options or {}
@@ -825,8 +838,12 @@ local function renderEffectData(data, header, options)
values[count] = engine:sample()
end
if count < math.floor(SAMPLE_RATE / 100) then return nil end
local result = love.sound.newSoundData(count, SAMPLE_RATE, 16, 1)
for index = 1, count do result:setSample(index - 1, values[index]) end
local result = love.sound.newSoundData(count, SAMPLE_RATE, 16, 2)
for index = 1, count do
local value = values[index]
result:setSample(index - 1, 1, value)
result:setSample(index - 1, 2, value)
end
return result
end
+7
View File
@@ -77,6 +77,13 @@ end
function Data:applyVersionedFieldData()
if require("src.core.GameVersion").isYellow() then
self.field.trades = copy(YELLOW_TRADES)
-- The old man's catch demo is a RATTATA in Yellow
-- (scripts/ViridianCity.asm ViridianCityOldManStartCatchTrainingScript
-- .SetupBattle: ld a, RATTATA / ld [wCurOpponent], a) but the Yellow
-- manifest inherited Red's WEEDLE field.oldManBattle (#617), so old
-- Yellow caches carry the wrong demo species too. The fixed import
-- manifest below stamps RATTATA for fresh imports.
self.field.oldManBattle = { species = "RATTATA", level = 5 }
end
end
+220
View File
@@ -0,0 +1,220 @@
-- Faithful resolution: lock the window to an exact integer multiple of the
-- Game Boy's 160x144 screen, 1X through 4X.
--
-- At any other window size the renderer picks the largest integer scale that
-- fits and letterboxes the remainder (Renderer:fitScale), so the game is
-- already crisp -- what it is not is *exact*: there are bars, and at a wide
-- window a lot of them. Locking the window to 160*N x 144*N removes the
-- letterbox entirely, so the surface is the Game Boy screen and nothing else.
--
-- Persisted as save.options.faithfulRes (0 = OFF). Applied from OptionsMenu
-- and on boot via Game:applyOptions. No-ops in headless stubs that lack
-- love.window.
--
-- MOBILE takes the other route to the same place. There is no window to
-- resize -- the window IS the screen, and it rotates -- so the lock caps the
-- RENDER scale instead: the renderer draws the Game Boy screen at exactly N
-- physical pixels per GB pixel and centres it, and the rest of the display
-- stays black. Same promise as the desktop lock (a GB pixel is exactly N
-- screen pixels, no more) reached by moving the picture rather than the
-- window. This used to return false on the first line, so the row sat in
-- OPTIONS on Android and iOS doing nothing at all.
--
-- Scale, not size, is also what makes rotation free: Renderer:fitScale runs
-- every frame off the live drawable size, so portrait and landscape both get
-- the same locked scale with the bars falling wherever the screen is longer.
local FaithfulRes = {}
FaithfulRes.WIDTH, FaithfulRes.HEIGHT = 160, 144
FaithfulRes.LEVELS = { 0, 1, 2, 3, 4 }
FaithfulRes.DEFAULT = 0
-- mobile only: the locked scale in physical pixels per GB pixel, 0 for OFF.
-- Renderer:fitScale reads it through FaithfulRes.scaleCap.
FaithfulRes.mobileScale = 0
-- conf.lua's floor for the resizable desktop window, restored when the lock
-- is released. 1X and 2X are BELOW it, so the lock has to lower the minimum
-- as well as set the size or LOVE clamps the window back up.
FaithfulRes.MIN_W, FaithfulRes.MIN_H = 480, 360
-- whether this module currently owns the window size
FaithfulRes.locked = false
-- The highest level this display can actually show.
--
-- On desktop it is 4: the levels are window sizes, and 4X is the ceiling the
-- feature shipped with. On mobile there is no window to size, so a fixed
-- 1..4 ladder is meaningless -- 4X is a quarter of a 1080p phone, and the
-- levels the panel could really use are not on the list at all. Derive it
-- from the screen instead, so a 1080x2400 phone offers up to 6X and the top
-- of the ladder is the biggest exact-pixel picture it can draw.
--
-- OFF (0) is untouched by any of this and keeps doing exactly what it always
-- did: the renderer fits and letterboxes as usual.
function FaithfulRes.maxLevel()
-- Mobile is ON or OFF. A ladder of absolute multiples is a desktop idea --
-- there it names a window size you can see. On a phone the same number
-- means a different fraction of every device, and every level below the top
-- is just a smaller picture for no reason. ON means one thing instead:
-- lock the viewport to the Game Boy's 10:9 and size it to this screen.
if FaithfulRes.isMobile() then return 1 end
return 4
end
-- the selectable ladder for this display: OFF, then 1X..maxLevel
function FaithfulRes.levels()
local out = { 0 }
for i = 1, FaithfulRes.maxLevel() do out[#out + 1] = i end
return out
end
function FaithfulRes.normalize(v)
v = math.floor(tonumber(v) or FaithfulRes.DEFAULT)
if v < 0 then return 0 end
local max = FaithfulRes.maxLevel()
if v > max then return max end
return v
end
function FaithfulRes.label(v)
v = FaithfulRes.normalize(v)
if v == 0 then return "OFF" end
-- mobile has one ON: the level is chosen from the display, not the player
if FaithfulRes.isMobile() then return "ON" end
return tostring(v) .. "X"
end
function FaithfulRes.cycle(v, dir)
local levels = FaithfulRes.levels()
local cur = 1
for i, level in ipairs(levels) do
if level == FaithfulRes.normalize(v) then cur = i break end
end
return levels[(cur - 1 + (dir or 1)) % #levels + 1]
end
function FaithfulRes.isMobile()
-- POKEPORT_FORCE_MOBILE=1: take the mobile branch on a desktop build, so the
-- scale lock can be seen and driven without a device. The window is still
-- resizable, which is the point -- drag it to a phone aspect, rotate it by
-- dragging the other way, and the lock has to hold through both. Only this
-- module reads isMobile, so the override cannot leak into anything else.
if os.getenv("POKEPORT_FORCE_MOBILE") == "1" then return true end
if not love or not love.system or not love.system.getOS then return false end
local osName = love.system.getOS()
return osName == "Android" or osName == "iOS"
end
-- Physical pixels per LOVE unit for the CURRENT window.
--
-- Deliberately NOT love.window.getDPIScale: that reports the display's
-- scaling factor even when the window is not high-DPI aware, and conf.lua
-- only sets t.window.highdpi on mobile. On a plain desktop window a unit IS
-- a pixel, so dividing by the display scale just shrinks the window -- at
-- 125% scaling a 2X request became 256x230 pixels, which Renderer:fitScale
-- floors to 1, and 4X became 512x461, which floors to 3. That is exactly
-- the "2X renders at 1X, 4X renders at 3X" this shipped with.
--
-- Measuring the ratio the window actually reports is correct in both worlds:
-- 1 on a plain desktop window, the real scale on a high-DPI one.
local function pixelsPerUnit()
local g = love and love.graphics
if not (g and g.getDimensions and g.getPixelDimensions) then return 1 end
local uw = tonumber((g.getDimensions()))
local pw = tonumber((g.getPixelDimensions()))
if not uw or not pw or uw <= 0 or pw <= 0 then return 1 end
return pw / uw
end
-- The window size in LOVE UNITS that puts 160*v x 144*v PHYSICAL pixels on
-- screen.
function FaithfulRes.size(v)
v = FaithfulRes.normalize(v)
if v == 0 then return nil end
local ratio = pixelsPerUnit()
return math.floor(FaithfulRes.WIDTH * v / ratio + 0.5),
math.floor(FaithfulRes.HEIGHT * v / ratio + 0.5)
end
-- Push the lock into the live window. Returns true when the window is
-- locked afterwards.
-- The largest WHOLE multiple of the Game Boy screen this display can hold.
-- Integer, never fractional: a GB pixel has to be the same number of screen
-- pixels in both axes or it is not pixel perfect, it is resampled.
--
-- The leftover is black bars, and on a tall phone there is a lot of it
-- vertically -- that is simply what a 10:9 screen looks like on a 9:20
-- display, and it is what an emulator shows too.
function FaithfulRes.deviceScale()
local g = love and love.graphics
if not (g and g.getPixelDimensions) then return 1 end
local pw, ph = g.getPixelDimensions()
if not pw or not ph or pw <= 0 or ph <= 0 then return 1 end
return math.max(1, math.floor(math.min(pw / FaithfulRes.WIDTH,
ph / FaithfulRes.HEIGHT)))
end
-- The scale the renderer must lock to, or nil for "fit the window as usual".
-- Only ever set on mobile: on desktop the window itself is the lock, so
-- fitScale already lands on N and this would be a second, redundant one.
--
-- Always the device maximum. Anything less is a smaller picture for no gain,
-- which is how the first cut ended up showing a postage stamp on a 1080p
-- phone.
function FaithfulRes.scaleCap()
if not FaithfulRes.locked then return nil end
if not FaithfulRes.isMobile() then return nil end
return FaithfulRes.deviceScale()
end
function FaithfulRes.apply(v)
v = FaithfulRes.normalize(v)
-- Mobile: lock the render scale instead of the window. The scale itself
-- comes from the display (deviceScale), not from v -- v only says whether
-- the lock is on. Nothing to restore on release: the renderer simply goes
-- back to filling the display.
if FaithfulRes.isMobile() then
FaithfulRes.locked = v > 0
FaithfulRes.mobileScale = FaithfulRes.locked and FaithfulRes.deviceScale() or 0
return FaithfulRes.locked
end
if not love or not love.window or not love.window.setMode
or not love.window.getMode then
return false
end
local curW, curH, flags = love.window.getMode()
flags = flags or {}
if v == 0 then
-- only touch the window if we were the one holding it: an OFF setting on
-- boot must not resize a window the player sized themselves
if not FaithfulRes.locked then return false end
flags.resizable = true
flags.minwidth, flags.minheight = FaithfulRes.MIN_W, FaithfulRes.MIN_H
love.window.setMode(curW, curH, flags)
FaithfulRes.locked = false
return false
end
local w, h = FaithfulRes.size(v)
-- An exact size and a desktop-fullscreen mode cannot both hold. The lock
-- is the more specific request, so it wins and drops fullscreen; VIDEO MODE
-- reads BORDERLESS until the player changes it, which then releases this.
flags.fullscreen = false
-- resizing by hand would silently break the lock, and nothing re-applies it
-- (there is no love.resize handler -- the renderer re-reads the size every
-- frame), so the window is fixed while locked rather than left draggable.
flags.resizable = false
flags.minwidth, flags.minheight = w, h
love.window.setMode(w, h, flags)
FaithfulRes.locked = true
return true
end
function FaithfulRes.applyOptions(opts)
return FaithfulRes.apply(opts and opts.faithfulRes)
end
return FaithfulRes
+29 -4
View File
@@ -7,9 +7,22 @@ local FixedStep = {}
FixedStep.STEP = 1 / 60
local MAX_ACCUM = 0.25 -- avoid spiral of death after a stall
-- Phase the accumulator is re-seeded with once an absorbed hitch frame has
-- been paid for. Half a step is the balanced point: a frame has to come in
-- ~8ms short before it drops a step and ~8ms long before it doubles one up.
-- Zero -- what this used to leave behind -- has no margin at all on the long
-- side, so the accumulator settles a hair BELOW one step and parks there, and
-- ordinary sub-millisecond vsync wobble then flips it between 0 and 2 steps
-- every few frames for the rest of the session. That is why pacing stayed
-- visibly broken after a route/city seam and nowhere else: crossConnection in
-- src/world/OverworldController.lua is the only caller of discardCatchup, and
-- warps go through Transition instead (issue #487).
local RESEED_PHASE = 0.5
function FixedStep:init(callback)
self.accum = 0
self.callback = callback
self.suppressCatchup = false
end
-- The anti-spiral clamp doubles as a steps-per-frame ceiling (0.25s = 15
@@ -20,6 +33,16 @@ end
FixedStep.maxAccum = MAX_ACCUM
function FixedStep:update(dt)
-- A hitch's oversized dt lands on the frame AFTER discardCatchup was
-- called (the hitch itself already ran inside the current step); absorb
-- that one frame as a single step instead of the normal accumulator so
-- the burst it would otherwise release doesn't play out as a slide.
if self.suppressCatchup then
self.suppressCatchup = false
self.accum = self.STEP * RESEED_PHASE
self.callback(self.STEP)
return
end
self.accum = math.min(self.accum + dt, self.maxAccum or MAX_ACCUM)
while self.accum >= self.STEP do
self.accum = self.accum - self.STEP
@@ -27,12 +50,14 @@ function FixedStep:update(dt)
end
end
-- Drop any pending catch-up steps. A hitch inside one logic step (map
-- seam setMap / song start) makes the next real-time dt huge; without this
-- the while-loop above would advance many walk frames before the next
-- draw, which looks like a slide with no leg animation (issue #93).
-- Drop any pending catch-up steps and arm the one-frame clamp above. A
-- hitch inside one logic step (map seam setMap / song start) makes the
-- next real-time dt huge; without this the while-loop above would advance
-- many walk frames before the next draw, which looks like a slide with no
-- leg animation (issue #93).
function FixedStep:discardCatchup()
self.accum = 0
self.suppressCatchup = true
end
return FixedStep
+191 -9
View File
@@ -266,6 +266,38 @@ end
-- exactly as the owning state computed it
local function sameZones(_, zones) return zones end
-- Dim alpha for a BATTLE BG "world" battle anywhere in the stack, or nil.
-- Same whole-stack rule as fillScaleInStack: a party menu or text box opened
-- during the battle must not drop the dim for a frame.
function Game.worldBgBattleDim(stack)
for i = #(stack and stack.states or {}), 1, -1 do
local state = stack.states[i]
if state and state.bgMode and state:bgMode() == "world" then
return state.BG_WORLD_DIM or 0.55
end
end
return nil
end
-- Does anything on the stack want the surface scaled to FILL the window
-- (aspect preserved, bars on the long axis) rather than sit at the fixed
-- integer scale?
--
-- Asked of the WHOLE stack, not just the top. For BATTLE SIZE "fill" that is
-- because the party menu, bag and text boxes a battle opens must not snap the
-- surface back to the fixed scale for a frame; the title screen and intro want
-- it unconditionally, since neither has a world behind it and neither has any
-- reason to sit in a small box in the middle of a large window.
function Game.fillScaleInStack(stack)
for i = #(stack and stack.states or {}), 1, -1 do
local state = stack.states[i]
if state and state.wantsFillScale and state:wantsFillScale() then
return true
end
end
return false
end
-- A wide battle owns the surface until it leaves the stack. The party,
-- bag, choice and text states it opens still draw their original 160px UI,
-- but the canvas must not snap to 160px between those states.
@@ -279,6 +311,58 @@ function Game.wideBattleInStack(stack)
return nil
end
-- Whether a state on the stack composes its own screen and so wants the
-- edge anchors held off (BattleState.holdsUIAnchors). Whole-stack, like
-- everything else here: the text box and YES/NO a battle puts up are states
-- of their own sitting above it, and they are exactly the elements that must
-- stay inside the battle's composition rather than dock to the window.
-- UI LAYOUT: is edge docking switched on? Only the explicit "dynamic" turns
-- it on, so a save written before the option existed -- and any caller with no
-- save at all, which is most of the headless suites -- gets CENTERED, the
-- behaviour the port shipped with.
function Game.dynamicUI(save)
local options = save and save.options
return options ~= nil and options.uiLayout == "dynamic"
end
function Game.uiAnchorsHeldInStack(stack)
for i = #(stack and stack.states or {}), 1, -1 do
local state = stack.states[i]
if state and state.holdsUIAnchors then return true end
end
return false
end
-- Where Game:draw starts drawing this frame. Normally the topmost opaque
-- state (StateStack:visibleBase) -- but BATTLE BG "world" composes the battle
-- over the LIVE map, and an opaque state pushed on top of it (the party menu,
-- the bag) becomes that base, cutting the overworld -- and with it the world
-- pass -- out of the frame entirely. The backdrop the battle established
-- then collapses to endFrame's flat black clear for as long as the menu is
-- up. So a world-bg battle keeps the frame starting from underneath itself
-- until it leaves the stack, the same hold uiFill and the dim already use.
--
-- Only the START of the draw moves. The clear stays keyed to the real
-- visibleBase, so the menu still gets its opaque canvas and draws exactly as
-- before; what changes is the window AROUND its letterbox, which keeps
-- showing the map instead of going black. Both menus fill their own
-- 160x144 field first, so nothing beneath them shows through it.
function Game.drawBaseInStack(stack, visibleBase)
local states = stack and stack.states or {}
for i = visibleBase - 1, 1, -1 do
local state = states[i]
if state and state.bgMode and state:bgMode() == "world" then
-- restart the search from under the battle: the highest opaque state at
-- or below it (the overworld), not the menu sitting over it
for j = i, 1, -1 do
if states[j].isOpaque then return j end
end
return 1
end
end
return visibleBase
end
-- Shift classic SGB zones to the centred UI. A full-width base zone extends
-- into both margins, keeping the canvas' paper color continuous; narrower
-- sprite and status zones move with the classic UI content.
@@ -304,6 +388,10 @@ function Game:draw()
-- white clear
local base = self.stack:visibleBase()
local worldBelow = self.stack.states[base] == self.overworld
-- a world-bg battle keeps the map drawing under whatever it opened, so the
-- world pass can run for a frame whose CLEAR is still an opaque menu's
local drawFrom = Game.drawBaseInStack(self.stack, base)
local worldDrawn = self.stack.states[drawFrom] == self.overworld
-- A wide battle holds its 304px surface through every menu or prompt it
-- opens. States that do not draw the wide battle composition are centred
-- in that surface below, so their classic coordinates and hit testing stay
@@ -320,8 +408,33 @@ function Game:draw()
else
Renderer:setUISize(Renderer.WIDTH, Renderer.HEIGHT)
end
-- BATTLE SIZE: scale the battle surface to the window instead of the
-- classic integer letterbox. Read from the whole stack, not just the top,
-- so a party menu or text box opened mid-battle keeps the same surface.
Renderer.uiFill = Game.fillScaleInStack(self.stack)
-- BATTLE BG "world": dim the overworld the battle is drawn over. Read off
-- the stack for the same reason as uiFill above -- a prompt opened during
-- the battle must not drop the dim for a frame.
Renderer.battleDim = Game.worldBgBattleDim(self.stack)
-- ...and for the same reason the UI's own scale has to know the world is
-- still the backdrop while an opaque menu covers it. Renderer:uiScale
-- steps the UI down with the survey zoom only while a world is behind it,
-- gated on this frame's world pass -- which the party menu and the bag end
-- by being opaque. Without this hold they lose the step-down and blit at
-- full fit scale over a battle drawn at the zoomed-out one.
Renderer.uiWorldHold = Renderer.battleDim ~= nil
-- ...and a battle keeps its dialogue box and YES/NO inside its own screen
-- instead of letting them dock to the window edge.
-- UI LAYOUT: CENTERED (the default) is a fixed letterbox -- every element
-- stays inside the 160x144 canvas and the UI does not follow the survey
-- zoom, so the screen furniture never moves or resizes under the player.
-- That is the composition the port shipped with. DYNAMIC opts into both
-- halves: the dialogue box docks to the window's bottom edge, the START
-- menu to its top right, and the whole UI steps down with the zoom.
Renderer.uiCentered = not Game.dynamicUI(self.save)
Renderer.uiAnchorHold = Game.uiAnchorsHeldInStack(self.stack)
Renderer:beginFrame(worldBelow)
for i = self.stack:visibleBase(), #self.stack.states do
for i = drawFrom, #self.stack.states do
local state = self.stack.states[i]
local wideState = state and state.isWideBattleLayout
and state:isWideBattleLayout()
@@ -358,7 +471,13 @@ function Game:draw()
if ModRuntime.wantsHook("render.zones") then
zones = ModRuntime.call("render.zones", sameZones, self, zones)
end
if worldBelow and self.overworld.sgbWorldZones then
-- Keyed to whether the map actually DREW, not to whether it is the clear's
-- base: an opaque menu over a world-bg battle still renders the world pass
-- (drawBaseInStack), and leaving worldZones nil there drops endFrame's
-- world blit onto the UI zone list instead -- the party menu's own HP-bar
-- palettes, in 160x144 space, smeared across a world-canvas-sized image.
-- That is the offset, red-for-green map behind the menu.
if worldDrawn and self.overworld.sgbWorldZones then
worldZones = self.overworld:sgbWorldZones()
end
local viewport = Renderer:endFrame(zones, worldZones)
@@ -391,6 +510,24 @@ function Game:wheelmoved(_, dy)
end
end
function Game:_cycleSpeed(dir)
if not (self.save and self.save.options) then return end
local busy
local ow = self.overworld
if ow then
local top = self.stack:top()
busy = ow.transitioning
or (top == ow and (
(ow.runner and ow.runner.isRunning and ow.runner:isRunning())
or (ow.scriptMoves and #ow.scriptMoves > 0)
or ow.engaging or ow.emote))
end
if busy then return end
local GameSpeed = require("src.core.GameSpeed")
self.save.options.speed = GameSpeed.cycle(self.save.options.speed, dir)
self:writeOptions()
end
function Game:keypressed(key)
if self.stack and self.stack:top() and self.stack:top().onKeyPressed then
self.stack:top():onKeyPressed(key)
@@ -428,6 +565,11 @@ function Game:keypressed(key)
elseif key == "=" then
self:zoomStep(1)
return
elseif key == "1" then
-- cycle GAME SPEED (0.25X → 200X, logic only; audio unaffected);
-- R2/L2 on gamepad do the same (see gamepadpressed)
self:_cycleSpeed(1)
return
elseif key == "2" then
-- cycle COLORS (GBC / OG / OG INV / GBC INV / CLASSIC); the pack change
-- forces Game.overworld:reloadMap, which rebuilds the live NPC array, so
@@ -508,6 +650,27 @@ function Game:gamepadpressed(joystick, button)
-- a controller is being used: the touch overlay steps aside until the
-- next screen touch (mobile only; a no-op elsewhere)
TouchControls:noteGamepad()
-- Select held? Needed both to suppress shoulder speed hotkeys (Select+L
-- is a display chord on NX / VoxelMod) and for the chord path below.
local selectHeld = Input:isDown("select")
if not selectHeld and joystick and joystick.isGamepadDown then
local ok, down = pcall(function()
return joystick:isGamepadDown("back")
end)
selectHeld = ok and down == true
end
-- shoulder buttons cycle GAME SPEED (R2/rightshoulder = faster,
-- L2/leftshoulder = slower; same as keyboard hotkey 1). Skip while
-- Select is held so Select+L can reach displayChordDigit ("7").
if not selectHeld then
if button == "rightshoulder" then
self:_cycleSpeed(1)
return
elseif button == "leftshoulder" then
self:_cycleSpeed(-1)
return
end
end
-- BindingsMenu's pad capture rides the same top-state routing as keys
local top = self.stack and self.stack:top()
if top and top.onGamepadPressed then
@@ -517,13 +680,6 @@ function Game:gamepadpressed(joystick, button)
-- Select+face display chords → same digit path as Game:keypressed
-- (COLORS/TILT/pipelines). Intercept before Input so face does not
-- also fire GB A/B. Dual-path: raw already ignored when isGamepad().
local selectHeld = Input:isDown("select")
if not selectHeld and joystick and joystick.isGamepadDown then
local ok, down = pcall(function()
return joystick:isGamepadDown("back")
end)
selectHeld = ok and down == true
end
if selectHeld then
local digit = GamepadMap.displayChordDigit(button)
if digit then
@@ -558,15 +714,38 @@ local function isAccelerometer(joystick)
return name ~= nil and name:lower():find("accelerometer", 1, true) ~= nil
end
-- BindingsMenu's raw-stick capture rides the same top-state routing as the
-- keyboard and gamepad paths (#632). Only a stick SDL does not recognize
-- as a gamepad reaches the capture: a recognized pad raises BOTH
-- joystickpressed and gamepadpressed for one press, and the joystick half
-- would otherwise beat its own gamepadpressed to the armed row and record
-- "JOY1" for a button the player can plainly see is A. Same predicate as
-- Input's, kept local here so Game never reaches into Input's internals.
local function isRawStick(joystick)
return not (joystick and joystick.isGamepad and joystick:isGamepad())
end
function Game:joystickpressed(joystick, button)
if isAccelerometer(joystick) then return end
TouchControls:noteGamepad()
local top = self.stack and self.stack:top()
if isRawStick(joystick) and top and top.onJoystickPressed then
top:onJoystickPressed(button)
return
end
Input:joystickpressed(joystick, button)
end
function Game:joystickreleased(joystick, button)
if isAccelerometer(joystick) then return end
-- same observe-after-Input contract as Game:keyreleased (#589): the
-- capture watches the release, it never owns it, so a held-state flag
-- Input saw go down before the capture armed cannot be stranded
Input:joystickreleased(joystick, button)
local top = self.stack and self.stack:top()
if isRawStick(joystick) and top and top.onJoystickReleased then
top:onJoystickReleased(button)
end
end
function Game:joystickaxis(joystick, axis, value)
@@ -712,6 +891,9 @@ function Game:applyOptions(opts)
-- returns true when a persisted GBC FX level was cleared on mobile
local gbcCleared = require("src.render.GBCFX").applyOptions(opts)
require("src.core.VideoMode").applyOptions(opts)
-- after VideoMode: a faithful-resolution lock is an exact window size, so
-- it has to be the last word on the window (it drops fullscreen to hold)
require("src.core.FaithfulRes").applyOptions(opts)
-- normalizes a nil/garbage cap to the 60 default, so old saves with no
-- fpsCap key pace at the standard rate (issue #88)
require("src.core.FrameCap").applyOptions(opts)
+1 -1
View File
@@ -18,7 +18,7 @@ local GameSpeed = {}
-- attempt is long enough that the iteration loop, not the engine, is the
-- bottleneck. Vsync caps how much a real frame can do, so past 10X the
-- multiplier is increasingly a ceiling rather than a rate.
GameSpeed.LEVELS = { 1, 2, 4, 10, 20, 30, 50, 75, 100,200 }
GameSpeed.LEVELS = { 1, 2, 3, 4, 10, 20, 30, 50, 75, 100, 200 }
GameSpeed.DEFAULT = 1
function GameSpeed.levelLabel(v)
+11
View File
@@ -20,6 +20,11 @@ GamepadMap.NX_GAMEPAD_BINDINGS = {
}
-- Generic SDL joysticks without a game-controller DB entry (Linux handhelds).
-- Desktop XInput order only: raw numbering is per-driver, and SDL's iOS/MFi
-- driver packs only the buttons a pad reports, which slides the D-pad onto
-- 7..10 (#620). These are defaults; Input:applyBindings layers "joyN" pad
-- rebinds over them (#632). Only sticks SDL does NOT recognize as gamepads
-- are served from this table (see GamepadMap.ignoreRawForJoystick).
GamepadMap.RAW_BUTTON_BINDINGS = {
[1] = "a", [2] = "b",
[7] = "select", [8] = "start", [9] = "select", [10] = "start",
@@ -63,6 +68,12 @@ function GamepadMap.gamepadBindings()
return GamepadMap.DEFAULT_GAMEPAD_BINDINGS
end
-- Whole raw-index table for Input:applyBindings joyBindings seeding (#632).
function GamepadMap.rawBindings()
if nxActive() then return GamepadMap.NX_RAW_BUTTON_BINDINGS end
return GamepadMap.RAW_BUTTON_BINDINGS
end
function GamepadMap.mapGamepadButton(button)
return GamepadMap.gamepadBindings()[button]
end
+166
View File
@@ -13,6 +13,55 @@ function HostShell.envPrefix()
return ""
end
-- Windows: every host tool we shell out to (curl for the update and mod-index
-- fetches, the PowerShell ROM picker, the update downloader's `start /b`) is
-- spawned through io.popen / os.execute, which run it under cmd.exe. A
-- GUI-subsystem process owns no console, so each of those children allocates
-- its own -- one console window flashing per call, several stacking up during
-- a mod install or an update (#606). #74 fixed the same storm for the
-- per-file cache mkdir by dropping the shell entirely (src/import/CacheFs.lua);
-- the callers above genuinely need one, so we do the other half: allocate a
-- single console for ourselves, once, and hide it. A child inherits the
-- parent's console when the parent has one, so every later spawn attaches to
-- that invisible console and pops up nothing. GUI dialogs the children raise
-- (the PowerShell OpenFileDialog) are desktop windows and still appear.
--
-- Skipped when a console already exists, which is the developer case
-- (lovec.exe, what scripts/run.ps1 prefers, or t.console), so printed output
-- keeps landing in the terminal the game was launched from. POKEPORT_CONSOLE=1
-- opts out entirely and restores the old behaviour. Memoized; non-Windows and
-- FFI-less builds no-op. Called once from love.load before anything shells
-- out (main.lua).
local consoleHidden = nil
function HostShell.hideHostConsole()
if consoleHidden ~= nil then return consoleHidden end
consoleHidden = false
if os.getenv("POKEPORT_CONSOLE") == "1" then return consoleHidden end
local okFfi, ffi = pcall(require, "ffi")
if not okFfi or ffi.os ~= "Windows" then return consoleHidden end
-- kernel32 (AllocConsole/GetConsoleWindow) and user32 (ShowWindow) are
-- already loaded in any LOVE process, so ffi.C resolves both -- the same
-- assumption CacheFs makes for CreateDirectoryA.
pcall(ffi.cdef, [[
void *GetConsoleWindow(void);
int AllocConsole(void);
int ShowWindow(void *hWnd, int nCmdShow);
]])
local ok, hidden = pcall(function()
if ffi.C.GetConsoleWindow() ~= nil then return false end
if ffi.C.AllocConsole() == 0 then return false end
local hwnd = ffi.C.GetConsoleWindow()
if hwnd == nil then return false end
ffi.C.ShowWindow(hwnd, 0) -- SW_HIDE
return true
end)
consoleHidden = (ok and hidden) or false
return consoleHidden
end
-- Wraps io.popen with the AppImage env fix applied and lua errors swallowed
function HostShell.popen(command, mode)
local ok, pipe = pcall(io.popen, HostShell.envPrefix() .. command, mode or "r")
@@ -69,4 +118,121 @@ function HostShell.restart()
ffi.C.execv(appimage, ffi.cast("char *const *", argv))
end
-- ------- HTTP transport ----------------------------------------------------
--
-- Every remote fetch (mod index, mod releases, thumbnails) used to shell out
-- to curl, which macOS / Windows 10+ / desktop Linux all ship and Android does
-- not: adding a mod index on Android died with "curl is not available on this
-- platform" (#597). Android goes through the GameActivity.httpDownload JNI
-- bridge instead (HttpsURLConnection, using the INTERNET permission link play
-- already needs), surfaced by our vendored liblove as
-- love.system.httpDownload(url, absPath, userAgent, accept). Both transports
-- block the calling thread and deal in whole files, so callers keep exactly
-- the contract they had with curl.
-- Shell quoting for one curl argument; cmd.exe has no single-quote form.
function HostShell.quote(s)
s = tostring(s)
if love and love.system and love.system.getOS
and love.system.getOS() == "Windows" then
return '"' .. s:gsub('"', '') .. '"'
end
return "'" .. s:gsub("'", "'\\''") .. "'"
end
function HostShell.haveCurl()
local pipe = HostShell.popen("curl --version")
if not pipe then return false end
local readOk, out = pcall(function() return pipe:read("*a") end)
pcall(function() pipe:close() end)
return readOk and out ~= nil and out:find("curl", 1, true) ~= nil
end
-- The bridge only exists in our Android liblove. An older APK reports nil
-- here and falls back to the "no transport" error the callers already show;
-- the iOS build compiles the same wrapper but always returns false, so gate
-- on the OS as well and keep its error message honest.
local function haveBridge()
if not (love and love.system and type(love.system.httpDownload) == "function") then
return false
end
return love.system.getOS and love.system.getOS() == "Android"
end
-- Is any transport available at all? Callers gate on this, never on curl.
function HostShell.canFetch()
return HostShell.haveCurl() or haveBridge()
end
-- Download url to an absolute host path. Returns true, or nil plus an error.
-- The curl branch deliberately ignores curl's exit code, as the download paths
-- always did: callers judge the result by the file they got.
function HostShell.httpDownload(url, absPath, userAgent, accept)
if type(url) ~= "string" or url == "" then return nil, "missing url" end
if type(absPath) ~= "string" or absPath == "" then return nil, "missing path" end
userAgent = userAgent or "gen1recomp"
if HostShell.haveCurl() then
local cmd = "curl -fsSL --connect-timeout 15 --max-time 300 "
.. "-H " .. HostShell.quote("User-Agent: " .. userAgent) .. " "
if accept then
cmd = cmd .. "-H " .. HostShell.quote("Accept: " .. accept) .. " "
end
cmd = cmd .. "-o " .. HostShell.quote(absPath) .. " " .. HostShell.quote(url)
local pipe = HostShell.popen(cmd)
if not pipe then return nil, "could not start download" end
pcall(function() pipe:read("*a") end)
pcall(function() pipe:close() end)
return true
end
if not haveBridge() then
return nil, "no network transport on this platform"
end
local ok, done = pcall(love.system.httpDownload, url, absPath, userAgent, accept)
if ok and done then return true end
return nil, "download failed"
end
-- GET returning the body. curl streams it through a pipe; the Android bridge
-- can only write a file, so there we fetch into the save directory (the only
-- writable root on Android) and read it back.
function HostShell.httpGet(url, userAgent, accept)
if type(url) ~= "string" or url == "" then return nil, "missing url" end
userAgent = userAgent or "gen1recomp"
if HostShell.haveCurl() then
local cmd = "curl -fsSL --connect-timeout 10 --max-time 40 "
.. "-H " .. HostShell.quote("User-Agent: " .. userAgent) .. " "
if accept then
cmd = cmd .. "-H " .. HostShell.quote("Accept: " .. accept) .. " "
end
cmd = cmd .. HostShell.quote(url)
local pipe = HostShell.popen(cmd)
if not pipe then return nil, "could not run curl" end
local readOk, out = pcall(function() return pipe:read("*a") end)
pcall(function() pipe:close() end)
if not readOk then return nil, "fetch failed: " .. tostring(out) end
if not out or out == "" then return nil, "empty response from " .. url end
return out
end
if not haveBridge() then
return nil, "no network transport on this platform"
end
if not (love.filesystem and love.filesystem.getSaveDirectory) then
return nil, "fetch needs LOVE"
end
local dirOk, saveDir = pcall(love.filesystem.getSaveDirectory)
if not dirOk or not saveDir or saveDir == "" then
return nil, "no save directory"
end
local name = "http_fetch.tmp"
pcall(love.filesystem.remove, name)
local ok, err = HostShell.httpDownload(url, saveDir .. "/" .. name, userAgent, accept)
if not ok then return nil, err end
local readOk, body = pcall(love.filesystem.read, name)
pcall(love.filesystem.remove, name)
if not readOk or type(body) ~= "string" or body == "" then
return nil, "empty response from " .. url
end
return body
end
return HostShell
+43 -3
View File
@@ -30,6 +30,9 @@ local DEFAULT_BINDINGS = {
local STICK_ON = 0.5
local STICK_OFF = 0.3
-- Raw joystick defaults + NX overrides live in src/core/GamepadMap.lua
-- (see RAW_BUTTON_BINDINGS / NX_RAW_BUTTON_BINDINGS and #620 / #632).
local HAT_DIRECTIONS = {
u = { "up" }, d = { "down" }, l = { "left" }, r = { "right" },
lu = { "left", "up" }, ru = { "right", "up" },
@@ -49,11 +52,17 @@ end
-- BindingsMenu:storeBinding) -- without this the menu records a choice
-- that never actually reaches gameplay.
function Input:applyBindings(overlay)
local keys, pads = {}, {}
local keys, pads, joys = {}, {}, {}
for key, action in pairs(DEFAULT_BINDINGS) do keys[key] = action end
for button, action in pairs(GamepadMap.gamepadBindings()) do
pads[button] = action
end
-- Seed raw defaults from GamepadMap (desktop XInput order or NX OLED
-- indices) so joyN rebinds (#632) and dual-path guards (#620) share one
-- table with the Switch face-label remap.
for index, action in pairs(GamepadMap.rawBindings()) do
joys[index] = action
end
for actionId, binding in pairs(overlay or {}) do
if type(binding) == "table" then
if binding.key then keys[binding.key] = actionId end
@@ -62,8 +71,20 @@ function Input:applyBindings(overlay)
keys[binding] = actionId
end
end
-- A pad binding named "joyN" is the Nth button of a stick SDL has no
-- game-controller-database entry for, captured on the joystick path by
-- src/ui/BindingsMenu.lua (#632). It deliberately rides the existing
-- pad slot: the CONTROLS row, the swap in BindingsMenu:storeBinding and
-- START's reset-all then all stay one code path, and this loop is the
-- only place that has to know what the name means. Laid over the raw
-- defaults AFTER them, so a rebind wins the button it claims.
for padName, action in pairs(pads) do
local n = tonumber(padName:match("^joy(%d+)$"))
if n then joys[n] = action end
end
self.keyBindings = keys
self.padBindings = pads
self.joyBindings = joys
end
-- Purely event-driven state (press sets true, release sets false) has no
@@ -179,15 +200,28 @@ function Input:gamepadreleased(joystick, button)
end
end
-- LOVE raises love.joystickpressed for EVERY stick, including ones SDL
-- recognizes as gamepads, which raise love.gamepadpressed for the same
-- physical press as well. Answering both meant the fixed raw table
-- re-asserted the factory A/B/START/SELECT map underneath the player's
-- rebinds, so swapping A and B in CONTROLS pressed both at once and any
-- controller rebind of those four looked ignored; on iOS the MFi driver's
-- packing put the D-pad on 7..10, so a D-pad press also fired SELECT or
-- START (#620, #632). A recognized pad is served by the gamepad path
-- alone; the raw path exists for sticks with no game-controller-database
-- entry. A nil joystick is a raw stick: that is how
-- tests/input_hold_test.lua and the drivers drive this path.
-- Gate: GamepadMap.ignoreRawForJoystick (pcall-safe isGamepad check).
function Input:joystickpressed(joystick, button)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
local btn = GamepadMap.mapRawButton(button)
local btn = self.joyBindings[button]
if btn then press(self, btn, "joy:" .. button) end
end
function Input:joystickreleased(joystick, button)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
local btn = GamepadMap.mapRawButton(button)
local btn = self.joyBindings[button]
if btn then release(self, btn, "joy:" .. button) end
end
@@ -227,6 +261,7 @@ function Input:gamepadaxis(joystick, axis, value)
end
function Input:joystickaxis(joystick, axis, value)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
if axis == 1 then
self:gamepadaxis(joystick, "leftx", value)
elseif axis == 2 then
@@ -234,7 +269,12 @@ function Input:joystickaxis(joystick, axis, value)
end
end
-- Same duplicate-event rule as joystickpressed (#620, #632): a recognized
-- pad's D-pad already arrived as dpup/dpdown/dpleft/dpright through the
-- gamepad map, so letting the hat answer too would re-assert the factory
-- directions on top of a direction rebind.
function Input:joystickhat(joystick, hat, direction)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
local source = "hat:" .. hat
for _, btn in ipairs(self.hatDirs[hat] or {}) do
release(self, btn, source)
+35 -2
View File
@@ -219,6 +219,24 @@ function SaveData.defaultOptions()
-- battle screen composition: og (the 160x144 original) | wide
-- (304x144, src/battle/WideBattle.lua)
battleLayout = "og",
-- BATTLE SIZE: "fixed" = the classic integer-scaled letterbox; "fill" =
-- scale the battle surface to the window so it fills vertically. See
-- BattleState:wantsFillScale.
battleFit = "fixed",
-- BATTLE BG: what fills the screen behind and around the battle.
-- "white" = the display mode's paper shade (the classic look),
-- "black" = plain black bars, "world" = the frozen overworld showing
-- through, dimmed. See BattleState:bgMode.
battleBg = "white",
-- UI LAYOUT: "centered" = a fixed letterbox. Every element sits where it
-- was drawn in the 160x144 canvas and the UI does not follow the survey
-- zoom, so nothing moves or resizes under the player. The original
-- composition. "dynamic" = the dialogue box docks to the window's bottom
-- edge, the START menu to its top right, and the UI steps down with the
-- zoom. Centered is the default: dynamic reads better zoomed out, but it
-- moves the screen furniture, so it is opt-in.
-- See Game.dynamicUI, Renderer:setUIAnchor and Renderer:uiScale.
uiLayout = "centered",
ruleset = "gen1_faithful",
-- 0-7 like the GB's NR50 master volume
musicVol = 7,
@@ -239,6 +257,9 @@ function SaveData.defaultOptions()
voidFill = "trees",
-- windowed | borderless (desktop fullscreen); ignored on mobile
videoMode = "windowed",
-- lock the window to an exact 160x144 multiple, 1..4 (0 = OFF); see
-- src/core/FaithfulRes.lua. Ignored on mobile.
faithfulRes = 0,
-- hard render frame-rate cap; render-only pacing (issue #88, FrameCap.lua)
fpsCap = 60,
-- graphics performance tier: auto | high | balanced | low. "auto"
@@ -254,6 +275,15 @@ function SaveData.defaultOptions()
-- Native mod enablement is an installation option, not save-slot data.
-- Missing entries mean enabled so newly installed mods work by default.
mods = {},
-- Named setups the player can switch between (#593; src/mods/ModProfile.lua
-- owns the shape, src/mods/ManagerState.lua the UI): each row is
-- { name, enabled = {id=bool}, options = {id={k=v}}, slots = {version=slotId} }.
-- activeProfile names the row the live set currently matches (nil for
-- ad-hoc, so it has no default entry here; mergeOptions preserves it).
-- modProfilesSeeded records that the pre-profiles setup was already
-- migrated into PROFILE 1, so deleting every profile does not re-seed one.
modProfiles = {},
modProfilesSeeded = false,
-- GitHub release checks for mods with a manifest "github" field
-- (src/mods/ModUpdate.lua). Keyed by owner/repo; TTL is six hours.
modUpdateCache = {},
@@ -269,8 +299,11 @@ function SaveData.defaultOptions()
modIndexCache = {},
-- On-screen touch overlay (Android/iOS; see src/core/TouchControls.lua).
-- enabled=false hides it permanently (distinct from auto-hide-on-gamepad).
-- positions are optional normalized centers {x=0..1, y=0..1} per control
-- (dpad/a/b/start/select); nil means the default layout.
-- layouts.portrait / layouts.landscape each hold optional normalized
-- centers {x=0..1, y=0..1} per control (dpad/a/b/start/select) plus a
-- size scale; nil positions mean that orientation draws the default
-- layout (#633). Pre-#633 files stored one top-level positions table;
-- TouchControls.normalizeConfig folds it into both orientations on load.
touchControls = { enabled = true },
}
end
+42 -3
View File
@@ -82,6 +82,40 @@ local function isChipDef(def)
return type(def) == "table" and (def.chip ~= nil or def.address ~= nil)
end
-- OpenAL only spatializes 1-channel Sources, and one left at the default
-- (0,0,0) position sits on top of the listener, which OpenAL renders as an
-- ambient sound spread over every output channel the device has: on an
-- interface with more than two outputs the SFX also came out of outputs 5+6
-- while the 2-channel music stayed on 1+2 (#626). A Source cannot change its
-- channel count after the fact, so a mono file def is re-decoded and its
-- sample duplicated into a stereo buffer, which OpenAL never spatializes.
-- Chip SFX and cries are already stereo at the source (ChipSynth
-- renderEffectData); this covers file defs, i.e. Yellow's 8-bit mono PCM
-- Pikachu clips (RomExtractor extractPikachuCries) and mod-supplied wav/ogg
-- SFX. Every step is guarded: a headless love stub without love.sound, or a
-- decoder that will not hand back SoundData, keeps the original Source.
local function widenMono(source, file)
if not (source and love.sound and love.sound.newSoundData) then
return source
end
local ok, channels = pcall(function() return source:getChannelCount() end)
if not ok or channels ~= 1 then return source end
local built, widened = pcall(function()
local mono = love.sound.newSoundData(file)
local frames = mono:getSampleCount()
local stereo = love.sound.newSoundData(frames, mono:getSampleRate(),
mono:getBitDepth(), 2)
for index = 0, frames - 1 do
local value = mono:getSample(index)
stereo:setSample(index, 1, value)
stereo:setSample(index, 2, value)
end
return love.audio.newSource(stereo, "static")
end)
if built and widened then return widened end
return source
end
-- a file def carries an optional playback rate; a bare string is shorthand
-- for { file = <string> }
local function newFileSource(def)
@@ -89,6 +123,7 @@ local function newFileSource(def)
if type(file) ~= "string" then return nil, "no chip program and no file" end
local ok, s = pcall(love.audio.newSource, file, "static")
if not ok or not s then return nil, ok and "no source" or tostring(s) end
s = widenMono(s, file) -- keep mono defs off the surround channels (#626)
if type(def) == "table" and def.pitch then pcall(s.setPitch, s, def.pitch) end
return s
end
@@ -233,12 +268,16 @@ function Sound.playPikaCry(data, n)
local src = cache[key]
if src == false then return nil end
if not src then
local ok, s = pcall(love.audio.newSource,
("assets/generated/audio/pika_cries/cry_%02d.wav"):format(n), "static")
if not ok then
local path = ("assets/generated/audio/pika_cries/cry_%02d.wav"):format(n)
local ok, s = pcall(love.audio.newSource, path, "static")
if not ok or not s then
cache[key] = false
return nil
end
-- the importer writes these clips as 8-bit mono (RomExtractor
-- extractPikachuCries), so they need the same widening as the chip
-- effects to stay off a multi-output device's surround channels (#626)
s = widenMono(s, path)
s:setVolume(volumeFor(key))
cache[key] = s
src = s
+198
View File
@@ -0,0 +1,198 @@
-- Hardware frame budgets, in fixed 60Hz logic steps.
--
-- The original spends a large share of its running time inside DelayFrames
-- calls that produce no visible change -- the pause after a page break, the
-- beat before a status move resolves, the one-HP-at-a-time drain of an HP
-- bar. Porting the visible half of a sequence and dropping the wait is what
-- makes a port read as snappier than hardware, so every one of those waits
-- lives here with its asm citation instead of as a file-local constant.
--
-- See docs/timing-parity.md for the full catalog and the measurement method;
-- tools/scan_pokered_delays.ps1 regenerates the hardware side from a
-- disassembly checkout.
local Timing = {}
-- home/palettes.asm:14 -- three frames to let the bg map fully update
Timing.DELAY3 = 3
-- home/fade.asm: each fade is a loop of `ld c, 8 / call DelayFrames`
Timing.FADE_IN_FROM_BLACK = 32 -- fade.asm:21, b = 4
Timing.FADE_OUT_TO_BLACK = 32 -- fade.asm:43, b = 4
Timing.FADE_OUT_TO_WHITE = 24 -- fade.asm:26, b = 3
Timing.FADE_IN_FROM_WHITE = 24 -- fade.asm:48, b = 3
-- Overworld -----------------------------------------------------------------
-- home/overworld.asm:703 PlayMapChangeSound tail-calls GBFadeOutToBlack on
-- every map change. There is no matching fade in: the new map is drawn while
-- the palettes are still blacked out and LoadGBPal restores them in one write,
-- so the map appears instantly.
Timing.WARP_FADE_OUT = Timing.FADE_OUT_TO_BLACK
Timing.WARP_FADE_IN = 0
-- home/overworld.asm:351-352 -- after a battle, before EnterMap
Timing.POST_BATTLE_RETURN = 10
-- engine/overworld/player_animations.asm:5-7 -- EnterMapAnim, the fly /
-- teleport / dungeon-warp arrival: Delay3 then GBFadeInFromWhite
Timing.SPECIAL_WARP_ENTRY = Timing.DELAY3 + Timing.FADE_IN_FROM_WHITE
-- player_animations.asm:43 -- dungeon warp holds before handing back control
Timing.DUNGEON_WARP_ARRIVAL = 50
-- Text ----------------------------------------------------------------------
-- home/text.asm:283-307 ScrollTextUpOneLine is `ld b, 5` of DelayFrame, and
-- its own comment notes it is "always called twice in a row"
Timing.TEXT_SCROLL_LINE = 5
Timing.TEXT_SCROLL_PAIR = Timing.TEXT_SCROLL_LINE * 2
-- Both _ContText (home/text.asm:262-277) and Paragraph (:230-243) print the
-- â–¼ and call ProtectedDelay3 *before* ManualTextScroll starts watching the
-- joypad, so three frames pass with the arrow up and the button ignored.
Timing.TEXT_PRE_ADVANCE = Timing.DELAY3
-- Paragraph / PageChar clear the box and then hold (home/text.asm:239-240,
-- :254-255) before the next page starts typing.
Timing.TEXT_PAGE_CLEAR = 20
-- Totals, for the catalog and the parity tests.
Timing.TEXT_CONT = Timing.TEXT_PRE_ADVANCE + Timing.TEXT_SCROLL_PAIR
Timing.TEXT_PARAGRAPH = Timing.TEXT_PRE_ADVANCE + Timing.TEXT_PAGE_CLEAR
Timing.TEXT_PAGE = Timing.TEXT_PARAGRAPH
Timing.TEXT_PAUSE = 30 -- home/text.asm:500 TextCommand_PAUSE
Timing.TEXT_DOT = 10 -- home/text.asm:576 TextCommand_DOTS, per dot
-- Menus ---------------------------------------------------------------------
-- engine/menus/text_box.asm:322-323 / :333-334 -- both branches of a
-- two-option (yes/no) menu hold before restoring the screen tiles
Timing.YES_NO_ANSWER = 15
Timing.LIST_MENU_OPEN = 10 -- home/list_menu.asm:55-56
Timing.LIST_MENU_REDRAW = Timing.DELAY3 -- home/list_menu.asm:64
-- engine/menus/start_sub_menus.asm:224-225
Timing.FIELD_TELEPORT = 60 + Timing.DELAY3
-- Battle --------------------------------------------------------------------
-- SlidePlayerAndEnemySilhouettesOnScreen (engine/battle/core.asm:9-49):
-- the enemy comes in on BG SCX $90 -> $00 and the player's back pic on
-- decrementing OAM x, both 2 px per frame -- so 144 px over 72 frames. The
-- port ran 160 px at 4 px/frame (40 frames), a little under twice too fast.
Timing.BATTLE_SLIDE_IN_FRAMES = 72
Timing.BATTLE_SLIDE_PX_PER_FRAME = 2
-- PrintBeginningBattleText .trainerBattle (engine/battle/common_text.asm):
-- SFX_SILPH_SCOPE plays into a clear window (PlaySound then
-- WaitForSoundToFinish, which blocks), and only after `ld c, 20 /
-- DelayFrames` do DrawAllPokeballs and the "wants to fight!" text run.
Timing.TRAINER_INTRO_SFX_GAP = 20
Timing.BATTLE_START_SENDOUT = 40 -- engine/battle/core.asm:155-156
Timing.MOVE_ANIM_PRE = Timing.DELAY3 -- core.asm:6638 PlayMoveAnimation
-- core.asm:3185-3186 (player) / :5587-5588 (enemy). Reached when the move
-- has 0 BP (core.asm:3145 -- every status move) or missed (:3158), so this
-- beat is paid on a large fraction of all turns.
Timing.MOVE_STATUS_OR_MISS = 30
-- PlayApplyingAttackAnimation's six types (AnimationTypePointerTable,
-- engine/battle/animations.asm:490-524). The two shake families are
-- `AnimationShakeScreenHorizontallySlow`, whose double push/pop makes each
-- outer pass cost 4b frames and run c times -- so c * 4b.
Timing.SHAKE_VERTICAL = 48 -- type 1, b=8: 8 x 6
Timing.SHAKE_HORIZ_HEAVY = 72 -- type 2, b=8: 8 x 9
Timing.SHAKE_HORIZ_SLOW = 48 -- type 3, lb bc, 6, 2: 2 x 4x6
Timing.SHAKE_HORIZ_LIGHT = 18 -- type 5, b=2: 2 x 9
Timing.SHAKE_HORIZ_SLOW2 = 24 -- type 6, lb bc, 3, 2: 2 x 4x3
-- Type 4 -- the player's damaging move with no added effect, and so the
-- single most common animation in the game -- is AnimationBlinkMon
-- (animations.asm:1360-1376): `ld c, 6` iterations of hide + DelayFrames 5
-- + show + DelayFrames 5. The asm's own comment calls it "a second or
-- two"; the port ran it in 20 frames, three times too fast, which is a
-- large part of why trading blows felt hurried.
Timing.BLINK_MON = 60
-- SlideDownFaintedMonPic (engine/battle/core.asm:1181-1222): b = PIC_HEIGHT
-- (7) outer iterations, each closing with `ld c, 2 / call DelayFrames`.
-- This one the port ran SLOWER than hardware, at 30.
Timing.FAINT_SLIDE = 14
Timing.RESIDUAL_TICK = 20 -- core.asm:529-530 poison/burn/leech seed
Timing.CRIT_OHKO_TEXT = 20 -- core.asm:3813-3814
Timing.SWITCH_PLAYER_MON = 50 -- core.asm:2421-2422
Timing.NO_MOVES_LEFT = 60 -- core.asm:2753-2754
Timing.TRAINER_VICTORY = 40 -- core.asm:940-941
Timing.PLAYER_BLACKOUT = 40 -- core.asm:1143-1144
Timing.FAINT_SLIDE_ROW = 2 -- core.asm:1216-1217, per row
Timing.FAINT_SLIDE_STEP = 8 / Timing.FAINT_SLIDE_ROW -- 4px per frame at 1x
Timing.TRAINER_SLIDE_COL = 2 -- core.asm:1267-1268, per column
-- HP bar (engine/gfx/hp_bar.asm) ---------------------------------------------
--
-- UpdateHPBar steps ONE HP point per loop iteration (:81-120). Each
-- iteration pays:
-- * 1 frame in UpdateHPBar_PrintHPNumber's DelayFrame (:234) -- but only
-- when wHPBarType is nonzero (:207-209), i.e. the player's own HUD and
-- the party menu, never the enemy HUD; and
-- * 2 frames per pixel the bar actually moved, from
-- UpdateHPBar_AnimateHPBar's `ld c, 2 / call DelayFrames` (:147-148).
-- The drain closes with one more pixel step and a Delay3 (:133-135).
--
-- So a player-side drain of D HP across P pixels costs D + 2P + 6 frames,
-- while the same drain on the enemy HUD costs only 2P + 5. A 150 HP mon
-- losing everything takes 150 + 96 + 6 = 252 frames on hardware.
Timing.HP_BAR_PIXELS = 48 -- the bar is 48 px wide (GetHPBarLength)
Timing.HP_BAR_PIXEL_STEP = 2 -- frames per pixel of bar movement
Timing.HP_BAR_HP_STEP = 1 -- frames per HP point, player-side HUD only
-- Pixels the bar shows for `hp` out of `maxHP`. GetHPBarLength floors the
-- 48ths and clamps the result to at least 1 for any nonzero HP
-- (engine/gfx/hp_bar.asm:42-45); an empty bar is 0.
function Timing.hpBarPixels(hp, maxHP)
if not maxHP or maxHP <= 0 then return 0 end
if hp <= 0 then return 0 end
local px = math.floor(hp * Timing.HP_BAR_PIXELS / maxHP)
if px < 1 then px = 1 end
return px
end
-- Frames one single-HP step of the drain costs: the per-HP number print
-- (player side only) plus two frames for every pixel that step moved.
function Timing.hpDrainStepFrames(fromHP, toHP, maxHP, playerSide)
local pixels = math.abs(Timing.hpBarPixels(toHP, maxHP)
- Timing.hpBarPixels(fromHP, maxHP))
local frames = pixels * Timing.HP_BAR_PIXEL_STEP
if playerSide then frames = frames + Timing.HP_BAR_HP_STEP end
return frames
end
-- After the loop, .animateHPBarDone prints the number one last time, runs
-- AnimateHPBar for a single pixel and falls into Delay3 (hp_bar.asm:132-135)
-- -- so the tail costs 6 frames on the player's HUD and 5 on the enemy's.
function Timing.hpDrainClosingFrames(playerSide)
local frames = Timing.HP_BAR_PIXEL_STEP + Timing.DELAY3
if playerSide then frames = frames + Timing.HP_BAR_HP_STEP end
return frames
end
-- Total cost of draining `fromHP` to `toHP`, for tests and for anything that
-- needs to budget the whole animation up front.
function Timing.hpDrainFrames(fromHP, toHP, maxHP, playerSide)
local total = 0
local hp = fromHP
local dir = (toHP < fromHP) and -1 or 1
while hp ~= toHP do
local nextHP = hp + dir
total = total + Timing.hpDrainStepFrames(hp, nextHP, maxHP, playerSide)
hp = nextHP
end
return total + Timing.hpDrainClosingFrames(playerSide)
end
return Timing
+144 -29
View File
@@ -14,8 +14,12 @@
--
-- Player preferences (options.touchControls) can permanently disable the
-- overlay and/or override per-control positions as normalized window
-- fractions. The launcher editor (src/ui/TouchControlsEditor.lua) writes
-- those; applyOptions reads them at boot and whenever options change.
-- fractions. Positions and a size multiplier are stored per orientation
-- (#633): options.touchControls.layouts.portrait / .landscape, picked from
-- the safe rect's aspect, so laying the pad out in landscape never moves
-- the portrait one. The launcher editor (src/ui/TouchControlsEditor.lua)
-- writes those; applyOptions reads them at boot and whenever options
-- change.
--
-- Controls press GB buttons through Input:overlayPressed/Released -- their
-- own input source, not a keyboard alias -- so a held overlay direction
@@ -47,6 +51,15 @@ local SLOP = { a = 1.3, b = 1.3, start = 1.4, select = 1.4 }
local BUTTONS = { "a", "b", "start", "select" }
local CONTROLS = { "dpad", "a", "b", "start", "select" }
-- Per-orientation layout buckets (#633). Orientation comes from the safe
-- rect, not the device: sw > sh is landscape, so a resized desktop window
-- under POKEPORT_TOUCH exercises the same path a phone rotation does.
local ORIENTATIONS = { "portrait", "landscape" }
-- Control size multiplier bounds for the editor's -/+ (#633). 1.0 is the
-- historical size, so an install that never touches it draws as before.
local SCALE_MIN, SCALE_MAX, SCALE_STEP = 0.6, 1.6, 0.1
local IMAGES = {
dpad = "assets/touch/dpad.png",
dpad_up = "assets/touch/dpad_up.png",
@@ -65,6 +78,33 @@ local function clamp01(v)
return v
end
local function clampScale(v)
if type(v) ~= "number" or v ~= v then return 1 end
if v < SCALE_MIN then return SCALE_MIN end
if v > SCALE_MAX then return SCALE_MAX end
return v
end
-- Copy a persisted positions table, dropping unknown / non-numeric entries.
-- Always a fresh table: two orientations seeded from the same pre-#633
-- layout must not alias, or dragging one would still move the other.
local function normalizePositions(src)
if type(src) ~= "table" then return nil end
local pos = {}
for _, name in ipairs(CONTROLS) do
local p = src[name]
if type(p) == "table" and type(p.x) == "number" and type(p.y) == "number" then
pos[name] = { x = clamp01(p.x), y = clamp01(p.y) }
end
end
if not next(pos) then return nil end
return pos
end
local function orientationFor(sw, sh)
return (sw or 0) > (sh or 0) and "landscape" or "portrait"
end
local function wantsOverlay()
local env = os.getenv("POKEPORT_TOUCH")
if env == "1" then return true end
@@ -73,22 +113,26 @@ local function wantsOverlay()
return osName == "Android" or osName == "iOS"
end
-- Normalize a persisted touchControls table into {enabled, positions}.
-- Normalize a persisted touchControls table into
-- {enabled, layouts = {portrait = {positions, scale}, landscape = {...}}}.
-- Unknown / garbage keys are dropped so a bad options.lua cannot brick
-- the overlay.
-- the overlay. Pre-#633 files stored one top-level positions table and no
-- scale; that layout seeds both orientations, so an upgrading player keeps
-- what they had until they edit one of them.
function TouchControls.normalizeConfig(tc)
local out = { enabled = true, positions = nil }
if type(tc) ~= "table" then return out end
local out = { enabled = true, layouts = { portrait = {}, landscape = {} } }
-- a nil / garbage table still yields full buckets (scale defaulted), so
-- no caller ever has to nil-check a bucket's scale
if type(tc) ~= "table" then tc = {} end
if tc.enabled == false then out.enabled = false end
if type(tc.positions) == "table" then
local pos = {}
for _, name in ipairs(CONTROLS) do
local p = tc.positions[name]
if type(p) == "table" and type(p.x) == "number" and type(p.y) == "number" then
pos[name] = { x = clamp01(p.x), y = clamp01(p.y) }
end
end
if next(pos) then out.positions = pos end
local saved = type(tc.layouts) == "table" and tc.layouts or nil
for _, o in ipairs(ORIENTATIONS) do
local b = saved and saved[o]
if type(b) ~= "table" then b = { positions = tc.positions, scale = tc.scale } end
out.layouts[o] = {
positions = normalizePositions(b.positions),
scale = clampScale(b.scale),
}
end
return out
end
@@ -96,11 +140,14 @@ end
-- Pure default layout in LOVE units for a usable rect of size ww x wh at
-- origin (ox, oy). Shared by layout() and the editor's Reset path so
-- defaults stay in one place. ox/oy default to 0 for the headless tests
-- and for callers that already pass a full-window size.
function TouchControls.defaultLayout(ww, wh, ox, oy)
-- and for callers that already pass a full-window size. scale (#633) is
-- the orientation's size multiplier: every width and the margin derive
-- from dpadW, so scaling it moves the default centers with the art
-- instead of letting bigger buttons hang off the edge.
function TouchControls.defaultLayout(ww, wh, ox, oy, scale)
ox, oy = ox or 0, oy or 0
local short = math.min(ww, wh)
local dpadW = math.min(180, short * 0.34)
local dpadW = math.min(180, short * 0.34) * clampScale(scale)
local abW = dpadW * 0.46
local ssW = dpadW * 0.30
local margin = dpadW * 0.12
@@ -127,7 +174,13 @@ end
function TouchControls:init()
self.active = wantsOverlay()
self.enabled = true
-- per-orientation buckets (#633); self.positions / self.scale mirror the
-- one currently on screen so layout(), the editor and the tests keep a
-- single lookup
self.layouts = { portrait = {}, landscape = {} }
self.orientation = nil
self.positions = nil
self.scale = 1
self.preview = false
self.controllerHidden = false
self.touches = {}
@@ -157,20 +210,30 @@ end
function TouchControls:applyOptions(opts)
local cfg = TouchControls.normalizeConfig(opts and opts.touchControls)
self.enabled = cfg.enabled
self.positions = cfg.positions
self.layouts = cfg.layouts
self.layoutW, self.layoutH = nil, nil
self.layoutOx, self.layoutOy = nil, nil
-- prime positions/scale for the orientation on screen so callers that
-- read them before the next layout() (editor chrome, tests) see the file
self:currentBucket()
if not self.enabled then
self.controllerHidden = false
self:reset()
end
end
-- Snapshot for the editor's save path: enabled plus both orientation
-- buckets, matching what options.lua stores (#633).
function TouchControls:config()
return {
enabled = self.enabled ~= false,
positions = self.positions,
}
local out = { enabled = self.enabled ~= false, layouts = {} }
for _, o in ipairs(ORIENTATIONS) do
local b = self.layouts and self.layouts[o] or nil
out.layouts[o] = {
positions = b and b.positions or nil,
scale = clampScale(b and b.scale),
}
end
return out
end
-- Preview mode: force-draw the overlay for the layout editor, ignoring
@@ -197,13 +260,33 @@ local function clampZone(zone, x0, y0, x1, y1)
zone.cy = math.max(y0 + half, math.min(y1 - half, zone.cy))
end
-- The bucket for the orientation currently on screen (#633), created on
-- demand. Mirrors it into self.orientation / self.positions / self.scale,
-- which layout(), the editor chrome and the tests read.
function TouchControls:currentBucket()
local _, _, sw, sh = SafeArea.rect()
local o = orientationFor(sw, sh)
self.layouts = self.layouts or { portrait = {}, landscape = {} }
local b = self.layouts[o]
if type(b) ~= "table" then
b = {}
self.layouts[o] = b
end
b.scale = clampScale(b.scale)
self.orientation = o
self.positions = b.positions
self.scale = b.scale
return b
end
-- Layout in LOVE units (density-independent on mobile), recomputed when
-- the window or safe area changes (rotation, resize, notch insets).
-- Default: d-pad bottom-left, B/A bottom-right with A above B (the Game Boy
-- diagonal), START/SELECT flanking the bottom center -- all inside the
-- device safe area so thumbs clear the home indicator / cutouts.
-- Custom positions (normalized 0..1 within the safe rect) override centers
-- while sizes stay derived from the short edge.
-- while sizes stay derived from the short edge, times the orientation's
-- size setting (#633).
function TouchControls:layout()
local ox, oy, sw, sh = SafeArea.rect()
if self.layoutW == sw and self.layoutH == sh
@@ -212,10 +295,13 @@ function TouchControls:layout()
end
self.layoutW, self.layoutH = sw, sh
self.layoutOx, self.layoutOy = ox, oy
self.L = TouchControls.defaultLayout(sw, sh, ox, oy)
if self.positions then
-- orientation picks which saved layout applies; rotating swaps buckets
-- because sw/sh swapped, which is already the cache key above (#633)
local bucket = self:currentBucket()
self.L = TouchControls.defaultLayout(sw, sh, ox, oy, bucket.scale)
if bucket.positions then
for _, name in ipairs(CONTROLS) do
local p = self.positions[name]
local p = bucket.positions[name]
local zone = self.L[name]
if p and zone then
zone.cx = ox + p.x * sw
@@ -242,19 +328,45 @@ function TouchControls:setControlCenter(name, cx, cy)
if not zone then return end
zone.cx, zone.cy = cx, cy
clampZone(zone, ox, oy, ox + sw, oy + sh)
self.positions = self.positions or {}
self.positions[name] = {
-- writes land in the orientation on screen only (#633)
local bucket = self:currentBucket()
bucket.positions = bucket.positions or {}
self.positions = bucket.positions
bucket.positions[name] = {
x = sw > 0 and (zone.cx - ox) / sw or 0,
y = sh > 0 and (zone.cy - oy) / sh or 0,
}
end
-- Editor Reset: defaults for the orientation on screen only (#633), so
-- resetting landscape never throws away the portrait layout.
function TouchControls:clearPositions()
local bucket = self:currentBucket()
bucket.positions = nil
bucket.scale = 1
self.positions = nil
self.scale = 1
self.layoutW, self.layoutH = nil, nil
self.layoutOx, self.layoutOy = nil, nil
end
-- Control size multiplier for the orientation on screen (#633). Widths and
-- the default centers both derive from it in defaultLayout; custom centers
-- keep their normalized spot and re-clamp inside the safe rect on the next
-- layout().
function TouchControls:setScale(scale)
local bucket = self:currentBucket()
bucket.scale = clampScale(scale)
self.scale = bucket.scale
self.layoutW, self.layoutH = nil, nil
self.layoutOx, self.layoutOy = nil, nil
return self.scale
end
function TouchControls:nudgeScale(delta)
return self:setScale((self.scale or 1) + delta)
end
local function inCircle(zone, x, y, slop)
local r = zone.w * 0.5 * slop
local dx, dy = x - zone.cx, y - zone.cy
@@ -446,5 +558,8 @@ function TouchControls:draw()
end
TouchControls.CONTROLS = CONTROLS
TouchControls.ORIENTATIONS = ORIENTATIONS
TouchControls.SCALE_MIN, TouchControls.SCALE_MAX = SCALE_MIN, SCALE_MAX
TouchControls.SCALE_STEP = SCALE_STEP
return TouchControls
+19
View File
@@ -495,6 +495,25 @@ function RomExtractor:extractSprites()
image = "assets/generated/sprites/red_bike.png",
frames = bikeFrames, walker = bikeFrames >= 6,
}
-- Yellow-only: the surfing-Pikachu overworld sheet, loaded outside
-- SpriteSheetPointerTable (LoadSurfingPlayerSpriteGraphics2) -- same
-- extra-extract shape as RedBikeSprite. (RFC 0001)
local surfPika = self.manifest.sprites.surfPikachu
if surfPika and self.symbols[surfPika.label] then
local spSymbol = self:symbol(surfPika.label)
self:write2bpp(
self.rom:bytes(spSymbol.bank, spSymbol.address,
surfPika.imageWidth * surfPika.imageHeight / 4),
surfPika.imageWidth, surfPika.imageHeight,
"sprites/" .. surfPika.imageBase .. ".png", true)
local spFrames = surfPika.imageHeight / 16
out.SPRITE_SURFING_PIKACHU = {
id = "SPRITE_SURFING_PIKACHU",
source = ("ROM:%s"):format(surfPika.label),
image = "assets/generated/sprites/" .. surfPika.imageBase .. ".png",
frames = spFrames, walker = spFrames >= 6,
}
end
self:write("sprites", out)
self:tick("Overworld sprites", #order + 1, #order + 1)
return out
+94 -3
View File
@@ -1727,6 +1727,9 @@ function RomImporter:gamepadaxis(_, axis, value)
end
end
-- Same gate as src/core/Input.lua: a pad SDL can map already reached
-- gamepadpressed this frame, so re-entering it from the raw event would
-- fire the virtual cursor's click twice off one A press (#620).
function RomImporter:joystickpressed(joystick, button)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
local padButton = GamepadMap.mapRawToGamepadButton(button)
@@ -1740,6 +1743,7 @@ function RomImporter:joystickreleased(joystick, button)
end
function RomImporter:joystickaxis(joystick, axis, value)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
if axis == 1 then
self:gamepadaxis(joystick, "leftx", value)
elseif axis == 2 then
@@ -1747,7 +1751,8 @@ function RomImporter:joystickaxis(joystick, axis, value)
end
end
function RomImporter:joystickhat(_, hat, direction)
function RomImporter:joystickhat(joystick, hat, direction)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
for _, dir in ipairs(self._rawHatDirs[hat] or {}) do
self._padDir[dir] = nil
end
@@ -2013,6 +2018,11 @@ function RomImporter:_resetFrameRects()
self.modRects = nil
self.modDeleteRects = nil
self.modImportRect = nil
-- Enable all / Disable all share that header and the same rule (#647): they
-- are only drawn when the row is wide enough, so a stale rect would otherwise
-- stay clickable over whatever the next tab (or the next window size) draws.
self.modEnableAllRect = nil
self.modDisableAllRect = nil
-- Same rule as the toggles above, and it started to bite once FIND MODS gave
-- the mods tab a neighbour: these two were rebuilt by the mods panel but
-- never cleared, so switching tabs left the last mod row's Update / Versions
@@ -2920,6 +2930,8 @@ function RomImporter:mousepressed(x, y, button)
self:_findInstall(c.indexEntry)
elseif c.kind == "update" then
self:_confirmModUpdate(c.id, c.release)
elseif c.kind == "enableAll" then
self:_setAllMods(true, true)
else
self:_toggleMod(c.id, true)
end
@@ -3093,6 +3105,14 @@ function RomImporter:mousepressed(x, y, button)
if inside(self.modImportRect, x, y) then
self:chooseMod(); return
end
-- Enable all / Disable all sit in that same fixed header, so they dispatch on
-- press like the import button rather than arming a drag (#647).
if inside(self.modEnableAllRect, x, y) then
self:_setAllMods(true); return
end
if inside(self.modDisableAllRect, x, y) then
self:_setAllMods(false); return
end
for _, r in ipairs(self.modDeleteRects or {}) do
if inside(r, x, y) then
if armedDelete(armed, "mod", r.id, nil) then
@@ -4325,6 +4345,49 @@ function RomImporter:_toggleMod(id, confirmed)
self:_refreshMods()
end
-- Enable all / Disable all (#647). One options write for the whole list
-- (LauncherMods.setAllEnabled) and one relist afterwards, so the count, the
-- switches and every status chip resolve together instead of per mod.
-- Enabling routes through the same experimental confirm _toggleMod arms: that
-- opt-in is the only warning an experimental mod ever gets, and a bulk button
-- must not be the way around it. Disabling needs no confirm -- it is the
-- recovery action, and Delete is the only destructive one on this panel.
function RomImporter:_setAllMods(want, confirmed)
local LauncherMods = require("src.mods.LauncherMods")
local ids, experimental = {}, false
for _, m in ipairs(self.mods or {}) do
if m.enabled ~= want then
ids[#ids + 1] = m.id
if want and m.experimental then experimental = true end
end
end
if #ids == 0 then
self.modNotice = { ok = true, text = want
and Strings("Every mod is already enabled.")
or Strings("Every mod is already disabled.") }
return
end
if want and experimental and not confirmed then
self._modConfirm = {
kind = "enableAll",
title = "Experimental mods",
yesLabel = "Enable all",
lines = {
"Some of these mods are marked experimental.",
"They may be unfinished or unstable.",
"Enable everything anyway?",
},
}
return
end
self._modConfirm = nil
LauncherMods.setAllEnabled(ids, want)
self:_refreshMods()
self.modNotice = { ok = true, text = want
and Strings("Enabled %d mods.", #ids)
or Strings("Disabled %d mods.", #ids) }
end
-- GitHub Update / Check for updates / Versions. Soft-fails into modNotice.
-- Update button: when a newer release is known, confirm then install; when
-- already current, force-refresh the 6h cache and report / offer update.
@@ -4531,8 +4594,10 @@ function RomImporter:_drawModsPanel(x, y, w, h, paged)
for _, m in ipairs(mods) do if m.enabled then enabledCount = enabledCount + 1 end end
love.graphics.setFont(self.hintFont)
col(PAL.warning)
love.graphics.print(Strings("%d of %d enabled", enabledCount, #mods),
x + nameW + 14 * s, y + (headerH - self.hintFont:getHeight()) / 2)
local countText = Strings("%d of %d enabled", enabledCount, #mods)
local countX = x + nameW + 14 * s
love.graphics.print(countText, countX,
y + (headerH - self.hintFont:getHeight()) / 2)
local btnLabel = self:_modsImportButtonLabel()
local btnH = math.max(38 * s, self.saveBtnFont:getHeight() + 20 * s)
@@ -4542,6 +4607,32 @@ function RomImporter:_drawModsPanel(x, y, w, h, paged)
self.modImportRect =
self:_glassyButton(btnX, btnY, btnW, btnH, btnLabel, self.saveBtnFont, true)
-- Enable all / Disable all (#647): bulk switches beside Import mod .zip, so
-- coming back from a cable-club session (which asks for a vanilla fingerprint,
-- src/link/Fingerprint.lua) costs one click instead of one switch per mod.
-- The header is a single row shared with the count, so the chips are dropped
-- rather than overlapped when the column is too narrow to hold them (a
-- phone-width layout); the per-mod switches below are always the full path.
self.modEnableAllRect, self.modDisableAllRect = nil, nil
if #mods > 0 then
local enaLabel, disLabel = Strings("Enable all"), Strings("Disable all")
love.graphics.setFont(self.hintFont)
local bulkH = self.hintFont:getHeight() + 10 * s
local bulkY = y + (headerH - bulkH) / 2
local enaW = self.hintFont:getWidth(enaLabel) + 24 * s
local disW = self.hintFont:getWidth(disLabel) + 24 * s
local bulkGap = 8 * s
local room = btnX - (countX + self.hintFont:getWidth(countText) + bulkGap)
if room >= enaW + disW + 2 * bulkGap then
local disX = btnX - bulkGap - disW
local enaX = disX - bulkGap - enaW
self.modEnableAllRect =
self:_chipButton(enaX, bulkY, enaLabel, { w = enaW, h = bulkH })
self.modDisableAllRect =
self:_chipButton(disX, bulkY, disLabel, { w = disW, h = bulkH })
end
end
local top = y + headerH + 14 * s
-- notice line: the last install/delete result, else the platform hint
+5
View File
@@ -324,6 +324,11 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
require("src.core.Sound").play(data, "Heal_HP")
-- a revive takes the same .healHP -> .doneHealing route, animating up
-- from the fainted mon's 0 HP (#252)
-- re-add to participants so the revived mon gets its share of exp
-- at battle end (onFaint clears the flag; revive must restore it)
if battle and battle.participants then
battle.participants[target] = true
end
return "consumed", { Strings("%s\nis revitalized!", monName(data, target)) },
{ healedFrom = 0 }
end
+74 -6
View File
@@ -40,7 +40,8 @@ function Handshake.mods(game)
if not ok or not status then return mods end
for _, manifest in ipairs(status.loaded or {}) do
mods[#mods + 1] = { id = manifest.id, version = manifest.version,
affectsLink = manifest.affects_link ~= false }
affectsLink = manifest.affects_link ~= false,
language = manifest.language == true }
end
table.sort(mods, function(a, b) return tostring(a.id) < tostring(b.id) end)
return mods
@@ -67,15 +68,82 @@ function Handshake.linkModified(game)
return false
end
-- #501: the registries a declared translation may write, and nothing else.
-- `text` is the ROM's dialogue, `strings` the engine's own authored text
-- (src/mods/Schemas.lua R.text / R.strings) and `font` the glyphs a
-- language with accents needs. None of the three is hashed into the
-- fingerprint (src/link/Fingerprint.lua header), so two peers reading the
-- same game in different languages stay in lockstep -- which is also what
-- the cable did: TradeCenter_PrintPartyListNames (pokered
-- engine/link/cable_club.asm) names the peer's party out of the local
-- ROM's table, only the trainer name and the party bytes travel.
-- text_pointers is deliberately out: its rows carry mart inventories and
-- nurse/pc flags, which are gameplay, not language.
local LANGUAGE_REGISTRIES = { text = true, strings = true, font = true }
Handshake.LANGUAGE_REGISTRIES = LANGUAGE_REGISTRIES
-- The manifest's `language = true` is the author's claim; this is the
-- check. A mod counts as a translation only if every op it appended
-- landed in a language registry, it subscribed no code (a hook or listener
-- runs inside the battle the two peers are lockstepping) and it asked for
-- no permission. Online play meets strangers, so nothing here may rest on
-- the manifest alone. A patched client can still lie about its own mods --
-- the fingerprint, not this, is what keeps the shared simulation honest;
-- this gate is what keeps an honest install from being told to turn its
-- language off.
local function translationOnly(mod, id)
local record = mod.mods and mod.mods[id]
local manifest = record and record.manifest
if manifest and #(manifest.permissions or {}) > 0 then return false end
for name, registry in pairs(mod.content or {}) do
if not LANGUAGE_REGISTRIES[name] then
for _, list in pairs(registry.ops or {}) do
for _, entry in ipairs(list) do
if entry.owner == id then return false end
end
end
end
end
for _, chain in pairs((mod.hooks and mod.hooks.chains) or {}) do
for _, entry in ipairs(chain) do
if entry.owner == id then return false end
end
end
for _, list in pairs((mod.events and mod.events.listeners) or {}) do
for _, entry in ipairs(list) do
if entry.owner == id then return false end
end
end
return true
end
-- the enabled mods that keep this install out of online play, in the
-- id order Handshake.mods sorts: everything except verified translations.
-- LinkState:offerVanillaRestart names these and switches off exactly these.
function Handshake.onlineBlockers(game)
local mod = loader(game)
local blockers = {}
for _, entry in ipairs(Handshake.mods(game)) do
local allowed = entry.language and not entry.affectsLink
and mod ~= nil and translationOnly(mod, entry.id)
if not allowed then blockers[#blockers + 1] = entry end
end
return blockers
end
-- online play (the relay-based online match / tournament flows in
-- LinkState/Tournament) meets strangers, not a coordinating friend, so it
-- skips the LAN path's per-peer compatibility negotiation entirely and
-- just requires vanilla on both ends: no mod-added Pokemon, no surprises.
-- Mods only ever get baked in at boot (Loader:load), so this is a gate on
-- attempting to go online, not a live mod toggle -- the player disables
-- mods via the mod manager and relaunches.
-- just requires a vanilla simulation on both ends: no mod-added Pokemon, no
-- surprises. #501 carves out translations, because a language is not a
-- simulation: a mod that only rewrites text is invisible to the wire and
-- may stay on, so an English player and a Spanish one can meet the way two
-- regional carts always could. Mods only ever get baked in at boot
-- (Loader:load), so this is a gate on attempting to go online, not a live
-- mod toggle -- the player disables mods via the mod manager and relaunches.
function Handshake.onlineAllowed(game)
return #Handshake.mods(game) == 0
return #Handshake.onlineBlockers(game) == 0
end
-- mode is nil on the guest: it pairs and announces itself before the host
+9 -7
View File
@@ -110,17 +110,19 @@ function LinkState:exitWith(message, reason)
end
end
-- Online play meets strangers, so it requires vanilla on both ends
-- (Handshake.onlineAllowed). Mods merge into the shared Data registries at
-- boot and there is no unmerge, so switching them off has to go through a
-- relaunch -- but the player should not have to go find the mod manager and
-- work out which mods count. This turns every enabled mod off, records
-- them so the mod manager can put them back, and relaunches. The restart
-- Online play meets strangers, so it requires a vanilla simulation on both
-- ends (Handshake.onlineAllowed). Mods merge into the shared Data
-- registries at boot and there is no unmerge, so switching them off has to
-- go through a relaunch -- but the player should not have to go find the
-- mod manager and work out which mods count. This turns the blocking mods
-- off, records them so the mod manager can put them back, and relaunches.
-- Verified translations are not blockers (#501), so a player keeps their
-- language across the restart and only the gameplay mods go. The restart
-- is confirmed rather than silent: it drops unsaved progress.
function LinkState:offerVanillaRestart()
local game = self.game
local loader = game.mods
local mods = Handshake.mods(game)
local mods = Handshake.onlineBlockers(game)
local names = {}
for i, mod in ipairs(mods) do
if i > 2 then break end
+15
View File
@@ -265,6 +265,21 @@ function LauncherMods.setEnabled(id, enabled)
return true
end
-- setAllEnabled(ids, enabled): the launcher's Enable all / Disable all buttons
-- (#647). Writes exactly the options.mods shape setEnabled does, but loads and
-- saves once for the whole list: saveOptions rewrites the whole options file per
-- call, so looping setEnabled over a big mods folder is one disk write per mod
-- and leaves a half-applied state behind if one of them fails.
function LauncherMods.setAllEnabled(ids, enabled)
local options = SaveData.loadOptions()
options.mods = options.mods or {}
for _, id in ipairs(ids or {}) do
options.mods[id] = enabled and true or false
end
SaveData.saveOptions(options)
return true
end
-- ------- install (love.filesystem)
-- Read a .zip source into bytes. Save-dir-relative paths (inbox /
+76 -8
View File
@@ -11,6 +11,7 @@ local Version = require("src.core.Version")
local Theme = require("src.ui.Theme")
local OptionRows = require("src.ui.OptionRows")
local Strings = require("src.core.Strings")
local ModProfile = require("src.mods.ModProfile")
local ManagerState = {}
ManagerState.__index = ManagerState
@@ -180,6 +181,16 @@ end
function ManagerState:enter()
self:refresh()
-- #593: the setup that existed before profiles shipped becomes PROFILE 1
-- the first time the manager opens, so switching away from it is always a
-- round trip. Seeded here rather than at boot because profiles are only
-- ever read on this screen.
local seeded = ModProfile.ensureFirst(self:optionsTable(),
self.status.available, self:modOptionsTable())
if seeded then
self:persistOptions()
self:refresh()
end
if Runtime.safeMode then
self.banner = "SAFE MODE - ALL MODS OFF"
end
@@ -213,6 +224,12 @@ function ManagerState:optionsTable()
return (save and save.options) or {}
end
-- Per-mod option values as persisted (options.modOptions; setOption below is
-- the only writer). A profile captures this alongside the enable set.
function ManagerState:modOptionsTable()
return self:optionsTable().modOptions or {}
end
function ManagerState:manifestMap()
return self.byId or {}
end
@@ -283,6 +300,10 @@ function ManagerState:profileRows()
glyph = opts.activeProfile == p.name and GLYPH.errored or " " }
end
rows[#rows + 1] = { saveAs = true, label = Strings("SAVE CURRENT AS..") }
-- #593 sharing: EXPORT writes the focused profile to profiles/*.g1rmodlist
-- in the save dir, IMPORT reads back every file dropped in that folder.
rows[#rows + 1] = { exportProfile = true, label = Strings("EXPORT..") }
rows[#rows + 1] = { importProfile = true, label = Strings("IMPORT..") }
rows[#rows + 1] = { adhoc = true,
label = opts.activeProfile and "[AD-HOC]" or "[AD-HOC] (LIVE)" }
return rows
@@ -478,6 +499,10 @@ function ManagerState:activate()
self:applyProfile(row.profile)
elseif row.saveAs then
self:saveCurrentAs()
elseif row.exportProfile then
self:exportActiveProfile()
elseif row.importProfile then
self:importProfiles()
elseif row.adhoc then
self:optionsTable().activeProfile = nil
self:notify("AD-HOC SET ACTIVE")
@@ -712,9 +737,26 @@ function ManagerState:applyProfile(p)
end
end
self:commitToggle(combined)
-- #593: a profile is the whole setup, not just the enable set. Options go
-- through setOption so loader.modOptions and mod.options_changed stay in
-- step; save slots move only to slots that version already registered
-- (SaveData.setActiveSlot would otherwise conjure one).
for modId, bucket in pairs(p.options or {}) do
if self.byId[modId] then
for key, value in pairs(bucket) do self:setOption(modId, key, value) end
end
end
for _, move in ipairs(ModProfile.slotMoves(p)) do
require("src.core.SaveData").setActiveSlot(move[1], move[2])
end
self:optionsTable().activeProfile = p.name
self:persistOptions()
self:notify("PROFILE STAGED")
local missing = ModProfile.missingIds(p, self.byId)
if #missing > 0 then
self:notify(#missing .. " MODS MISSING")
else
self:notify("PROFILE STAGED")
end
end
function ManagerState:saveCurrentAs()
@@ -725,16 +767,15 @@ function ManagerState:saveCurrentAs()
onDone = function(name)
local opts = self:optionsTable()
opts.modProfiles = opts.modProfiles or {}
local enabled = {}
for _, m in ipairs(self.status.available or {}) do
enabled[m.id] = m.enabled and true or false
end
local snap = ModProfile.capture(self.status.available,
self:modOptionsTable())
local existing = self:findProfile(name)
if existing then
existing.enabled = enabled
existing.enabled, existing.options, existing.slots =
snap.enabled, snap.options, snap.slots
else
opts.modProfiles[#opts.modProfiles + 1] =
{ name = name, enabled = enabled }
snap.name = name
opts.modProfiles[#opts.modProfiles + 1] = snap
end
opts.activeProfile = name
self:persistOptions()
@@ -743,6 +784,33 @@ function ManagerState:saveCurrentAs()
}))
end
-- #593 sharing. Export drops the active profile (or the focused one) in the
-- save directory's profiles/ folder as <NAME>.g1rmodlist; import reads every
-- file already there. Deliberately folder-based rather than a native file
-- picker: the same shape SaveFileIO uses for exports/, and it works on the
-- mobile builds where no picker exists.
function ManagerState:exportActiveProfile()
local row = self:focusedRow()
local p = (row and row.profile)
or self:findProfile(self:optionsTable().activeProfile)
if not p then return self:notify("NO PROFILE") end
local ok = ModProfile.export(p)
self:notify(ok and ("SAVED " .. p.name) or "EXPORT FAILED")
end
function ManagerState:importProfiles()
local opts = self:optionsTable()
opts.modProfiles = opts.modProfiles or {}
local n = 0
for _, path in ipairs(ModProfile.files()) do
if ModProfile.import(path, opts.modProfiles) then n = n + 1 end
end
if n == 0 then return self:notify("NO MODLISTS") end
self:persistOptions()
self:snapCursor()
self:notify(n .. " IMPORTED")
end
function ManagerState:renameProfile(p)
local NamingScreen = require("src.ui.NamingScreen")
self.game.stack:push(NamingScreen.new(self.game, {
+15 -2
View File
@@ -178,9 +178,21 @@ function Manifest.validate(raw, path)
"experimental must be a boolean")
local experimental = raw.experimental == true
-- #501: a translation declares itself here. Neither the ROM's dialogue
-- nor the engine's own strings are hashed into the link surface
-- (src/link/Fingerprint.lua header), so an English install and a Spanish
-- one run the same lockstep simulation, exactly as two regional carts on
-- a real cable did. The flag is only the author's claim;
-- Handshake.onlineBlockers checks it against the ops the mod actually
-- appended before online play trusts it.
assert(raw.language == nil or type(raw.language) == "boolean",
"language must be a boolean")
local language = raw.language == true
-- overhauls and total conversions are assumed to move the link
-- fingerprint unless the manifest says otherwise; content packs are not
local affectsLink = profile ~= "content"
-- fingerprint unless the manifest says otherwise; content packs and
-- declared translations are not
local affectsLink = profile ~= "content" and not language
if type(raw.affects_link) == "boolean" then affectsLink = raw.affects_link end
local function optionalFile(value, field)
@@ -211,6 +223,7 @@ function Manifest.validate(raw, path)
github = github,
experimental = experimental,
profile = profile,
language = language,
affects_link = affectsLink,
permissions = permissions,
permissionSet = permissionSet,
+8 -25
View File
@@ -520,36 +520,19 @@ function ModIndex.writeCache(feed, index)
return ok
end
-- ------- host I/O (curl, via ModUpdate's shell plumbing)
local function shq(s)
s = tostring(s)
if love and love.system and love.system.getOS
and love.system.getOS() == "Windows" then
return '"' .. s:gsub('"', '') .. '"'
end
return "'" .. s:gsub("'", "'\\''") .. "'"
end
-- ------- host I/O (HostShell's transport: curl, or the Android JNI bridge)
-- Plain GET returning the body. No GitHub Accept header: the feed and the
-- description markdown are static files on Pages, and the public feed is
-- explicitly unauthenticated.
-- explicitly unauthenticated. The transport itself lives in
-- src/core/HostShell.lua because Android has no curl and has to fetch through
-- love.system.httpDownload instead (#597).
function ModIndex.httpGet(url)
local ModUpdate = require("src.mods.ModUpdate")
if not ModUpdate.haveCurl() then
return nil, "curl is not available on this platform"
end
local HostShell = require("src.core.HostShell")
local cmd = "curl -fsSL --connect-timeout 10 --max-time 40 "
.. "-H " .. shq("User-Agent: gen1recomp-mod-index") .. " "
.. shq(url)
local pipeOk, pipe = pcall(HostShell.popen, cmd)
if not pipeOk or not pipe then return nil, "could not run curl" end
local readOk, out = pcall(function() return pipe:read("*a") end)
pcall(function() pipe:close() end)
if not readOk then return nil, "fetch failed: " .. tostring(out) end
if not out or out == "" then return nil, "empty response from " .. url end
return out
if not HostShell.canFetch() then
return nil, "no network transport on this platform"
end
return HostShell.httpGet(url, "gen1recomp-mod-index")
end
-- fetch(source, opts) -> index, err, meta
+206
View File
@@ -0,0 +1,206 @@
-- Mod profiles (#593): a named snapshot of one whole setup -- which mods are
-- enabled, each mod's own options, and which save slot every game version
-- plays -- plus the shareable .g1rmodlist file the manager writes and reads.
-- Pure data and filesystem: src/mods/ManagerState.lua owns the UI and the
-- staged toggles, and is the only caller.
--
-- Records live in options.modProfiles (src/core/SaveData.lua defaultOptions),
-- so a profile survives New Game exactly like the mod enable-state does:
-- { name = "PROFILE 1",
-- enabled = { [modId] = true|false }, -- missing means enabled
-- options = { [modId] = { key = value } },-- mirrors options.modOptions
-- slots = { red = "slot1", blue = "slot2", yellow = nil } }
-- Exports are SaveSerializer-encoded (data-only parse, an imported file can
-- never execute code) under profiles/<NAME>.g1rmodlist in the save dir, the
-- same shape SaveFileIO uses for exports/ (src/import/SaveFileIO.lua).
local SaveSerializer = require("src.core.SaveSerializer")
local SaveData = require("src.core.SaveData")
local GameVersion = require("src.core.GameVersion")
local ModProfile = {}
ModProfile.EXT = ".g1rmodlist"
ModProfile.DIR = "profiles"
ModProfile.FORMAT = "g1rmodlist"
ModProfile.FORMAT_VERSION = 1
-- deterministic order; GameVersion.VERSIONS is a map, and a profile file has
-- to encode the same way twice for a diff to mean anything
local VERSION_ORDER = { "red", "blue", "yellow" }
local function fsOr(fs)
return fs or (love and love.filesystem) or nil
end
-- Capture the live setup. `available` is ManagerState.status.available (the
-- loader's status manifests, m.enabled = the desired set including staged
-- flips); `modOptions` is options.modOptions.
function ModProfile.capture(available, modOptions)
local enabled, options = {}, {}
for _, m in ipairs(available or {}) do
enabled[m.id] = m.enabled and true or false
local bucket = modOptions and modOptions[m.id]
if type(bucket) == "table" then
local copy = {}
for k, v in pairs(bucket) do
local t = type(v)
if t == "string" or t == "number" or t == "boolean" then copy[k] = v end
end
options[m.id] = copy
end
end
local slots = {}
for _, id in ipairs(VERSION_ORDER) do
local ok, slot = pcall(SaveData.activeSlot, id)
if ok and slot then slots[id] = slot end
end
return { enabled = enabled, options = options, slots = slots }
end
-- The slot moves a profile may actually make: a slot id has to be registered
-- for that version already, because SaveData.setActiveSlot registers an
-- unknown id and would conjure a phantom slot the player never made.
function ModProfile.slotMoves(p)
local moves = {}
for _, version in ipairs(VERSION_ORDER) do
local want = p.slots and p.slots[version]
if want then
local ok, list = pcall(SaveData.listSlots, version)
if ok then
for _, row in ipairs(list or {}) do
if row.id == want then moves[#moves + 1] = { version, want } end
end
end
end
end
return moves
end
-- ids the profile wants enabled that are not installed here. Import cannot
-- fetch them (community-index install is deferred), so the manager reports
-- them rather than silently playing a different setup than the sharer's.
function ModProfile.missingIds(p, byId)
local out = {}
for id, on in pairs(p.enabled or {}) do
if on and not (byId or {})[id] then out[#out + 1] = id end
end
table.sort(out)
return out
end
function ModProfile.encode(p)
return SaveSerializer.encode({
format = ModProfile.FORMAT,
formatVersion = ModProfile.FORMAT_VERSION,
profile = { name = p.name, enabled = p.enabled,
options = p.options, slots = p.slots },
})
end
-- Shape-validate rather than trust: a shared file is untrusted input, and the
-- manager indexes p.enabled/p.options straight into its row models.
function ModProfile.decode(body)
if type(body) ~= "string" then return nil, "EMPTY FILE" end
local ok, data = pcall(SaveSerializer.decode, body)
if not ok or type(data) ~= "table" then return nil, "BAD FILE" end
if data.format ~= ModProfile.FORMAT then return nil, "NOT A MODLIST" end
local raw = data.profile
if type(raw) ~= "table" or type(raw.name) ~= "string" or raw.name == "" then
return nil, "BAD FILE"
end
local p = { name = raw.name:sub(1, 10), enabled = {}, options = {}, slots = {} }
for id, on in pairs(type(raw.enabled) == "table" and raw.enabled or {}) do
if type(id) == "string" then p.enabled[id] = on and true or false end
end
for id, bucket in pairs(type(raw.options) == "table" and raw.options or {}) do
if type(id) == "string" and type(bucket) == "table" then
local copy = {}
for k, v in pairs(bucket) do
local t = type(v)
if type(k) == "string" and (t == "string" or t == "number" or t == "boolean") then
copy[k] = v
end
end
p.options[id] = copy
end
end
for version, slot in pairs(type(raw.slots) == "table" and raw.slots or {}) do
if GameVersion.VERSIONS[version] and type(slot) == "string" then
p.slots[version] = slot
end
end
return p
end
-- profiles/<NAME>.g1rmodlist; letters, digits and dashes only so a shared
-- name can never escape the folder
local function fileFor(name)
return ModProfile.DIR .. "/" ..
tostring(name):upper():gsub("[^%w%-]", "_") .. ModProfile.EXT
end
ModProfile.fileFor = fileFor
function ModProfile.export(p, fs)
fs = fsOr(fs)
if not (fs and fs.write) then return false, "NO FILESYSTEM" end
if fs.createDirectory then fs.createDirectory(ModProfile.DIR) end
local rel = fileFor(p.name)
local ok, err = fs.write(rel, ModProfile.encode(p))
if not ok then return false, tostring(err) end
local base = fs.getSaveDirectory and fs.getSaveDirectory() or ""
if base ~= "" then return true, base .. "/" .. rel end
return true, rel
end
-- every .g1rmodlist sitting in profiles/, sorted, as relative paths
function ModProfile.files(fs)
fs = fsOr(fs)
local out = {}
if not (fs and fs.getDirectoryItems) then return out end
if fs.getInfo and not fs.getInfo(ModProfile.DIR) then return out end
for _, name in ipairs(fs.getDirectoryItems(ModProfile.DIR) or {}) do
if name:sub(-#ModProfile.EXT) == ModProfile.EXT then
out[#out + 1] = ModProfile.DIR .. "/" .. name
end
end
table.sort(out)
return out
end
-- Read one export and land it in `profiles` (options.modProfiles) under a
-- non-colliding name, so importing twice never overwrites what the player
-- already tuned. Returns the stored record, or nil + a short reason.
function ModProfile.import(path, profiles, fs)
fs = fsOr(fs)
if not (fs and fs.read) then return nil, "NO FILESYSTEM" end
local p, err = ModProfile.decode(fs.read(path))
if not p then return nil, err end
local taken = {}
for _, existing in ipairs(profiles) do taken[existing.name] = true end
local name, n = p.name, 1
while taken[name] do
n = n + 1
name = (p.name:sub(1, 8) .. n)
end
p.name = name
profiles[#profiles + 1] = p
return p
end
-- First run after this update: the setup the player already has becomes
-- PROFILE 1, then they can add more (#593). Seeded once and remembered by
-- options.modProfilesSeeded, so deleting every profile does not resurrect it.
function ModProfile.ensureFirst(opts, available, modOptions)
if opts.modProfilesSeeded then return nil end
opts.modProfilesSeeded = true
opts.modProfiles = opts.modProfiles or {}
if #opts.modProfiles > 0 then return nil end
local p = ModProfile.capture(available, modOptions)
p.name = "PROFILE 1"
opts.modProfiles[1] = p
opts.activeProfile = p.name
return p
end
return ModProfile
+19 -39
View File
@@ -254,39 +254,21 @@ function ModUpdate.statusFor(installedVersion, releases)
return "current", best
end
-- ------- host I/O (curl)
-- ------- host I/O (HostShell's transport: curl, or the Android JNI bridge)
local function shq(s)
s = tostring(s)
if love and love.system and love.system.getOS
and love.system.getOS() == "Windows" then
return '"' .. s:gsub('"', '') .. '"'
end
return "'" .. s:gsub("'", "'\\''") .. "'"
end
local function curlCapture(url)
-- GitHub's API wants a User-Agent and answers the versioned Accept.
local function apiFetch(url)
local HostShell = require("src.core.HostShell")
local cmd = "curl -fsSL --connect-timeout 10 --max-time 40 "
.. "-H " .. shq("User-Agent: gen1recomp-mod-updater") .. " "
.. "-H " .. shq("Accept: application/vnd.github+json") .. " "
.. shq(url)
local pipeOk, pipe = pcall(HostShell.popen, cmd)
if not pipeOk or not pipe then return nil, "could not run curl" end
local readOk, out = pcall(function() return pipe:read("*a") end)
pcall(function() pipe:close() end)
if not readOk then return nil, "curl read failed: " .. tostring(out) end
if not out or out == "" then return nil, "empty response from GitHub" end
return out
return HostShell.httpGet(url, "gen1recomp-mod-updater",
"application/vnd.github+json")
end
-- Still just the curl probe it always was. "Can we fetch at all" is
-- HostShell.canFetch, which also knows about the Android bridge (#597); every
-- gate below asks that instead.
function ModUpdate.haveCurl()
local HostShell = require("src.core.HostShell")
local pipeOk, pipe = pcall(HostShell.popen, "curl --version")
if not pipeOk or not pipe then return false end
local readOk, out = pcall(function() return pipe:read("*a") end)
pcall(function() pipe:close() end)
return readOk and out ~= nil and out:find("curl", 1, true) ~= nil
return HostShell.haveCurl()
end
-- Fetch release list. opts.force bypasses the 6h cache.
@@ -302,15 +284,16 @@ function ModUpdate.fetchReleases(repo, modId, opts)
return cached.releases, nil, { fromCache = true }
end
end
if not ModUpdate.haveCurl() then
local HostShell = require("src.core.HostShell")
if not HostShell.canFetch() then
-- Stale cache is better than nothing when offline
local cached = ModUpdate.readCache(repo)
if cached and cached.releases then
return cached.releases, nil, { fromCache = true, stale = true }
end
return nil, "curl is not available on this platform"
return nil, "no network transport on this platform"
end
local body, curlErr = curlCapture(ModUpdate.apiReleasesUrl(repo))
local body, curlErr = apiFetch(ModUpdate.apiReleasesUrl(repo))
if not body then
local cached = ModUpdate.readCache(repo)
if cached and cached.releases then
@@ -331,10 +314,10 @@ function ModUpdate.downloadZip(url, destName)
if not (love and love.filesystem) then
return nil, "download needs LOVE"
end
if not ModUpdate.haveCurl() then
return nil, "curl is not available on this platform"
end
local HostShell = require("src.core.HostShell")
if not HostShell.canFetch() then
return nil, "no network transport on this platform"
end
local name = destName or ("mod_update_" .. tostring(os.time()) .. ".zip")
name = tostring(name):gsub("[/\\]", "_")
local saveOk, saveDir = pcall(function()
@@ -344,12 +327,9 @@ function ModUpdate.downloadZip(url, destName)
return nil, "no save directory"
end
local abs = saveDir .. "/" .. name
local cmd = "curl -fsSL --connect-timeout 15 --max-time 300 -o "
.. shq(abs) .. " " .. shq(url)
local pipeOk, pipe = pcall(HostShell.popen, cmd)
if not pipeOk or not pipe then return nil, "could not start download" end
pcall(function() pipe:read("*a") end)
pcall(function() pipe:close() end)
-- Either transport can fail quietly; the getInfo size check below is what
-- actually decides whether we got a file (#597).
HostShell.httpDownload(url, abs, "gen1recomp-mod-updater")
local infoOk, info = pcall(love.filesystem.getInfo, name)
if not infoOk or not info or (info.size or 0) == 0 then
pcall(love.filesystem.remove, name)
+158 -24
View File
@@ -32,10 +32,23 @@ local FLASH_CYCLES = 3
-- InitBattleCommon decompresses the front pic (core.asm:6694-6730), and
-- SlidePlayerAndEnemySilhouettesOnScreen rebuilds the whole tilemap between
-- DisableLCD and EnableLCD (core.asm:9-49) before anything moves. This port
-- has no load to hide behind, so the hold has to be explicit (#315). 30 is a
-- frame budget for that work, not a number pokered states; retune this one
-- constant against a reference recording if it reads long or short.
local BLACK_HOLD = 30
-- has no load to hide behind, so the hold has to be explicit (#315). This is
-- a frame budget for that work, not a number pokered states.
--
-- 60 comes from pokered-c (BTRANS_BLACK_HOLD_FRAMES), which itemized the
-- derivable floor at ~13 frames -- LoadHpBarAndStatusTilePatterns 4,
-- LoadHudTilePatterns 2, ClearScreen's Delay3 3, the DisableLCD LY wait 1,
-- Delay3 after EnableLCD 3 -- and then noted that the two sprite
-- decompressors (UncompressSpriteFromDE for the 7x7 front pic,
-- LoadPlayerBackPic's uncompress + ScaleSpriteByTwo) are bit-level RLE/delta
-- decoders whose cost cannot be cycle-counted from the asm at all. So the
-- derivation bottoms out around 25-30 with an unbounded remainder, and 60
-- was set by ear against the real ROM ("a solid second") and confirmed as
-- ~95% right rather than frame-matched. The credible range is 30-60; do NOT
-- "correct" this down toward the floor on the strength of the derivation,
-- because the omitted decompressors are exactly the unbounded part. It
-- wants a frame-by-frame capture against hardware to pin exactly.
local BLACK_HOLD = 60
local TILE = 8
local COLS, ROWS = 160 / TILE, 144 / TILE -- 20 x 18 tiles
@@ -106,11 +119,12 @@ end
-- HalfCircle2 continues (1,11) down under the bottom back to (18,11)).
-- arms = 1 (Circle, halves in sequence) or 2 (DoubleCircle, both halves
-- at once, so opposite arms)
local function sweepOrder(arms)
local cx, cy = COLS / 2, ROWS / 2
local function sweepOrder(arms, cols, rows)
cols, rows = cols or COLS, rows or ROWS
local cx, cy = cols / 2, rows / 2
local tiles = {}
for y = 0, ROWS - 1 do
for x = 0, COLS - 1 do
for y = 0, rows - 1 do
for x = 0, cols - 1 do
local a = math.atan2(cy - (y + 0.5), x + 0.5 - cx)
if a < 0 then a = a + 2 * math.pi end
if arms == 2 then a = a % math.pi end
@@ -121,18 +135,116 @@ local function sweepOrder(arms)
return tiles
end
-- ---------------------------------------------------------------------
-- Arbitrary-grid wipes, for the surface OUTSIDE the classic letterbox
-- ---------------------------------------------------------------------
--
-- The builders above reproduce the ROM's exact walks on its 20x18 tilemap,
-- overrun and all, and stay the authority inside the 160x144 box. A zoomed
-- or windowed surface has more grid than the Game Boy ever had, and no
-- hardware behaviour to be faithful to out there -- but filling it with a
-- generic square cascade made a spiral read as "a spiral in a box, with
-- something else happening around it". These generalise the same shapes to
-- whatever grid the window works out to so the whole surface wipes as one
-- figure.
-- perimeter inward, counterclockwise, starting down the left edge -- the
-- direction BattleTransition_InwardSpiral walks
local function spiralInGrid(cols, rows)
local order = {}
local x0, y0, x1, y1 = 0, 0, cols - 1, rows - 1
while x0 <= x1 and y0 <= y1 do
for y = y0, y1 do order[#order + 1] = { x0, y } end
x0 = x0 + 1
if x0 > x1 then break end
for x = x0, x1 do order[#order + 1] = { x, y1 } end
y1 = y1 - 1
if y0 > y1 then break end
for y = y1, y0, -1 do order[#order + 1] = { x1, y } end
x1 = x1 - 1
if x0 > x1 then break end
for x = x1, x0, -1 do order[#order + 1] = { x, y0 } end
y0 = y0 + 1
end
return order
end
-- the outward spiral is the same walk read from the middle out
local function spiralOutGrid(cols, rows)
local inward = spiralInGrid(cols, rows)
local order = {}
for i = #inward, 1, -1 do order[#order + 1] = inward[i] end
return order
end
local GRID_BUILDERS = {
spiralin = spiralInGrid,
spiralout = spiralOutGrid,
circle = function(c, r) return sweepOrder(1, c, r) end,
doublecircle = function(c, r) return sweepOrder(2, c, r) end,
}
-- Tile order for `style` on an arbitrary cols x rows grid, or nil for the
-- styles whose shape is plain geometry (stripes / shrink / split) and which
-- the caller extends with rectangles instead. Cached per style+size: the
-- window grid only changes on a resize or a zoom step.
local orderFor -- defined below; the authentic 20x18 builders
local gridCache = {}
function BattleTransition.gridOrder(style, cols, rows)
local build = GRID_BUILDERS[style]
if not build or cols < 1 or rows < 1 then return nil end
-- At exactly the Game Boy's grid the ROM's own walk is the answer, overrun
-- and all -- so an unzoomed window is the classic wipe, not a lookalike.
if cols == COLS and rows == ROWS then return orderFor(style, nil) end
local key = style .. ":" .. cols .. "x" .. rows
local hit = gridCache[key]
if hit == nil then
hit = build(cols, rows) or false
gridCache[key] = hit
end
return hit or nil
end
-- Wipe lengths, taken from pokered-c's battle_transition.c frame budget --
-- derived from battle_transitions.asm and then checked on a live
-- side-by-side against the ROM. Each wipe is `steps x frames-per-step`:
--
-- DoubleCircle 10 x 3 = 30 SpiralOut 360 fills / 3 per frame = 120
-- Circle 20 x 3 = 60 HStripes 20 x 3 = 60
-- Shrink 9 x 6 = 54 VStripes 18 x 3 = 54
-- Split 9 x 6 = 54 (asm:386-392 and :418-424)
--
-- The port used a flat 40/24 for all eight, which ran every wipe between
-- 1.5x and 3x too fast -- the single biggest reason a battle used to open
-- so much more abruptly here than on hardware.
--
-- The inward spiral is the one that bites. It writes one tile per
-- iteration and calls BattleTransition_TransferDelay3 every seventh tile
-- (wInwardSpiralUpdateScreenCounter counts 7 down to 0), and that helper is
-- `ld a,1 / ldh [hAutoBGTransferEnabled] / call Delay3 / xor a / ldh [...]`
-- (battle_transitions.asm:619) -- THREE frames, not a one-frame transfer.
-- Reading it as one frame runs the whole spiral 3x too fast; pokered-c
-- caught that against the real ROM. Deriving the length from the path we
-- actually walk keeps the cadence right if the order ever changes.
local SPIRAL_IN_TILES_PER_STEP = 7
local SPIRAL_IN_STEP_FRAMES = 3 -- TransferDelay3
local SPIRAL_IN_FRAMES = math.ceil(#inwardSpiralOrder()
/ SPIRAL_IN_TILES_PER_STEP)
* SPIRAL_IN_STEP_FRAMES
-- The eight wipes as records: frames is the wipe length, flash marks the
-- two circle wipes that call BattleTransition_FlashScreen first. new()
-- reads them, and the transitions registry serves the same table.
BattleTransition.STYLES = {
doublecircle = { kind = "wipe", frames = 40, flash = true },
spiralin = { kind = "wipe", frames = 40 },
circle = { kind = "wipe", frames = 40, flash = true },
spiralout = { kind = "wipe", frames = 40 },
hstripes = { kind = "wipe", frames = 24 },
shrink = { kind = "wipe", frames = 24 },
vstripes = { kind = "wipe", frames = 24 },
split = { kind = "wipe", frames = 24 },
doublecircle = { kind = "wipe", frames = 30, flash = true },
spiralin = { kind = "wipe", frames = SPIRAL_IN_FRAMES },
circle = { kind = "wipe", frames = 60, flash = true },
spiralout = { kind = "wipe", frames = 120 },
hstripes = { kind = "wipe", frames = 60 },
shrink = { kind = "wipe", frames = 54 },
vstripes = { kind = "wipe", frames = 54 },
split = { kind = "wipe", frames = 54 },
}
-- the eight wipes plus Transition's two warp fades: one registrant owns
@@ -164,7 +276,7 @@ local BUILTIN_ORDERS = {
-- A registered style may bring its own tile order (a list of {x, y}, or a
-- function returning one); the four built-in orders are the defaults for
-- the styles that have always had them.
local function orderFor(style, def)
function orderFor(style, def)
if ORDERS[style] == nil then
local order = def and def.order
if type(order) == "function" then
@@ -235,6 +347,15 @@ function BattleTransition:draw()
local v = FLASH_STEPS[step]
if v ~= 0 then
local shade = v > 0 and 0 or 1
-- The flash is a palette write (rBGP), so on hardware it tints every
-- pixel the LCD shows. Hand it to the renderer as a screen-space veil
-- so it covers the whole surface at any zoom; only the headless and
-- no-renderer paths fall back to filling the 160x144 box.
local r = self.game and self.game.renderer
if r then
r.screenVeil = { shade, math.abs(v) }
return
end
love.graphics.setColor(shade, shade, shade, math.abs(v))
love.graphics.rectangle("fill", 0, 0, 160, 144)
love.graphics.setColor(1, 1, 1, 1)
@@ -242,22 +363,35 @@ function BattleTransition:draw()
return
end
love.graphics.setColor(0, 0, 0, 1)
local prog = math.min(1, self.t / self.wipeLen)
-- Cascade black 8x8 blocks across the window area *outside* the classic
-- 160x144 wipe square, in lockstep with the OG wipe progress. Renderer
-- paints them in screen space after the world blit (see endFrame).
local renderer = self.game and self.game.renderer
if renderer then renderer.battleCascadeProg = prog end
local style = self.style
-- a registered style may draw itself; the eight built-ins do not
-- a registered style may draw itself; the eight built-ins do not. A custom
-- draw owns the 160x144 UI canvas as it always has.
if self.def and self.def.draw then
love.graphics.setColor(0, 0, 0, 1)
self.def.draw(self, prog)
love.graphics.setColor(1, 1, 1, 1)
return
end
-- With a renderer the wipe is drawn ONCE over the whole surface in screen
-- space (Renderer:drawBattleWipe), on a tile grid anchored to the letterbox
-- and extended outward at the same tile size. That makes it a single
-- continuous figure: the spiral starts at the outermost edge of the window
-- and works inward, instead of one spiral inside the letterbox running
-- alongside a second one outside it. Nothing is stretched -- the pattern is
-- continued with more tiles, not scaled-up pixels -- so at 1x the grid works
-- out to exactly 20x18 and this is the classic wipe unchanged.
local renderer = self.game and self.game.renderer
if renderer then
renderer.battleWipe = { style = style, prog = prog }
return
end
-- headless / no renderer: the classic 160x144 path
love.graphics.setColor(0, 0, 0, 1)
local order = orderFor(style, self.def)
if order then
-- tile-order wipes: spiral / circle sweeps
+24 -11
View File
@@ -559,16 +559,26 @@ local TILESET_GROUP_EXCEPTIONS = {
}
-- pokered-gbc's lobby.bst repoints the Celadon LOBBY table's flat top
-- (block 29, cells 5/6/9/10) at a duplicate tile ($5a, BROWN) so the
-- tabletop and the checkerboard floor -- both raw tile $37 -- can take
-- different palettes; the vanilla-derived blockset shares the one tile
-- id, so the RED++ atlas path re-creates the duplicate: the alias slot
-- is baked as a copy of `tile` in `group`'s colors, and the listed
-- 0-based block cells draw the alias instead of the shared tile.
-- Same block appears on CELADON_MART_ROOF (#52) and CELADON_DINER (#84).
-- at a duplicate tile ($5a, BROWN) so the tabletop and the checkerboard
-- floor -- both raw tile $37 -- can take different palettes; the
-- vanilla-derived blockset shares the one tile id, so the RED++ atlas
-- path re-creates the duplicate: the alias slot is baked as a copy of
-- `tile` in `group`'s colors, and the listed 0-based block cells draw
-- the alias instead of the shared tile.
--
-- Three LOBBY blocks share tile $37 on their flat surfaces:
-- block 29: 2x2 table top at cells 5/6/9/10
-- block 45: 2-tile strip at cells 13/14
-- block 49: 2-tile strip at cells 1/2
-- CELADON_DINER uses all three (#84, #85, #86); CELADON_MART_ROOF
-- uses only block 29 (#52/#53).
local LOBBY_TABLE_TOP_ALIAS = {
{ block = 29, cells = { [5] = true, [6] = true, [9] = true, [10] = true },
tile = 0x37, alias = 0x5a, group = 5 },
{ block = 45, cells = { [13] = true, [14] = true },
tile = 0x37, alias = 0x5a, group = 5 },
{ block = 49, cells = { [1] = true, [2] = true },
tile = 0x37, alias = 0x5a, group = 5 },
}
PaletteFX.TILE_ALIASES = {
CELADON_MART_ROOF = LOBBY_TABLE_TOP_ALIAS,
@@ -646,10 +656,13 @@ function PaletteFX.spriteObp(spriteDef, seed)
local src = spriteDef and (spriteDef.paletteSource or spriteDef.source)
if not (w and src) then return nil end
local idx = tonumber(src:match("%[(%d+)%]"))
-- RedBikeSprite loads outside SpriteSheetPointerTable
-- (LoadBikePlayerSpriteGraphics), so its source carries no bracketed
-- index; it wears the player's own palette, same as SPRITE_RED
if not idx and src:find("RedBikeSprite", 1, true) then idx = 0 end
-- RedBikeSprite and SurfingPikachuSprite load outside
-- SpriteSheetPointerTable, so their source has no bracketed index;
-- they wear the player's OBP palette (spriteAssignment[0]).
if not idx and (src:find("RedBikeSprite", 1, true)
or src:find("SurfingPikachuSprite", 1, true)) then
idx = 0
end
local group = idx and w.spriteAssignment[idx]
if group == nil then return nil end
if group == "random" then
+317 -47
View File
@@ -12,6 +12,8 @@ local PaletteFX = require("src.render.PaletteFX")
local Pipelines = require("src.render.Pipelines")
local PixelCanvas = require("src.render.PixelCanvas")
local Runtime = require("src.mods.Runtime")
-- leaf module (no renderer dependency), so requiring it here cannot cycle
local FaithfulRes = require("src.core.FaithfulRes")
local Renderer = {}
@@ -124,7 +126,61 @@ end
function Renderer:fitScale()
local _, _, pw, ph = displayMetrics()
local w, h = self:uiSize()
return math.max(1, math.floor(math.min(pw / w, ph / h)))
local s = math.max(1, math.floor(math.min(pw / w, ph / h)))
-- FAITHFUL RATIO on mobile locks the scale here rather than by resizing the
-- window, which a phone does not have (see src/core/FaithfulRes.lua). The
-- cap is the largest WHOLE multiple the display holds, so the picture is as
-- big as exact pixels allow and the remainder is bars. Computed per frame
-- off the live drawable size, so a rotate re-derives it with nothing to
-- re-apply.
local cap = FaithfulRes.scaleCap()
if cap and cap < s then s = cap end
return s
end
-- Integer framebuffer pixels per GB pixel for the UI pass.
--
-- Survey zoom only ever scaled the world: the UI kept blitting at fitScale,
-- so zooming out left a full-size dialogue box over a shrunken world, which
-- reads as the UI growing. Stepping the UI down with the zoom keeps the two
-- in proportion. Whole integers only, so a UI pixel stays a whole number of
-- screen pixels and the font does not resample; and never below half of
-- fitScale, because past that the text stops being readable.
--
-- Zooming IN does not scale the UI up -- a dialogue box larger than the
-- classic one has no reference to be faithful to, and the letterbox it sits
-- in does not grow either.
function Renderer:uiScale()
local S = self:fitScale()
local off = Zoom.offset or 0
-- UI LAYOUT = CENTERED (uiCentered, set per frame by Game:draw): the UI is
-- a fixed letterbox at the fit scale and does not follow the survey zoom at
-- all, which is the whole point of the setting -- the screen furniture
-- stays put instead of resizing under the player. DYNAMIC keeps the
-- step-down below. BATTLE SIZE is unaffected either way: uiFill overrides
-- the scale in endFrame, after this.
if self.uiCentered then return S end
-- Only follow the zoom when a world is actually behind the UI. Survey zoom
-- is an OVERWORLD control; the title screen, the intro and the credits show
-- no world at all, and shrinking them to match a zoom level the player set
-- for the map is meaningless. worldActive is this frame's answer --
-- beginFrame clears it and beginWorldPass sets it -- so a state that draws
-- no world keeps the full fit scale.
--
-- uiWorldHold (Game:draw) is the case worldActive cannot answer: a BATTLE
-- BG "world" battle stays the scene's backdrop while an OPAQUE state -- the
-- party menu, the bag -- covers it, whether or not a world pass ran under
-- that state. Reading worldActive alone drops the step-down there and
-- blits those menus a whole scale larger than the battle they cover.
-- Game.drawBaseInStack keeps the map drawing in the common case, so the two
-- normally agree; this holds the scale even when it cannot (a battle with
-- something other than the overworld beneath it).
if not (self.worldActive or self.uiWorldHold) then return S end
if off >= 0 then return S end
local floorS = math.ceil(S / 2) -- at most a 50% reduction
local s = S + off -- one integer step per zoom-out step
if s < floorS then s = floorS end
return math.max(1, s)
end
-- the native-pixel UI surface in use right now
@@ -179,6 +235,21 @@ end
-- tilt is inactive).
function Renderer:worldViewSize()
local _, _, pw, ph = displayMetrics()
-- FAITHFUL RATIO on mobile. The world pass deliberately expands to cover the
-- WHOLE display, so letterbox voids become more map instead of black bars.
-- That is why the lock appeared to do nothing in the overworld: it shrank
-- the UI blit while the map kept filling the screen -- and showed MORE of
-- the map, because a smaller scale fits more world pixels in.
--
-- Size the view against the LOCKED VIEWPORT rather than the display. A
-- desktop lock gets this for free by making the window exactly 160N x 144N;
-- this is the same sum with the viewport standing in for the window, so
-- both platforms show the same map area at the same zoom.
local cap = FaithfulRes.scaleCap()
if cap then
local uiw, uih = self:uiSize()
pw, ph = uiw * cap, uih * cap
end
local sp = Zoom.scale(self:fitScale())
local vw, vh = math.ceil(pw / sp), math.ceil(ph / sp)
-- Even sizes keep Camera:follow on integer pixels (viewW/2 is integral),
@@ -200,8 +271,14 @@ function Renderer:beginFrame(transparent)
-- warp-fade overlay from Transition (issue #121); cleared each frame so
-- a popped transition cannot leave a sticky black veil
self.worldFadeAlpha = nil
-- battle-transition cascade outside the 160x144 wipe (BattleTransition)
self.battleCascadeProg = nil
-- battle-transition wipe, drawn over the whole surface (BattleTransition)
self.battleWipe = nil
-- whole-surface veil in screen space (battle-transition flash, the
-- fade in from white after a battle) -- covers the window, not just the
-- 160x144 letterbox
self.screenVeil = nil
-- edge-anchored UI regions, re-declared by their elements each frame
self.uiAnchors = nil
-- last frame's trueColor rects and sprite redraws go before anything
-- draws this one
PaletteFX.clearTrueColor()
@@ -218,44 +295,94 @@ function Renderer:beginFrame(transparent)
end
end
-- Black 8x8 (scaled) blocks cascading outward from the classic GB letterbox
-- into the surrounding window, matching BattleTransition wipe progress.
-- Tiles that sit entirely inside the 160x144 square are left to the OG wipe.
-- The battle-transition wipe, drawn once over the WHOLE surface in screen
-- space rather than as a 160x144 wipe plus a separate fill around it.
--
-- The tile grid is anchored on the letterbox and extended outward at the same
-- tile size, so the figure is continuous: a spiral begins at the outermost
-- edge of the window and works inward through the letterbox to the middle.
-- Nothing is stretched -- the pattern is continued with more tiles, not
-- scaled-up pixels -- and at 1x the grid works out to exactly 20x18, where
-- BattleTransition.gridOrder hands back the ROM's own walk, so an unzoomed
-- window is the classic wipe unchanged.
--
-- Sx/Sy are LOVE-unit scales (Sy defaults to Sx on uniform surfaces).
function Renderer:drawBattleCascade(prog, ww, wh, ox, oy, vpw, vph, Sx, Sy)
if not prog or prog <= 0 then return end
function Renderer:drawBattleWipe(wipe, ww, wh, ox, oy, vpw, vph, Sx, Sy)
if not wipe or not wipe.prog or wipe.prog <= 0 then return end
Sy = Sy or Sx
local TILE_W, TILE_H = 8 * Sx, 8 * Sy
if TILE_W < 1 then TILE_W = 1 end
if TILE_H < 1 then TILE_H = 1 end
local cols = math.ceil(ww / TILE_W)
local rows = math.ceil(wh / TILE_H)
local cx, cy = ox + vpw / 2, oy + vph / 2
local order = {}
for row = 0, rows - 1 do
for col = 0, cols - 1 do
local x, y = col * TILE_W, row * TILE_H
-- any tile with area outside the letterbox participates
if x < ox or y < oy or x + TILE_W > ox + vpw or y + TILE_H > oy + vph then
local dist = math.max(math.abs(x + TILE_W / 2 - cx),
math.abs(y + TILE_H / 2 - cy))
order[#order + 1] = { x, y, dist }
end
end
end
if #order == 0 then return end
table.sort(order, function(a, b)
if a[3] ~= b[3] then return a[3] < b[3] end
if a[2] ~= b[2] then return a[2] < b[2] end
return a[1] < b[1]
end)
local n = math.floor(#order * math.min(1, prog) + 1e-6)
if prog >= 1 then n = #order end
local TW, TH = 8 * Sx, 8 * Sy
if TW < 1 then TW = 1 end
if TH < 1 then TH = 1 end
local prog = math.min(1, wipe.prog)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.setScissor(0, 0, ww, wh)
for i = 1, n do
local t = order[i]
love.graphics.rectangle("fill", t[1], t[2], TILE_W, TILE_H)
if prog >= 1 then
love.graphics.rectangle("fill", 0, 0, ww, wh)
love.graphics.setScissor()
love.graphics.setColor(1, 1, 1, 1)
return
end
-- whole-tile padding out to each window edge, keeping the grid in phase
-- with the letterbox's tiles
local padL = math.max(0, math.ceil(ox / TW))
local padT = math.max(0, math.ceil(oy / TH))
local padR = math.max(0, math.ceil((ww - ox - vpw) / TW))
local padB = math.max(0, math.ceil((wh - oy - vph) / TH))
local lbCols = math.max(1, math.floor(vpw / TW + 0.5))
local lbRows = math.max(1, math.floor(vph / TH + 0.5))
local cols, rows = padL + lbCols + padR, padT + lbRows + padB
local x0, y0 = ox - padL * TW, oy - padT * TH
-- required here rather than at the top: BattleTransition reaches the
-- renderer through game.renderer at draw time, and a module-level require
-- would put the two files in a load cycle
local BattleTransition = require("src.render.BattleTransition")
local order = BattleTransition.gridOrder(wipe.style, cols, rows)
if order then
local n = math.floor(#order * prog + 1e-6)
for i = 1, n do
local t = order[i]
love.graphics.rectangle("fill", x0 + t[1] * TW, y0 + t[2] * TH, TW, TH)
end
else
-- shrink / split / the stripes are geometry, not a walk: the same shapes
-- measured against the window instead of the letterbox
local style = wipe.style
if style == "hstripes" then
local w = ww * prog
for row = 0, rows - 1 do
local y = y0 + row * TH
if row % 2 == 0 then
love.graphics.rectangle("fill", 0, y, w, TH)
else
love.graphics.rectangle("fill", ww - w, y, w, TH)
end
end
elseif style == "vstripes" then
local h = wh * prog
for col = 0, cols - 1 do
local x = x0 + col * TW
if col % 2 == 0 then
love.graphics.rectangle("fill", x, 0, TW, h)
else
love.graphics.rectangle("fill", x, wh - h, TW, h)
end
end
elseif style == "shrink" then
local h, w = wh / 2 * prog, ww / 2 * prog
love.graphics.rectangle("fill", 0, 0, ww, h)
love.graphics.rectangle("fill", 0, wh - h, ww, h)
love.graphics.rectangle("fill", 0, 0, w, wh)
love.graphics.rectangle("fill", ww - w, 0, w, wh)
else -- split: a black cross growing out of the centre in both axes
local h, w = wh / 2 * prog, ww / 2 * prog
love.graphics.rectangle("fill", 0, wh / 2 - h, ww, h * 2)
love.graphics.rectangle("fill", ww / 2 - w, 0, w * 2, wh)
end
end
love.graphics.setScissor()
love.graphics.setColor(1, 1, 1, 1)
@@ -509,6 +636,50 @@ function Renderer:blitCanvas(canvas, sx, sy, zoneList, zoneSx, zoneSy,
love.graphics.setShader()
end
-- Take a rect out of a list of rects, splitting each overlapped one into up
-- to four pieces. Used to vacate an anchored UI region from the letterbox
-- blit, so the element is drawn at its anchor and not also in place.
local function subtractRect(list, x, y, w, h)
local out = {}
local x2, y2 = x + w, y + h
for _, r in ipairs(list) do
local rx, ry, rw, rh = r[1], r[2], r[3], r[4]
local rx2, ry2 = rx + rw, ry + rh
if x2 <= rx or x >= rx2 or y2 <= ry or y >= ry2 then
out[#out + 1] = r -- disjoint
else
if ry < y then out[#out + 1] = { rx, ry, rw, y - ry } end
if y2 < ry2 then out[#out + 1] = { rx, y2, rw, ry2 - y2 } end
local ty, ty2 = math.max(ry, y), math.min(ry2, y2)
if rx < x then out[#out + 1] = { rx, ty, x - rx, ty2 - ty } end
if x2 < rx2 then out[#out + 1] = { x2, ty, rx2 - x2, ty2 - ty } end
end
end
return out
end
-- A UI element that should sit against a screen edge rather than inside the
-- centred letterbox. Declared during the element's own draw, in UI-canvas
-- pixels, and consumed by endFrame this frame only.
-- anchor: "bottom" | "topright" | "topleft" | "bottomright"
function Renderer:setUIAnchor(x, y, w, h, anchor)
-- UI LAYOUT = CENTERED (uiCentered, set per frame by Game:draw from
-- save.options.uiLayout): every element stays where it was drawn in the
-- 160x144 canvas and the letterbox centres the lot, which is how the port
-- behaved before edge docking existed. This is the DEFAULT; DYNAMIC opts
-- back into docking. Gating here rather than at each caller means one
-- switch covers the dialogue box, its YES/NO, the START menu and anything
-- added later, and none of them has to know the option exists.
if self.uiCentered then return end
-- uiAnchorHold (Game:draw): a state that composes its own screen -- a
-- battle -- keeps every element inside it, so the box blits where it was
-- drawn in the canvas instead of being pulled to the window edge.
if self.uiAnchorHold then return end
self.uiAnchors = self.uiAnchors or {}
self.uiAnchors[#self.uiAnchors + 1] =
{ x = x, y = y, w = w, h = h, anchor = anchor }
end
-- zones: optional list of SGB palette regions (see PaletteFX) in
-- 160x144 UI space, applied to the UI pass. worldZones: optional
-- regions in world-canvas pixels (overworld survey zoom colors each
@@ -529,6 +700,23 @@ function Renderer:endFrame(zones, worldZones)
-- Snap the letterbox origin to a framebuffer pixel, then convert to units.
local ox = math.floor((pw - uiw * Sp) / 2) / dpiX
local oy = math.floor((ph - uih * Sp) / 2) / dpiY
-- The UI has its own scale: it steps down as the survey zoom goes out (see
-- uiScale), so it can be smaller than the world letterbox. Un-zoomed these
-- are identical to Sp/ox/oy and every rect below is what it always was.
local Up = self:uiScale()
-- BATTLE SIZE "fill" (Renderer.uiFill, set per frame by Game:draw): scale
-- the surface to the window rather than to whole GB pixels, so the battle
-- fills vertically at any zoom or window size. Fractional by nature -- a
-- GB pixel stops being a whole number of screen pixels, which is the trade
-- the setting exists to offer. Clamped on the horizontal too, so a narrow
-- window scales to fit instead of overflowing off both sides.
if self.uiFill then
Up = math.min(ph / uih, pw / uiw)
end
local Ux, Uy = Up / dpiX, Up / dpiY
local uvpw, uvph = uiw * Ux, uih * Uy
local uox = math.floor((pw - uiw * Up) / 2) / dpiX
local uoy = math.floor((ph - uih * Up) / 2) / dpiY
local GBCFX = require("src.render.GBCFX")
-- Forced mono/Classic modes still need a whole-screen zone when a state
-- exposes no SGB packets (raw DMG canvas), so sendColors can remap.
@@ -606,7 +794,25 @@ function Renderer:endFrame(zones, worldZones)
local stack = ok and Game and Game.stack
local base = stack and stack.visibleBase and stack:visibleBase()
local state = base and stack.states and stack.states[base]
if state and state.letterboxWhite then
-- A battle owns the surround it established until it leaves the stack.
-- Reading it off visibleBase alone loses that the moment the battle opens
-- an OPAQUE state -- the party menu, the bag -- because that state becomes
-- the base and answers no to letterboxWhite, flipping a white battle
-- surround to flat black for as long as the menu is up. Same whole-stack
-- hold as uiFill and the dim.
for i = #(stack and stack.states or {}), 1, -1 do
local s = stack.states[i]
if s and s.letterboxWhite then
state = s
break
end
end
-- BATTLE BG "black" keeps the default black clear; "white" (and any
-- non-battle state that opts in) uses the paper shade. "world" never
-- reaches here -- it makes the battle non-opaque, so the world pass is
-- active and this whole branch is skipped.
if state and state.letterboxWhite
and not (state.bgMode and state:bgMode() == "black") then
clearR, clearG, clearB = PaletteFX.paperShade(Game and Game.data)
end
end
@@ -655,9 +861,6 @@ function Renderer:endFrame(zones, worldZones)
love.graphics.rectangle("fill", 0, 0, ww, wh)
love.graphics.setColor(1, 1, 1, 1)
end
if self.battleCascadeProg then
self:drawBattleCascade(self.battleCascadeProg, ww, wh, ox, oy, vpw, vph, Sx, Sy)
end
elseif self.worldActive then
local sp = Zoom.scale(Sp)
local sx, sy = sp / dpiX, sp / dpiY
@@ -732,14 +935,81 @@ function Renderer:endFrame(zones, worldZones)
love.graphics.rectangle("fill", 0, 0, ww, wh)
love.graphics.setColor(1, 1, 1, 1)
end
-- Battle transition: cascade black blocks into the area outside the
-- classic 160x144 wipe square (world still shows through until filled).
if self.battleCascadeProg then
self:drawBattleCascade(self.battleCascadeProg, ww, wh, ox, oy, vpw, vph, Sx, Sy)
end
-- BATTLE BG "world": the frozen overworld has just been composited and the
-- battle is about to blit over it. Dim the world first, so the battle
-- reads as the foreground instead of competing with a fully lit map. Goes
-- here rather than in the letterbox clear because with the world pass
-- active there is no clear -- the world already covers the surface.
if self.battleDim and self.battleDim > 0 then
love.graphics.setColor(0, 0, 0, self.battleDim)
love.graphics.rectangle("fill", 0, 0, ww, wh)
love.graphics.setColor(1, 1, 1, 1)
end
-- UI: anchored regions against their screen edges, the rest in the classic
-- centred letterbox. With nothing anchored this is the single blit it has
-- always been.
local anchors = self.uiAnchors
if not anchors or #anchors == 0 then
blit(self.canvas, Ux, Uy, zones, Ux, Uy, uox, uoy, uox, uoy, uvpw, uvph)
else
local rest = { { uox, uoy, uvpw, uvph } }
local placed = {}
for _, a in ipairs(anchors) do
local dw, dh = a.w * Ux, a.h * Uy
-- Anchors are edge-RELATIVE: an element keeps its distance from the
-- canvas edge, measured against the screen edge instead. That is what
-- keeps a stack together -- the yes/no box sits 48px above the canvas
-- bottom, so bottom-anchoring lands it 48px above the screen bottom,
-- still directly over the dialogue box, rather than on top of it.
local gapR = (uiw - (a.x + a.w)) * Ux
local gapB = (uih - (a.y + a.h)) * Uy
local dx, dy
if a.anchor == "bottom" then
dx = uox + a.x * Ux -- horizontally it stays with the letterbox
dy = wh - gapB - dh
elseif a.anchor == "topright" then
dx = ww - gapR - dw
dy = a.y * Uy
else -- unknown anchor: leave it where it is
dx, dy = uox + a.x * Ux, uoy + a.y * Uy
end
placed[#placed + 1] = { a = a, dx = dx, dy = dy, dw = dw, dh = dh }
rest = subtractRect(rest, uox + a.x * Ux, uoy + a.y * Uy, dw, dh)
end
for _, r in ipairs(rest) do
blit(self.canvas, Ux, Uy, zones, Ux, Uy, uox, uoy, r[1], r[2], r[3], r[4])
end
for _, p in ipairs(placed) do
-- shift the draw origin so canvas pixel (a.x, a.y) lands on (dx, dy).
-- The zone scissors are computed from the same origin, so an SGB
-- region travels with the element instead of staying in the letterbox.
blit(self.canvas, Ux, Uy, zones, Ux, Uy,
p.dx - p.a.x * Ux, p.dy - p.a.y * Uy, p.dx, p.dy, p.dw, p.dh)
end
end
-- UI stays in the classic centered GB letterbox
blit(self.canvas, Sx, Sy, zones, Sx, Sy, ox, oy, ox, oy, vpw, vph)
-- The battle wipe covers the whole surface, letterbox included, so it goes
-- over the finished composite rather than under the UI blit. On hardware
-- it is the tilemap being overwritten -- there is nothing it does not cover.
if self.battleWipe then
self:drawBattleWipe(self.battleWipe, ww, wh, ox, oy, vpw, vph, Sx, Sy)
end
-- Palette-register effects (BattleTransition_FlashScreen's rBGP writes, the
-- GBFadeInFromWhite after a battle) tint every pixel the LCD shows -- there
-- is no "outside the screen" on hardware for them to miss. So they are
-- painted here, over the finished composite, rather than into the 160x144
-- UI canvas: at any zoom above 1x a letterbox-only veil left the
-- surrounding window untouched, which read as the effect happening inside
-- a window rather than to the whole screen. { shade, alpha }.
local veil = self.screenVeil
if veil and veil[2] > 0 then
love.graphics.setColor(veil[1], veil[1], veil[1], veil[2])
love.graphics.rectangle("fill", 0, 0, ww, wh)
love.graphics.setColor(1, 1, 1, 1)
end
if present then
love.graphics.setCanvas()
+56 -2
View File
@@ -8,6 +8,7 @@
local Font = require("src.render.Font")
local Theme = require("src.ui.Theme")
local Timing = require("src.core.Timing")
local TextBox = {}
TextBox.__index = TextBox
@@ -32,13 +33,22 @@ local MAX_COLS = 18
-- up: StateStack updates the top state only, so the overworld and its
-- ScriptRunner are frozen underneath (the Pewter JIGGLYPUFF dance drives
-- its spin off it, data/scripts/story5.lua, #249).
-- opts.stay: text that ends in `done` rather than `prompt` returns from
-- PrintText with the box still on screen while the caller keeps running
-- (_ViridianSchoolBlackboardText2, data/text/text_2.asm:646). Such a box
-- waits for nothing, shows no blinking arrow, and never pops itself --
-- whoever pushed it owns the pop. stay.onShown fires once, on the frame
-- the last page finishes typing, which is where the caller pushes whatever
-- goes on top of it (#591).
function TextBox.new(game, text, onDone, opts)
local self = setmetatable({}, TextBox)
self.game = game
self.onDone = onDone
self.choice = opts and opts.choice
self.defaultNo = opts and opts.defaultNo
self.choiceNoSound = opts and opts.noSound
self.auto = opts and opts.auto
self.stay = opts and opts.stay
local box = Theme.textBox or {}
self.boxTx = box.tx or BOX_TX
self.boxTy = box.ty or BOX_TY
@@ -177,7 +187,24 @@ end
function TextBox:update(dt)
local input = self.game.input
self.blink = (self.blink + 1) % 60
-- A page or CONT advance blocks the whole box while the original's scroll
-- and clear run (src/core/Timing.lua TEXT_SCROLL_PAIR / TEXT_PAGE_CLEAR).
-- Nothing types and no input is read until it drains.
if (self.holdFrames or 0) > 0 then
self.holdFrames = self.holdFrames - 1
return
end
if self.done then
-- opts.stay: the box is finished but stays up under whatever the caller
-- pushed over it; StateStack updates the top state only, so this runs
-- exactly once (#591)
if self.stay then
if not self.stayShown then
self.stayShown = true
if self.stay.onShown then self.stay.onShown() end
end
return
end
if self.auto then
if not self.autoStarted then
self.autoStarted = true
@@ -232,7 +259,9 @@ function TextBox:update(dt)
self.game.stack:push(ChoiceBox.new(self.game, function(yes)
self.game.stack:pop() -- this text box, under the choice
self.choice(yes)
end, { defaultNo = self.defaultNo }))
end, { defaultNo = self.defaultNo, noSound = self.choiceNoSound,
-- this box is anchored below it; the pair moves together
anchor = "bottom" }))
end
return
end
@@ -244,6 +273,13 @@ function TextBox:update(dt)
return
end
if self.waiting then
-- _ContText and Paragraph both print the â–¼ and run ProtectedDelay3
-- before ManualTextScroll starts watching the joypad (home/text.asm:265,
-- :234), so the arrow is up for three frames that swallow the button.
if (self.preWait or 0) > 0 then
self.preWait = self.preWait - 1
return
end
if input:wasPressed("a") or input:wasPressed("b") then
require("src.core.Sound").play(self.game.data, "Press_AB")
self.waiting = false
@@ -252,11 +288,17 @@ function TextBox:update(dt)
self.contAdvance = false
self.lineIndex = self.lineIndex + 1
self:beginLine()
-- ScrollTextUpOneLine is 5 blocking frames and, as its own comment
-- says, is "always called twice in a row" (home/text.asm:280-305)
self.holdFrames = Timing.TEXT_SCROLL_PAIR
else
self.shown = {}
self.pageIndex = self.pageIndex + 1
self.lineIndex = 1
self:beginLine()
-- ClearScreenArea then DelayFrames 20: the box sits empty before the
-- next page starts typing (home/text.asm:236-240)
self.holdFrames = Timing.TEXT_PAGE_CLEAR
end
end
return
@@ -283,6 +325,7 @@ function TextBox:update(dt)
if conts and conts[nextIdx] then
-- pokered <CONT>: ▼ + WaitForTextScrollButtonPress before scroll
self.waiting = true
self.preWait = Timing.TEXT_PRE_ADVANCE
self.contAdvance = true
else
self.lineIndex = nextIdx
@@ -290,6 +333,7 @@ function TextBox:update(dt)
end
elseif self.pageIndex < #self.pages then
self.waiting = true
self.preWait = Timing.TEXT_PRE_ADVANCE
self.contAdvance = false
else
self.done = true
@@ -300,6 +344,15 @@ function TextBox:update(dt)
end
function TextBox:draw()
-- The dialogue box belongs against the bottom of the screen, not floating
-- in the middle of a zoomed-out letterbox. Declared per frame; the
-- renderer blits this region to the screen edge and the rest of the UI
-- where it always was (Renderer:setUIAnchor).
local r = self.game and self.game.renderer
if r and r.setUIAnchor then
r:setUIAnchor(self.boxTx * 8, self.boxTy * 8,
self.boxTw * 8, self.boxTh * 8, "bottom")
end
Font.drawBox(self.boxTx, self.boxTy, self.boxTw, self.boxTh)
love.graphics.setColor(0, 0, 0, 1)
if self.scrollPx and self.scrollPx > 0 then
@@ -321,7 +374,8 @@ function TextBox:draw()
Font.drawCode(code, self.textX + (j - 1) * 8, y)
end
end
if (self.waiting or (self.done and not self.choice and not self.auto))
if (self.waiting or (self.done and not self.choice and not self.auto
and not self.stay))
and self.blink < 30 then
-- page-advance cursor: glyph $EE by default, the blinking down arrow
-- the original prints via `ld a, "▼"` (home/text.asm)
+121 -8
View File
@@ -1,17 +1,47 @@
-- Screen fade used for warps: fade out, run a callback (map switch), fade in.
-- Pushed on the state stack above the overworld.
local Timing = require("src.core.Timing")
local Transition = {}
Transition.__index = Transition
local FRAMES = 12
-- PlayMapChangeSound tail-calls GBFadeOutToBlack on every map change
-- (home/overworld.asm:703), which is four palette steps of DelayFrames 8 --
-- 32 frames. There is no matching fade in: the new map is built while the
-- palettes are still blacked out and OverworldLoop's LoadGBPal
-- (home/overworld.asm:45) restores them in a single write, so the map pops
-- in. The old symmetric 12/12 fade was both too fast and a shape the
-- hardware never had.
local FRAMES = Timing.WARP_FADE_OUT
local FRAMES_IN = Timing.WARP_FADE_IN
local FLASH_FRAMES = 7
-- Every fade in home/fade.asm holds each palette write with
-- `ld c, 8 / call DelayFrames`, so eight frames is the step of all of them.
local FADE_STEP_FRAMES = 8
-- Veil alpha `t` frames into a `len`-frame fade out. GBFadeOutToBlack
-- (home/fade.asm:43-46) walks FadePal4 -> FadePal3 -> FadePal2 -> FadePal1
-- with b = 4, and FadePal4 IS the normal palette while FadePal1 is solid
-- black (:64-67) -- so the screen sits untouched through the first eight
-- frames and then drops a whole shade per step, reaching black for the last
-- hold. The port tweened the veil instead, which reads as a dissolve rather
-- than a Game Boy fade (#607). A record retimed shorter than two steps
-- (mods) keeps the old ramp so it still reaches black.
local function fadeAlpha(t, len)
if not len or len <= 0 then return 1 end
local steps = math.floor(len / FADE_STEP_FRAMES)
if steps < 2 then return t / len end
local step = math.min(steps - 1, math.floor(t / (len / steps)))
return step / (steps - 1)
end
-- The two fades as transitions records, so a mod retimes a warp fade the
-- same way it retimes a battle wipe. BattleTransition.registerInto pulls
-- these in with its eight wipes -- one registrant owns the registry.
Transition.STYLES = {
warp_fade = { kind = "fade", frames = FRAMES },
warp_fade = { kind = "fade", frames = FRAMES, framesIn = FRAMES_IN },
white_flash = { kind = "fade", frames = FLASH_FRAMES },
}
@@ -36,27 +66,47 @@ function Transition.new(game, onMidpoint, onDone)
self.onDone = onDone
self.t = 0
self.phase = "out"
self.frames = styleOf(game, "warp_fade").frames or FRAMES
local style = styleOf(game, "warp_fade")
self.frames = style.frames or FRAMES
-- a style may still ask for a fade in (mods, and the record is data-driven);
-- the built-in warp is 0, matching hardware
self.framesIn = style.framesIn or FRAMES_IN
return self
end
function Transition:finish()
self.game.stack:pop()
if self.onDone then self.onDone() end
end
function Transition:update(dt)
self.t = self.t + 1
if self.t >= self.frames then
local len = (self.phase == "out") and self.frames or self.framesIn
if self.t >= len then
self.t = 0
if self.phase == "out" then
self.phase = "in"
if self.onMidpoint then self.onMidpoint() end
-- LoadGBPal restores the palettes in one write, so with no fade in the
-- map is simply there on the next frame
if (self.framesIn or 0) <= 0 then self:finish() end
else
self.game.stack:pop()
if self.onDone then self.onDone() end
self:finish()
end
end
end
-- The veil alpha for this frame, exposed the way BattleReturn:alpha is so
-- the staircase can be asserted without stubbing love.graphics.
function Transition:alpha()
local len = (self.phase == "out") and self.frames or self.framesIn
local a = fadeAlpha(self.t, len)
if self.phase == "in" then a = 1 - a end
return a
end
function Transition:draw()
local alpha = self.t / self.frames
if self.phase == "in" then alpha = 1 - alpha end
local alpha = self:alpha()
-- Survey zoom draws the overworld into a window-filling world canvas
-- while the UI pass stays the classic 160x144 letterbox. A rect on the
-- UI canvas only darkens that center box (issue #121); when the world
@@ -101,4 +151,67 @@ function WhiteFlash:draw()
love.graphics.rectangle("fill", 0, 0, 160, 144)
end
-- Coming back to the overworld after a battle.
--
-- The battle screen is torn down with the palettes still whited out, the
-- caller spends `ld c, 10 / call DelayFrames` (home/overworld.asm:351-352),
-- and then EnterMap sees BIT_BATTLE_OVER_OR_BLACKOUT set and runs
-- MapEntryAfterBattle (:22, :749-753), which is GBFadeInFromWhite -- three
-- palette steps of DelayFrames 8, so 24 frames. The port had none of it and
-- simply cut from the battle to the map.
--
-- A dark map takes the other branch: wMapPalOffset is nonzero there, so
-- MapEntryAfterBattle does a plain LoadGBPal and the map is just there. Pass
-- opts.instant for that case.
local BattleReturn = {}
BattleReturn.__index = BattleReturn
BattleReturn.isOpaque = false -- the overworld draws underneath
function Transition.battleReturn(game, onDone, opts)
opts = opts or {}
return setmetatable({
game = game, onDone = onDone, t = 0,
hold = opts.hold or Timing.POST_BATTLE_RETURN,
frames = opts.instant and 0 or (opts.frames or Timing.FADE_IN_FROM_WHITE),
}, BattleReturn)
end
function BattleReturn:update(dt)
self.t = self.t + 1
if self.t >= self.hold + self.frames then
self.game.stack:pop()
if self.onDone then self.onDone() end
end
end
-- GBFadeInFromWhite is a palette staircase, not a smooth ramp: GBFadeIncCommon
-- writes one palette then holds it with `ld c, 8 / call DelayFrames`
-- (home/fade.asm:30-41), three times over. Stepping the veil the same way
-- keeps the fade reading like a Game Boy palette fade rather than a tween.
-- The hold is the same eight frames the warp fade steps on, so both share
-- FADE_STEP_FRAMES at the top of the file.
function BattleReturn:alpha()
if self.t < self.hold then return 1 end
if self.frames <= 0 then return 0 end
local steps = math.max(1, math.floor(self.frames / FADE_STEP_FRAMES))
local step = math.floor((self.t - self.hold) / FADE_STEP_FRAMES)
if step >= steps then return 0 end
return (steps - step - 1) / steps
end
function BattleReturn:draw()
local a = self:alpha()
-- the fade is a palette write, so it covers the whole surface; the
-- renderer paints it in screen space (see Renderer.screenVeil)
local r = self.game and self.game.renderer
if r then
r.screenVeil = { 1, a }
return
end
love.graphics.setColor(1, 1, 1, a)
love.graphics.rectangle("fill", 0, 0, 160, 144)
love.graphics.setColor(1, 1, 1, 1)
end
return Transition
+45 -16
View File
@@ -78,7 +78,7 @@ end
-- play_cry's waitForButton form keeps that cry gate but hands the box back
-- to the A/B path once the cry is over -- see TextBox's opts.auto.wait
-- (#247, #251).
function Commands.show_text(ctx, textId, subs)
function Commands.show_text(ctx, textId, subs, extraOpts)
local text = ctx.game.data.text[textId]
if not text and ctx.overworld then
text = ctx.game.data:resolveText(ctx.overworld.map.def.label, textId)
@@ -128,6 +128,12 @@ function Commands.show_text(ctx, textId, subs)
end
end
end
if extraOpts then
opts = opts or {}
for k, v in pairs(extraOpts) do
opts[k] = v
end
end
ctx.game.stack:push(TextBox.new(ctx.game, text, function()
runner:resume()
end, opts))
@@ -139,16 +145,18 @@ function Commands.jump(ctx, target)
end
-- ask <textId> [subs]: show text, then a YES/NO box; result lands in
-- ctx.lastCheck. subs are forwarded to show_text's {token} filling.
-- ctx.lastCheck. The box rides opts.choice (TextBox.lua), so the YES/NO
-- menu pops up over the still-visible text once it finishes typing, the
-- same as every hand-written prompt (OverworldController, BattleState,
-- OakSpeech) -- not a bare ChoiceBox after the text box has already been
-- cleared with A (DisplayTextID's WaitForTextScrollButtonPress never fires
-- ahead of a YES/NO box in the original; home/text.asm).
function Commands.ask(ctx, textId, subs)
Commands.show_text(ctx, textId, subs)
local ChoiceBox = require("src.ui.ChoiceBox")
local runner = ctx.runner
ctx.game.stack:push(ChoiceBox.new(ctx.game, function(yes)
Commands.show_text(ctx, textId, subs, { choice = function(yes)
ctx.lastCheck = yes
runner:resume()
end))
runner:yield()
end })
end
function Commands.face_player(ctx)
@@ -281,7 +289,19 @@ function Commands.start_battle(ctx, kind, a, b)
end
runner:resume()
end
ctx.game.stack:push(battle)
-- Every battle enters through the transition wipe, script-driven ones
-- included: BattleTransition (engine/battle/battle_transitions.asm:1) runs
-- from DoBattleTransitionAndInitBattleVariables for all of them, and
-- GetBattleTransitionID_WildOrTrainer picks the style from the battle kind.
-- Pushing the BattleState straight onto the stack skipped the wipe
-- entirely, so every scripted trainer -- gym leaders, the rival, Giovanni --
-- and every scripted wild battle simply cut to the battle screen. The
-- trainer-sight path already went through pushBattle; this one did not.
if ctx.overworld and ctx.overworld.pushBattle then
ctx.overworld:pushBattle(battle)
else
ctx.game.stack:push(battle)
end
runner:yield()
end
@@ -584,13 +604,16 @@ local function askNickname(ctx, mon)
and ctx.game.data.pokemon[mon.species].name)
or mon.species
-- Prefer the real text label; fall back to the BattleState wording.
local textId, subs
if ctx.game.data.text and ctx.game.data.text._DoYouWantToNicknameText then
Commands.show_text(ctx, "_DoYouWantToNicknameText", { RAM = name })
textId, subs = "_DoYouWantToNicknameText", { RAM = name }
else
Commands.show_text(ctx, Strings("Do you want to\ngive a nickname\nto %s?", name))
textId = Strings("Do you want to\ngive a nickname\nto %s?", name)
end
local ChoiceBox = require("src.ui.ChoiceBox")
ctx.game.stack:push(ChoiceBox.new(ctx.game, function(yes)
-- opts.choice (TextBox.lua): the YES/NO box rides over the still-visible
-- question instead of a bare ChoiceBox popping up after an A press
-- already cleared it (same fix as Commands.ask).
Commands.show_text(ctx, textId, subs, { choice = function(yes)
if not yes then
ctx.lastCheck = success
runner:resume()
@@ -604,9 +627,7 @@ local function askNickname(ctx, mon)
runner:resume()
end,
})
end))
runner:yield()
ctx.lastCheck = success
end })
end
-- give_pokemon <species> <level>: _GivePokemon (engine/events/
@@ -770,7 +791,15 @@ function Commands.old_man_demo(ctx)
local battle = BattleState.newWild(ctx.game, om.species, om.level)
battle:makeOldManDemo()
battle.onFinish = function() runner:resume() end
ctx.game.stack:push(battle)
-- InitWildBattle calls DoBattleTransitionAndInitBattleVariables
-- unconditionally (core.asm:6699) -- there is no BATTLE_TYPE_OLD_MAN
-- special case -- so the catch tutorial gets the wipe like any other
-- wild battle
if ctx.overworld and ctx.overworld.pushBattle then
ctx.overworld:pushBattle(battle)
else
ctx.game.stack:push(battle)
end
runner:yield()
end
+25
View File
@@ -123,8 +123,10 @@ function BindingsMenu:beginCapture(item)
self.pending = nil
self.onKeyPressed = BindingsMenu.captureKey
self.onGamepadPressed = BindingsMenu.capturePad
self.onJoystickPressed = BindingsMenu.captureJoy
self.onKeyReleased = BindingsMenu.captureKeyRelease
self.onGamepadReleased = BindingsMenu.capturePadRelease
self.onJoystickReleased = BindingsMenu.captureJoyRelease
end
function BindingsMenu:endCapture()
@@ -132,8 +134,10 @@ function BindingsMenu:endCapture()
self.pending = nil
self.onKeyPressed = nil
self.onGamepadPressed = nil
self.onJoystickPressed = nil
self.onKeyReleased = nil
self.onGamepadReleased = nil
self.onJoystickReleased = nil
end
-- Escape is the capture's way out, so it is never captured: every other
@@ -169,6 +173,27 @@ function BindingsMenu:capturePadRelease(button)
end
end
-- A stick SDL has no game-controller-database entry for reports plain
-- button numbers instead of names, so its capture stores "joyN" in the
-- SAME pad slot every other controller uses (#632). The row's right
-- column, storeBinding's swap and START's reset-all then need no special
-- case, and src/core/Input.lua's applyBindings is the only place that has
-- to decode the name. `raw` keeps the two release hooks apart: p.value is
-- "joy3" here and an SDL button name there, so neither can claim the
-- other's release. Game only routes a raw stick to these hooks, so a
-- recognized pad still records its readable SDL name.
function BindingsMenu:captureJoy(button)
if self.pending then return self:endCapture() end
self.pending = { slot = "pad", value = "joy" .. button, raw = true }
end
function BindingsMenu:captureJoyRelease(button)
local p = self.pending
if p and p.raw and p.value == "joy" .. button then
self:storeBinding("pad", p.value)
end
end
function BindingsMenu:storeBinding(slot, value)
local item = self.capture
self:endCapture()
+10 -10
View File
@@ -164,18 +164,18 @@ local function release(game)
local mon = box[list.index]
if not mon then return end
local name = monName(game, mon)
local ChoiceBox = require("src.ui.ChoiceBox")
game.stack:push(TextBox.new(game,
Strings("Once released,\n%s is\ngone forever. OK?", name), function()
game.stack:push(ChoiceBox.new(game, function(yes)
Strings("Once released,\n%s is\ngone forever. OK?", name), nil, {
defaultNo = true, noSound = true,
choice = function(yes)
if not yes then return end
table.remove(box, list.index)
require("src.core.Sound").playCry(game.data, mon.species)
game.stack:push(TextBox.new(game,
Strings("%s was\nreleased outside.\fBye %s!", name, name)))
list:removeCurrent()
end, { defaultNo = true, noSound = true }))
end))
end,
}))
end,
}))
end
@@ -196,16 +196,16 @@ local function changeBox(game)
onChoose = function(item, list)
-- the original asks BEFORE switching ("When you change a #MON
-- BOX, data will be saved. OK?"); declining aborts the change
local ChoiceBox = require("src.ui.ChoiceBox")
game.stack:push(TextBox.new(game,
Strings("When you change a\nPOKéMON BOX, data\nwill be saved. OK?"), function()
game.stack:push(ChoiceBox.new(game, function(yes)
Strings("When you change a\nPOKéMON BOX, data\nwill be saved. OK?"), nil, {
noSound = true,
choice = function(yes)
if not yes then return end
game.save.currentBox = item.value
if game.writeSave then game:writeSave() end
list:close()
end, { noSound = true }))
end))
end,
}))
end,
}))
end
+33 -4
View File
@@ -3,6 +3,7 @@
local Font = require("src.render.Font")
local Theme = require("src.ui.Theme")
local Strings = require("src.core.Strings")
local Timing = require("src.core.Timing")
local ChoiceBox = {}
ChoiceBox.__index = ChoiceBox
@@ -15,6 +16,12 @@ function ChoiceBox.new(game, onChoose, opts)
self.index = (opts and opts.defaultNo) and 2 or 1
-- BIT_NO_MENU_BUTTON_SOUND: PC-session prompts stay silent
self.noSound = (opts and opts.noSound) or false
-- Only a choice box sitting on top of an ANCHORED dialogue box rides the
-- anchor with it (TextBox passes it). A bare one -- the battle's switch
-- offer, a shop or PC confirm -- belongs over the screen that pushed it,
-- and docking it to the window edge instead tears it off that screen by
-- however far the letterbox sits from the edge.
self.anchor = opts and opts.anchor or nil
local box = Theme.choiceBox
self.tx = (opts and opts.tx) or box.tx
self.ty = (opts and opts.ty) or box.ty
@@ -25,6 +32,19 @@ end
function ChoiceBox:update(dt)
local input = self.game.input
-- Both branches of DisplayTwoOptionMenu hold 15 frames with the menu still
-- on screen before TwoOptionMenu_RestoreScreenTiles hands control back
-- (engine/menus/text_box.asm:322-323, :333-334).
if self.pending ~= nil then
self.holdFrames = self.holdFrames - 1
if self.holdFrames <= 0 then
local yes = self.pending
self.pending = nil
self.game.stack:pop()
self.onChoose(yes)
end
return
end
if input:wasPressed("up") or input:wasPressed("down") then
self.index = self.index == 1 and 2 or 1
elseif input:wasPressed("a") then
@@ -32,19 +52,28 @@ function ChoiceBox:update(dt)
if not self.noSound then
require("src.core.Sound").play(self.game.data, "Press_AB")
end
self.game.stack:pop()
self.onChoose(self.index == 1)
self.pending = (self.index == 1)
self.holdFrames = Timing.YES_NO_ANSWER
elseif input:wasPressed("b") then
if not self.noSound then
require("src.core.Sound").play(self.game.data, "Press_AB")
end
self.game.stack:pop()
self.onChoose(false)
-- .choseSecondMenuItem writes wCurrentMenuItem = 1 before the hold, so
-- the cursor visibly snaps to NO for those 15 frames
self.index = 2
self.pending = false
self.holdFrames = Timing.YES_NO_ANSWER
end
end
function ChoiceBox:draw()
local tx, ty, tw, th = self.tx, self.ty, self.tw, self.th
-- rides the same bottom anchor as the dialogue box it sits above, so the
-- pair travels together (the anchor keeps each element's gap from the edge)
local r = self.anchor and self.game and self.game.renderer
if r and r.setUIAnchor then
r:setUIAnchor(tx * 8, ty * 8, tw * 8, th * 8, self.anchor)
end
Font.drawBox(tx, ty, tw, th)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(Strings("YES"), (tx + 2) * 8, (ty + 1) * 8)
+4
View File
@@ -33,6 +33,10 @@ local IntroMovie = {}
IntroMovie.__index = IntroMovie
IntroMovie.isOpaque = true
-- Same as the title screen: full-bleed art, no world behind it, no player zoom
-- to respect, so fill the window rather than sit at the fixed integer scale.
function IntroMovie:wantsFillScale() return true end
-- SGB intro palettes: the splash uses PalPacket_GameFreakIntro (logo
-- GAMEFREAK, falling star columns RED/VIRIDIAN/BLUEMON), the attract
-- fight PalPacket_NidorinoIntro (PURPLEMON letterbox, BLACK bars)
+11
View File
@@ -50,6 +50,9 @@ function Menu.new(game, items, opts)
-- only menus whose real mask includes PAD_START -- the start menu
-- (engine/menus/draw_start_menu.asm) -- opt in here.
self.startCloses = opts.startCloses or false
-- screen-edge anchor for this menu (see Menu:draw); nil keeps it in the
-- classic centred letterbox
self.anchor = opts.anchor
self.onCancel = opts.onCancel
-- BIT_NO_MENU_BUTTON_SOUND (wMiscFlags): the PC session runs its
-- menus silent (home/window.asm HandleMenuInput_)
@@ -104,6 +107,14 @@ function Menu:update(dt)
end
function Menu:draw()
-- opts.anchor opts a menu out of the centred letterbox and onto a screen
-- edge (the START menu asks for "topright"). Only menus that ask for it
-- move; every other menu is placed exactly as before.
local r = self.anchor and self.game and self.game.renderer
if r and r.setUIAnchor then
r:setUIAnchor(self.tx * 8, self.ty * 8,
self.tw * 8, self.th * 8, self.anchor)
end
Font.drawBox(self.tx, self.ty, self.tw, self.th)
love.graphics.setColor(0, 0, 0, 1)
local visible = (self.maxVisible and math.min(self.maxVisible, #self.items))
+35
View File
@@ -20,6 +20,16 @@ local OakSpeech = {}
OakSpeech.__index = OakSpeech
OakSpeech.isOpaque = true
-- The speech is a white field with a pic on it, and its dialogue box docks to
-- the WINDOW's bottom edge (Renderer:setUIAnchor, via TextBox). The white it
-- fills below is only the 160x144 UI canvas, so once the box moved to the
-- window edge the two stopped touching: black letterbox showed between the
-- bottom of Oak's white and the top of the box he is speaking from. Filling
-- the voids with the paper shade -- the same opt-in a battle uses -- puts the
-- box back on the field. Not a literal 1,1,1: the canvas is colorized, so
-- endFrame matches it with PaletteFX.paperShade.
OakSpeech.letterboxWhite = true
-- FadeInIntroPic runs a 6-step palette fade; MovePicLeft wipes the mon
-- sprite in from the right. Both play out before the beat's text prints.
local FADE_FRAMES = 24
@@ -46,6 +56,8 @@ local FALLBACKS = {
_OakSpeechText3 = Strings.source("{PLAYER}!\fYour very own\nPOKéMON legend is\vabout to unfold!\fA world of dreams\nand adventures\vwith POKéMON\vawaits! Let's go!"),
_IntroducePlayerText = Strings.source("First, what is\nyour name?"),
_IntroduceRivalText = Strings.source("This is my grand-\nson. He's been\vyour rival since\vyou were a baby.\f...Erm, what is\nhis name again?"),
_YourNameIsText = Strings.source("Right! So your\nname is {PLAYER}!"),
_HisNameIsText = Strings.source("That's right! I\nremember now! His\vname is {RIVAL}!"),
}
local function textOr(game, key)
@@ -152,6 +164,14 @@ function OakSpeech.defaultSteps(speech)
presetsWho = "player",
presetsFallback = { "RED", "ASH", "JACK" },
},
{
-- oak_speech.asm prints YourNameIsText right after the naming screen
-- returns ("Right! So your name is RED!"); the port went straight on
-- to the rival and dropped it, in every language.
id = "confirm_player_name",
kind = "say",
textKey = "_YourNameIsText",
},
{
id = "ask_rival_name",
kind = "say",
@@ -166,6 +186,12 @@ function OakSpeech.defaultSteps(speech)
presetsWho = "rival",
presetsFallback = { "BLUE", "GARY", "JOHN" },
},
{
-- HisNameIsText, the rival's counterpart to the confirmation above
id = "confirm_rival_name",
kind = "say",
textKey = "_HisNameIsText",
},
{
id = "legend",
kind = "say",
@@ -611,6 +637,15 @@ function OakSpeech:draw()
love.graphics.draw(self.walkSheet, self.walkQuad, 64, 60)
end
if self.shrinkText then
-- This is a REPLICA of the dialogue box that just closed, redrawn at
-- TextBox's own rect (BOX_TX..BOX_TH = 0,12,20,6) so the last page holds
-- while the pic shrinks. The real box rides the bottom anchor, so this
-- one has to as well -- otherwise the text visibly jumps up a letterbox
-- on the frame the real box is swapped for this copy.
local r = self.game and self.game.renderer
if r and r.setUIAnchor then
r:setUIAnchor(0, 12 * 8, 20 * 8, 6 * 8, "bottom")
end
Font.drawBox(0, 12, 20, 6)
love.graphics.setColor(0, 0, 0, 1)
for i, line in ipairs(self.shrinkText) do
+66
View File
@@ -19,6 +19,7 @@ local TileRenderer = require("src.render.TileRenderer")
local GameSpeed = require("src.core.GameSpeed")
local GameVersion = require("src.core.GameVersion")
local VideoMode = require("src.core.VideoMode")
local FaithfulRes = require("src.core.FaithfulRes")
local FrameCap = require("src.core.FrameCap")
local Performance = require("src.core.Performance")
local Logger = require("src.core.Logger")
@@ -156,6 +157,57 @@ local function buildRows(game)
o.battleLayout = o.battleLayout == "wide" and "og" or "wide"
return true
end },
-- FIXED keeps the classic integer-scaled letterbox -- a GB pixel is a
-- whole number of screen pixels and the battle is the same size at any
-- zoom. FILL scales the battle surface to the window so it fills
-- vertically; that needs a fractional scale, so pixels stop being evenly
-- sized. Battle only: the overworld is untouched either way.
{ id = "battleFit", label = Strings("BATTLE SIZE"),
value = function(g)
return g.save.options.battleFit == "fill" and Strings("FILL")
or Strings("FIXED")
end,
step = function(g)
local o = g.save.options
o.battleFit = o.battleFit == "fill" and "fixed" or "fill"
return true
end },
-- What sits behind and around the battle. WHITE is the classic paper
-- field; BLACK swaps it for black bars; WORLD leaves the frozen overworld
-- visible underneath, dimmed (the battle stops being opaque, so the map
-- shows through everywhere the battle does not paint).
{ id = "battleBg", label = Strings("BATTLE BG"),
value = function(g)
local m = g.save.options.battleBg
if m == "black" then return Strings("BLACK") end
if m == "world" then return Strings("WORLD") end
return Strings("WHITE")
end,
step = function(g, dir)
local o = g.save.options
local order = { "white", "black", "world" }
local cur = 1
for i, m in ipairs(order) do if o.battleBg == m then cur = i break end end
o.battleBg = order[(cur - 1 + (dir or 1)) % #order + 1]
return true
end },
-- CENTERED is a fixed letterbox: elements stay inside the 160x144 canvas
-- and the UI does not follow the survey zoom, so nothing moves or resizes
-- under the player. The composition the port shipped with. DYNAMIC docks
-- the dialogue box to the window's bottom edge and the START menu to its
-- top right, and steps the UI down with the zoom -- easier to read zoomed
-- out, but it moves furniture the original never moved, so it is opt-in.
-- BATTLE SIZE is independent of this and works under either.
{ id = "uiLayout", label = Strings("UI LAYOUT"),
value = function(g)
return g.save.options.uiLayout == "dynamic" and Strings("DYNAMIC")
or Strings("CENTERED")
end,
step = function(g)
local o = g.save.options
o.uiLayout = o.uiLayout == "dynamic" and "centered" or "dynamic"
return true
end },
{ id = "ruleset", label = Strings("RULESET"),
value = function(g) return rulesetName(g) end,
step = function(g, dir)
@@ -298,6 +350,20 @@ local function buildRows(game)
VideoMode.apply(o.videoMode)
return true
end },
-- Lock the window to an exact 160x144 multiple, so the surface IS the
-- Game Boy screen with no letterbox at all. Sits next to VIDEO MODE
-- because it overrides it: holding an exact size means dropping
-- fullscreen.
{ id = "faithfulRes", label = Strings("FAITHFUL RATIO"),
value = function(g)
return FaithfulRes.label(g.save.options.faithfulRes)
end,
step = function(g, dir)
local o = g.save.options
o.faithfulRes = FaithfulRes.cycle(o.faithfulRes, dir)
FaithfulRes.apply(o.faithfulRes)
return true
end },
-- hard render cap (issue #88): bounds the present rate so a
-- driver-forced vsync-off run cannot spin at thousands of FPS. Logic
-- is fixed-step off dt, so this touches presentation only.
+11 -3
View File
@@ -373,9 +373,17 @@ function PartyMenu:update(dt)
or Strings("A blinding FLASH\nlights the area!"), function()
self:close()
-- setDark, not a bare field write: ADVANCED carries the darkness
-- in a baked atlas, so lighting the cave rebuilds it (#383)
self.game.stack:push(Transition.whiteFlash(self.game, nil,
function() ow:setDark(false) end))
-- in a baked atlas, so lighting the cave drops every resident map
-- and rebakes this one (#383). It runs HERE, before the blink,
-- because start_sub_menus.asm .flash clears wMapPalOffset before
-- PrintText and blinks last of all: the cave is already lit by the
-- time GBPalWhiteOutWithDelay3 runs. Hanging the rebuild off the
-- blink's completion instead left that rebuild's whole cost --
-- seconds of per-pixel atlas baking on a phone -- on screen as a
-- solid white frame with nothing under it, which reads as a
-- lockup (#610).
ow:setDark(false)
self.game.stack:push(Transition.whiteFlash(self.game))
end))
return
elseif action == "surf" then
+25 -14
View File
@@ -53,7 +53,6 @@ function StartMenu.new(game)
-- (PrintSaveScreenText)
table.insert(items, { label = Strings("SAVE"), onSelect = function()
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
local badges = require("src.inventory.Badges").count(game.data, game.save)
local owned = 0
for _ in pairs(game.save.pokedex and game.save.pokedex.owned or {}) do
@@ -64,8 +63,8 @@ function StartMenu.new(game)
game.save.player.name or "RED", badges, owned,
math.floor(t / 3600), math.floor(t / 60) % 60)
game.stack:push(TextBox.new(game,
panel .. Strings("\fWould you like to\nSAVE the game?"), function()
game.stack:push(ChoiceBox.new(game, function(yes)
panel .. Strings("\fWould you like to\nSAVE the game?"), nil, {
choice = function(yes)
if not yes then return end
-- "Now saving..." beat before the write (save.asm
-- NowSavingString), then GameSavedText + SFX_SAVE
@@ -75,8 +74,8 @@ function StartMenu.new(game)
game.stack:push(TextBox.new(game,
Strings("%s saved\nthe game!", game.save.player.name or "RED")))
end))
end))
end))
end,
}))
end })
table.insert(items, { label = Strings("OPTION"), onSelect = function()
@@ -105,12 +104,12 @@ function StartMenu.new(game)
-- to the title after a confirm (defaultNo guards accidental quits)
table.insert(items, { label = Strings("QUIT"), onSelect = function()
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
game.stack:push(TextBox.new(game, Strings("RETURN TO MAIN\nMENU?"), function()
game.stack:push(ChoiceBox.new(game, function(yes)
game.stack:push(TextBox.new(game, Strings("RETURN TO MAIN\nMENU?"), nil, {
defaultNo = true,
choice = function(yes)
if yes then game:returnToTitle() end
end, { defaultNo = true }))
end))
end,
}))
end })
local hooked = Runtime.call("ui.start_menu.items", sameItems, game, items)
@@ -133,7 +132,12 @@ function StartMenu.new(game)
local rowStep = 2
local maxVisible = math.floor((Renderer.HEIGHT / 8 - 2) / rowStep)
local menu = Menu.new(game, items,
{ tx = 9, ty = 0, tw = 11, maxVisible = maxVisible, startCloses = true })
-- the START menu hugs the top-right corner of the SCREEN, not of a
-- centred letterbox: at 9,0 x 11 it is already flush with the top and
-- right of the 20x18 grid, so the anchor keeps it flush when the view
-- is zoomed out and the letterbox no longer fills the window
{ tx = 9, ty = 0, tw = 11, maxVisible = maxVisible, startCloses = true,
anchor = "topright" })
-- the cursor position survives closing the menu
-- (wBattleAndStartSavedMenuItem, home/start_menu.asm)
menu.index = math.min(game.save.startMenuIndex or 1, #items)
@@ -145,9 +149,16 @@ function StartMenu.new(game)
end
-- inside the Safari Zone the start menu also shows remaining steps and
-- SAFARI BALLs (PrintSafariZoneSteps): a 9x5 border at the top-left with
-- "steps/500" and "BALL xx"
if game.save.safari then
-- SAFARI BALLs (PrintSafariZoneSteps, engine/overworld/player_state.asm:
-- 219-224): a 9x5 border at the top-left with "steps/500" and "BALL xx".
-- It opens with `cp SAFARI_ZONE_EAST / ret c`, so only the nine interior
-- maps ($D9..$E1) get it -- SAFARI_ZONE_GATE is $9C and falls under that
-- early out, and used to show "502/500" while the player was still
-- standing at the counter (#540). Same map set as the step counter's
-- (FieldDefaults safari.stepMaps via OverworldState:inSafariStepZone).
local ow = game.overworld
if game.save.safari and ow and ow.map and ow.inSafariStepZone
and ow:inSafariStepZone() then
local baseDraw = menu.draw
menu.draw = function(self)
baseDraw(self)
+2 -1
View File
@@ -203,7 +203,8 @@ function SummaryMenu:draw()
local mdef = data.moves[mv.id]
Font.draw(mdef.name, 16, y)
Font.draw(Strings("PP"), 88, y + 8)
Font.draw(("%2d/%2d"):format(mv.pp, mdef.pp), 112, y + 8)
local maxPP = mdef.pp + (mv.ppUps or 0) * math.floor(mdef.pp / 5)
Font.draw(("%2d/%2d"):format(mv.pp, maxPP), 112, y + 8)
else
Font.draw("-", 16, y)
Font.draw("--", 112, y + 8)
+6
View File
@@ -14,6 +14,12 @@ local TitleState = {}
TitleState.__index = TitleState
TitleState.isOpaque = true
-- Fill the window (aspect preserved, bars on the long axis) instead of sitting
-- at the fixed integer scale. The title screen is a full-bleed picture with no
-- world behind it, so a small centred box in a large window is just wasted
-- glass -- and unlike the overworld it has no zoom the player chose to respect.
function TitleState:wantsFillScale() return true end
-- SGB title zones (PalPacket_Titlescreen): the logo rows get LOGO2,
-- the version-ribbon band LOGO1, the rest MEWMON.
--
+55 -7
View File
@@ -1,8 +1,13 @@
-- Launcher touch-controls editor (#327): drag each on-screen button to a
-- new spot, toggle the overlay off entirely, Reset to defaults, Done to
-- persist into options.lua. Opened from the game panel's "Touch Controls"
-- button; main.lua suspends the launcher the same way it does for the
-- save editor.
-- new spot, resize them, toggle the overlay off entirely, Reset to
-- defaults, Done to persist into options.lua. Opened from the game
-- panel's "Touch Controls" button; main.lua suspends the launcher the same
-- way it does for the save editor.
--
-- Everything edited here belongs to the orientation currently on screen
-- (#633): portrait and landscape keep separate positions and sizes, so a
-- player lays out each rotation once. Rotate the device (or resize the
-- desktop window past square) and the editor switches buckets live.
--
-- Draws in full window LOVE units -- the same space TouchControls uses
-- after Renderer:endFrame -- so what you drag here is what you get in play.
@@ -63,9 +68,11 @@ end
local function persist()
local opts = SaveData.loadOptions()
local cfg = TouchControls:config()
-- replaces the whole table, so a pre-#633 top-level positions key is
-- dropped once the player saves under the new shape
opts.touchControls = {
enabled = cfg.enabled,
positions = cfg.positions,
layouts = cfg.layouts,
}
SaveData.saveOptions(opts)
end
@@ -113,6 +120,8 @@ function Editor.draw()
local fullW, fullH = love.graphics.getDimensions()
local ox, oy, ww, wh = SafeArea.rect()
local s = math.max(0.75, math.min(1.4, wh / 768))
-- resolve the orientation bucket before any chrome reads scale (#633)
local bucket = TouchControls:currentBucket()
Editor.rects = {}
-- radial-ish navy field (two stacked fills; matches launcher atmosphere)
@@ -186,13 +195,41 @@ function Editor.draw()
chromeBtn(toggle, on and "Disable" or "Enable",
on and PAL.red or PAL.green)
-- size card (#633): -/+ resize every control in the orientation on
-- screen; the heading names it so it is plain the other one is untouched
local sizeY = cardY + cardH + 10 * s
col(PAL.card, 0.88)
roundRect("fill", cardX, sizeY, cardW, cardH, 12 * s)
col(PAL.stroke, 0.4)
roundRect("line", cardX, sizeY, cardW, cardH, 12 * s)
love.graphics.setFont(Editor.fonts.body)
col(PAL.label)
local orient = TouchControls.orientation == "landscape"
and "Landscape" or "Portrait"
love.graphics.print("Button size (" .. orient .. ")",
cardX + 16 * s, sizeY + 12 * s)
love.graphics.setFont(Editor.fonts.btn)
col(PAL.white)
love.graphics.print(
string.format("%d%%", math.floor((bucket.scale or 1) * 100 + 0.5)),
cardX + 16 * s, sizeY + 34 * s)
local stepW = 52 * s
local plus = { x = cardX + cardW - 16 * s - stepW,
y = sizeY + (cardH - btnH) / 2, w = stepW, h = btnH }
local minus = { x = plus.x - 10 * s - stepW, y = plus.y, w = stepW, h = btnH }
Editor.rects.sizeUp, Editor.rects.sizeDown = plus, minus
chromeBtn(minus, "-", { 60, 70, 110 })
chromeBtn(plus, "+", { 60, 70, 110 })
-- hint
love.graphics.setFont(Editor.fonts.body)
col(PAL.label, 0.9)
local hint = on
and "Drag each button to reposition. Layout is saved when you tap Done."
and "Drag each button to reposition, -/+ to resize. Portrait and landscape are saved separately when you tap Done."
or "Controls are hidden in-game. Enable them to show and edit the layout."
love.graphics.printf(hint, ox + pad, cardY + cardH + 12 * s, ww - 2 * pad, "left")
love.graphics.printf(hint, ox + pad, sizeY + cardH + 12 * s, ww - 2 * pad, "left")
-- the overlay itself (preview mode; dimmed when disabled)
TouchControls:draw()
@@ -214,6 +251,12 @@ local function beginDrag(id, x, y)
if inside(Editor.rects.done, x, y) then close(); return end
if inside(Editor.rects.reset, x, y) then resetLayout(); return end
if inside(Editor.rects.toggle, x, y) then toggleEnabled(); return end
if inside(Editor.rects.sizeDown, x, y) then
TouchControls:nudgeScale(-TouchControls.SCALE_STEP); return
end
if inside(Editor.rects.sizeUp, x, y) then
TouchControls:nudgeScale(TouchControls.SCALE_STEP); return
end
local name = TouchControls:hitTest(x, y)
if not name then return end
@@ -271,6 +314,11 @@ function Editor.keypressed(key)
close()
elseif key == "r" then
resetLayout()
-- desktop shortcuts for the size -/+ (POKEPORT_TOUCH=1 testing, #633)
elseif key == "-" or key == "kp-" then
TouchControls:nudgeScale(-TouchControls.SCALE_STEP)
elseif key == "=" or key == "+" or key == "kp+" then
TouchControls:nudgeScale(TouchControls.SCALE_STEP)
end
end
+6
View File
@@ -77,6 +77,12 @@ local SAFARI = {
local PLAYER_SPRITES = {
walk = "SPRITE_RED", surf = "SPRITE_SEEL",
bike = "SPRITE_RED_BIKE", fly = "SPRITE_BIRD",
-- Yellow's IsSurfingPikachuInParty: when the SURF-mon is a Pikachu,
-- the player rides this sheet. GFX loads via
-- LoadSurfingPlayerSpriteGraphics2, not SpriteSheetPointerTable, so
-- it needs a manifest extract (RFC 0001). Guarded in Player.new so
-- before extraction lands the ride keeps the Seel.
surfPikachu = "SPRITE_SURFING_PIKACHU",
}
-- The player's own trainer art: RedPicBack (the battle back pic, up until
+40 -1
View File
@@ -389,6 +389,10 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
and not self.map:isWalkableCell(x, y)
and self.map:isWaterCell(x, y)
end
-- re-derive from the live party: a reloaded save with the SURF-Pikachu
-- since deposited should not render the Pikachu sheet.
-- ponytail: re-derived rather than persisted.
self:syncSurfingPikachu()
end
-- crossConnection re-arms this after setMap; clear so a warp/reload
-- cannot leave a stale deferred PlayMapMusic pending
@@ -717,6 +721,11 @@ function OverworldState:pushBattle(battle)
if battle.computeMusicKind then
require("src.core.Music").playBattle(Game.data, battle:computeMusicKind())
end
-- The fade back in from white on the way out is BattleState:finish()'s
-- job now -- the one choke point every battle passes through on exit,
-- guaranteed regardless of which caller pushed the battle -- so this
-- function only owns the entry wipe.
Game.stack:push(BattleTransition.new(Game, function()
Game.stack:push(battle)
end, {
@@ -1484,6 +1493,21 @@ function OverworldState:partyKnows(moveId)
return partyKnowsVanilla(moveId)
end
-- IsSurfingPikachuInParty (home/map_objects.asm): when the SURF-mon
-- is a Pikachu, pose() renders the Pikachu surf sprite. Called at
-- every surf-state change so a reloaded save picks the right sheet
-- after a party change. No-op when not surfing.
function OverworldState:syncSurfingPikachu()
local p = self.player
if not p then return end
if not p.surfing then
p.surfingPikachu = false
return
end
local mon = self:partyKnows("SURF")
p.surfingPikachu = mon ~= nil and mon.species == "PIKACHU" or false
end
-- The rejection loop shared by the Good and Super Rods
-- (item_effects.asm ItemUseGoodRod .RandomLoop / ReadSuperRodData): an
-- odd random byte is no bite; otherwise a 2-bit pick rerolls until it
@@ -1580,6 +1604,7 @@ function OverworldState:flyTo(mapId)
Game.save.onBike = false
Game.save.forcedBike = nil -- HandleFlyWarpOrDungeonWarp res BIT_ALWAYS_ON_BIKE
self.player.surfing = false
self:syncSurfingPikachu()
-- the bird carries the player off westward before the warp
-- (engine/overworld/player_animations.asm LoadBirdSpriteGraphics)
self.flyAnim = { frames = 48 }
@@ -1607,6 +1632,7 @@ function OverworldState:beginTeleportOut(onDone)
end
require("src.core.Sound").play(Game.data, "Teleport_Exit1")
self.player.surfing = false
self:syncSurfingPikachu()
self.player.inputLocked = true
-- rising spin: the mirror of the arrival spin-drop set in startWarpTo, so
-- spinRise lifts the sprite (Player:pose) while spinFrames counts down
@@ -2270,6 +2296,7 @@ function OverworldState:trySurf(fx, fy, onClose)
Game.stack:push(TextBox.new(Game, text, function()
if onClose then onClose() end
p.surfing = true
self:syncSurfingPikachu()
require("src.core.Music").setSurfing(Game.data, true)
Game.stack:push(require("src.render.Transition").whiteFlash(Game, nil,
function() self:stepForwardOrCrossEdge(p.facing) end))
@@ -2553,8 +2580,13 @@ function OverworldState:openPC(onDone)
-- (engine/menus/pokemon_pc.asm gates on EVENT_MET_BILL; we reach that
-- when Bill hands over the SS Ticket)
local metBill = flags.EVENT_MET_BILL or flags.EVENT_GOT_SS_TICKET
-- keepOpen so B in the sub-PC returns here instead of exiting the
-- PC session (#695); the sub-PC screens (BoxMenu, PlayerPC) already
-- use keepOpen for their own rows, matching the original ROM's flow
-- where the main menu stays underneath.
table.insert(items, {
label = metBill and "BILL'S PC" or Strings("SOMEONE'S PC"),
keepOpen = true,
onSelect = function()
require("src.core.Sound").play(Game.data, "Enter_PC")
Screens.push(Game, "BoxMenu")
@@ -2565,6 +2597,7 @@ function OverworldState:openPC(onDone)
-- the player's item storage is always available
table.insert(items, {
label = (Game.save.player.name or "RED") .. "'s PC",
keepOpen = true,
onSelect = function()
Screens.push(Game, "PlayerPC")
done()
@@ -2575,6 +2608,7 @@ function OverworldState:openPC(onDone)
if flags.EVENT_GOT_POKEDEX then
table.insert(items, {
label = Strings("PROF.OAK's PC"),
keepOpen = true,
onSelect = function()
self:openOaksPC(done)
end,
@@ -3191,6 +3225,7 @@ function OverworldState:onStepComplete()
-- dismounting a surf: landing on a walkable cell ends it
if p.surfing and self.map:isWalkableCell(p.cellX, p.cellY) then
p.surfing = false
self:syncSurfingPikachu()
require("src.core.Music").setSurfing(Game.data, false)
end
@@ -3492,6 +3527,7 @@ function OverworldState:checkForcedMovement()
end
elseif tile.mode == "surf" then
p.surfing = true
self:syncSurfingPikachu()
require("src.core.Music").setSurfing(Game.data, true)
end
return false
@@ -3745,7 +3781,9 @@ function OverworldState:takeWarp(warpDef)
self:startWarpTo(destMap, x, y, facing)
return
elseif pad == "hole" then
-- falling through a hole: no door SFX, no walk-out step
-- falling through a hole: Faint_Fall plays while the player drops,
-- matching the boulder-hole Faint_Thud at line 3618 (#694)
require("src.core.Sound").play(Game.data, "Faint_Fall")
self:startWarpTo(destMap, x, y, facing)
return
end
@@ -3770,6 +3808,7 @@ end
function OverworldState:warpToHealPoint(onDone, opts)
local heal = self:healPoint()
self.player.surfing = false
self:syncSurfingPikachu()
-- HandleFlyWarpOrDungeonWarp + DisplayPlayerBlackedOutText both clear
-- BIT_ALWAYS_ON_BIKE (home/overworld.asm / home/text_script.asm)
Game.save.forcedBike = nil
+48
View File
@@ -789,6 +789,14 @@ function PikachuFollower.onBillsHouseEnter(game, ow)
return
end
if game.save.flags.EVENT_MET_BILL_2 then return end
-- BillsHouseScript0 (scripts/BillsHouse.asm:41-47) only runs the confused
-- walk while CheckPikachuStatusCondition comes back clear
-- (engine/pikachu/pikachu_status.asm:140, carry when the starter's status
-- byte is nonzero); a statused starter keeps trailing the player instead,
-- and that is the one state that lets onBillWalksAroundPlayer below fire,
-- since the confused beat ends in DisablePikachuFollowingPlayer (#455).
local starter = PikachuFollower.starterInParty(game.save)
if starter and starter.status then return end
local npc = findFollower(ow)
if not npc then return end
ow.pikachuBillsScene = true
@@ -797,6 +805,46 @@ function PikachuFollower.onBillsHouseEnter(game, ow)
end)
end
-- BillsHousePikachuWatchPlayer (scripts/BillsHouse_2.asm:133-156), reached
-- from BillsHouseScript2 (scripts/BillsHouse.asm:58-69) only when the player
-- faces down -- so Bill has to walk around them -- and Pikachu is still
-- following, i.e. the confused beat above was skipped. Both tables go
-- through TryApplyPikachuMovementData
-- (engine/events/try_pikachu_movement.asm:1-15), which keeps the data only
-- when the caller's b equals GetPikachuFacingDirectionAndReturnToE
-- (engine/pikachu/pikachu_follow.asm:1110-1151). That byte is not the
-- sprite's facing: it is Pikachu's position relative to the player, UP when
-- Pikachu's MapY sits above the player's, DOWN below, and on a shared row
-- LEFT when west, RIGHT when east ($ff on the same cell). So WatchPlayer1
-- (b = SPRITE_FACING_UP) means "Pikachu stands above the player" and
-- WatchPlayer2 (b = SPRITE_FACING_RIGHT) means "Pikachu stands level with
-- and east of the player". ApplyPikachuMovementData_ walks a whole table
-- synchronously (engine/pikachu/pikachu_movement.asm:9-18), so the second
-- call does observe the finished walk; the two are mutually exclusive by
-- geometry rather than by timing, since both routes end at
-- (playerX - 1, playerY), west of the player, where the RIGHT test fails.
-- Each closes on PIKAMOVEMENT_LOOK_RIGHT, leaving Pikachu watching the
-- player while Bill talks; PIKAMOVEMENT_DELAY is dropped here as in the
-- beats above (#455).
function PikachuFollower.onBillWalksAroundPlayer(game, ow)
if not (GameVersion.isYellow() and ow.map and ow.map.id == "BILLS_HOUSE")
or ow.pikachuBillsScene then
return
end
local npc = findFollower(ow)
if not npc or not ow.player then return end
local steps
if npc.cellY < ow.player.cellY then -- PikachuMovement_WatchPlayer1
steps = { { "left", 1 }, { "down", 1 } }
elseif npc.cellY == ow.player.cellY
and npc.cellX > ow.player.cellX then -- PikachuMovement_WatchPlayer2
steps = { { "up", 1 }, { "left", 2 }, { "down", 1 } }
else
return
end
movePikachu(ow, npc, steps, function() npc.facing = "right" end)
end
function PikachuFollower.onBillEnteredMachine(game, ow)
if not (GameVersion.isYellow() and ow.pikachuBillsScene) then return end
local npc = findFollower(ow)
+8
View File
@@ -41,11 +41,18 @@ function Player.new(data, cx, cy, facing)
-- LoadSurfingPlayerSpriteGraphics, home/overworld.asm)
local walkId = FieldDefaults.fieldValue(data, "playerSprites", "walk")
local surfId = FieldDefaults.fieldValue(data, "playerSprites", "surf")
local surfPikaId = FieldDefaults.fieldValue(data, "playerSprites", "surfPikachu")
local bikeId = FieldDefaults.fieldValue(data, "playerSprites", "bike")
self.sprite = SpriteRenderer.new(data.sprites[walkId], "player")
if surfId and data.sprites[surfId] then
self.surfSprite = SpriteRenderer.new(data.sprites[surfId], "player")
end
-- Yellow's surfing-Pikachu ride (Yellow LoadSurfingPlayerSpriteGraphics2,
-- paired with field.playerSprites.surfPikachu). rotated in at pose()
-- when the SURF-mon is a Pikachu.
if surfPikaId and data.sprites[surfPikaId] then
self.surfPikachuSprite = SpriteRenderer.new(data.sprites[surfPikaId], "player")
end
if bikeId and data.sprites[bikeId] then
self.bikeSprite = SpriteRenderer.new(data.sprites[bikeId], "player")
end
@@ -288,6 +295,7 @@ function Player:pose()
-- RodResponse (engine/items/item_effects.asm) zeroes wWalkBikeSurfState
-- across FishingAnim, so casting from the water shows the on-foot sheet
local sprite = (self.fishing and self.sprite)
or (self.surfing and self.surfingPikachu and self.surfPikachuSprite)
or (self.surfing and self.surfSprite)
or (self.onBike and self.bikeSprite) or self.sprite
return sprite, self.px, py, facing, phase, flip, hopping
@@ -0,0 +1,136 @@
-- Manual check that audio stays on the front output pair on interfaces with
-- more than two outputs (#626). OpenAL only spatializes 1-channel Sources,
-- and one left at the default (0,0,0) position sits on the listener and is
-- spread over every output a device has; the fix renders one-shots as
-- 2-channel buffers so they map onto outputs 1+2 like the music already did.
-- Positions come from pokered data/maps/objects/PalletTown.asm (warps at
-- (5,5), (13,5), (12,11), kept clear of) plus data/generated/maps.lua for the
-- walkable/blocked cells. Channel counts a machine can check; the routing
-- only an ear on a multi-output interface can, hence the hand-off.
-- Do NOT set POKEPORT_SPEED: fast-forward scales only the logic clock and
-- desyncs the audio ordering this driver depends on.
-- POKEPORT_DRIVER=tests/drivers/audio_channels_bug626_test.lua POKEPORT_IDENTITY=bug626 POKEPORT_TOUCH=0 love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Sound = require("src.core.Sound")
local Music = require("src.core.Music")
local ChipAudio = require("src.core.ChipAudio")
-- pokered data/maps/objects/PalletTown.asm: the three warps sit at (5,5),
-- (13,5) and (12,11), so (10,8) is open ground clear of all of them and of
-- the two walking NPCs' start cells ((3,8) girl, (11,14) fisher).
local MAP = "PALLET_TOWN"
local STAND = { x = 10, y = 8, facing = "down" }
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
local function channels(src)
if not src then return nil end
local ok, n = pcall(function() return src:getChannelCount() end)
return ok and n or nil
end
if not love.audio then
check("love.audio is available", false)
U.log("This run has no audio device, so nothing below can be judged.")
U.log("Rerun on a desktop love build with the interface connected.")
while true do coroutine.yield() end
end
check("love.audio is available", true)
-- a muted save reads exactly like the bug being fixed: silence everywhere
local opts = game.save and game.save.options or {}
check("sfxVol is not zero (" .. tostring(opts.sfxVol or 7) .. ")",
(opts.sfxVol or 7) ~= 0)
check("musicVol is not zero (" .. tostring(opts.musicVol or 7) .. ")",
(opts.musicVol or 7) ~= 0)
-- an unknown key makes Sound.play return nil, which would read as a channel
-- FAIL for the wrong reason
local sfxTable = game.data.audio and game.data.audio.sfx or {}
local cryTable = game.data.audio and game.data.audio.cries or {}
local songTable = game.data.audio and game.data.audio.songs or {}
check("sfx key Press_AB is in this cache", sfxTable.Press_AB ~= nil)
check("sfx key Collision is in this cache", sfxTable.Collision ~= nil)
check("cry PIKACHU is in this cache", cryTable.PIKACHU ~= nil)
check("song Music_PalletTown is in this cache",
songTable.Music_PalletTown ~= nil)
-- the machine-checkable half of the fix: every one-shot is a stereo buffer
local sfx = Sound.play(game.data, "Press_AB")
check("menu beep source is stereo", channels(sfx) == 2)
U.wait(30)
local cry = Sound.playCry(game.data, "PIKACHU")
check("cry source is stereo", channels(cry) == 2)
U.wait(60)
-- the siren is built by hand in ChipAudio, not through ChipSynth, so it is
-- its own path and its own regression risk
local ok, alarm = pcall(ChipAudio.newLowHealthAlarm)
check("low-health siren is stereo", ok and channels(alarm) == 2)
if ok and alarm and alarm.stop then pcall(alarm.stop, alarm) end
-- reach the moment: overworld with the town theme running and a beep fired
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
U.wait(10)
Music.play(game.data, "Music_PalletTown", true)
U.wait(60)
local ow = game.overworld
check("overworld is up on " .. MAP, ow ~= nil)
-- bump a wall so the collision beep (OverworldController: Sound.play
-- "Collision") sounds at least once before the hand-off. The blocked
-- neighbour is looked up rather than hardcoded, so a map edit degrades to
-- "walked a step" instead of a silent no-op.
local bumped = false
if ow and ow.map then
local dirs = {
{ 0, -1, "up" }, { 0, 1, "down" }, { -1, 0, "left" }, { 1, 0, "right" },
}
for _, d in ipairs(dirs) do
local cx, cy = ow.player.cellX + d[1], ow.player.cellY + d[2]
if not ow.map:isWalkableCell(cx, cy) then
U.hold(game, d[3], 24)
U.wait(20)
bumped = true
U.log("walked into the wall at", cx, cy, "facing", d[3])
break
end
end
if not bumped then
-- open ground on all four sides: walk a step instead, the human can
-- find a wall themselves in a moment
U.hold(game, "down", 24)
U.wait(20)
U.log("no wall next to (" .. STAND.x .. ", " .. STAND.y ..
"), took a step instead; bump one by hand")
end
end
check("a collision beep was fired before hand-off", bumped)
U.tap(game, "start")
U.wait(40)
U.tap(game, "b")
U.wait(20)
U.log("Pallet Town is playing and you have the pad; bump walls and open")
U.log("START to fire beeps, and press a cry with the PC or party screens.")
U.log("On a multi-output interface the music and every beep and cry should")
U.log("come out of outputs 1 and 2 only, with 3/4 and 5/6 dead silent.")
U.log("The near miss to listen for is an SFX still faintly there on 5+6")
U.log("under the music: that is the old ambient spread and means a one-shot")
U.log("path was missed, a mod file def or a Yellow PCM clip or the siren.")
U.log("Also listen for a beep arriving on output 3 alone, which would mean")
U.log("something positioned a mono source instead of widening it to stereo.")
U.log("Selecting outputs 5+6 in macOS will not move the game there either")
U.log("way; that is device-level routing, not something the app can ask for.")
while true do
coroutine.yield()
end
end
@@ -0,0 +1,274 @@
-- Manual check that Yellow's Pikachu watches the player while Bill walks
-- around them in Bill's House (#455). BillsHouseScript2 (pokeyellow
-- scripts/BillsHouse.asm:58-69) only reaches BillsHousePikachuWatchPlayer
-- (scripts/BillsHouse_2.asm:133-156) while Pikachu still follows, which needs
-- BillsHouseScript0's CheckPikachuStatusCondition to have skipped the entry
-- beat, so this driver arrives with a statused starter. No POKEPORT_SPEED:
-- it scales the logic clock only and desyncs audio against the scripted walk.
-- POKEPORT_DRIVER=tests/drivers/bills_pikachu_watch_bug455_test.lua POKEPORT_IDENTITY=bug455 POKEPORT_TOUCH=0 POKEPORT_VERSION=yellow love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local GameVersion = require("src.core.GameVersion")
local Pokemon = require("src.pokemon.Pokemon")
local PikachuFollower = require("src.world.PikachuFollower")
local SHOT_DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
local function idle()
while true do coroutine.yield() end
end
-- Red and Blue have no follower and no Pikachu beats at all, so every line
-- below would fail for the wrong reason on the wrong cache
if not check("running the Yellow cache (POKEPORT_VERSION=yellow)",
GameVersion.isYellow()) then
U.log("Re-run with POKEPORT_VERSION=yellow.")
idle()
end
-- pokeyellow data/maps/objects/BillsHouse.asm: BILLSHOUSE_BILL_POKEMON sits
-- at (6,5), the two warps at (2,7) and (3,7). Standing at (6,4) facing down
-- both faces the monster and puts the player on Bill's straight path up, the
-- one branch that runs the walk-around (and so the watch beat).
local MAP = "BILLS_HOUSE"
local MONSTER = "BILLSHOUSE_BILL_POKEMON"
local STAND = { x = 6, y = 4, facing = "down" }
-- the scripted rows and the port entry point the scene hangs off; a renamed
-- key reads on screen as "talking to Bill does nothing special"
local story = dofile("data/scripts/story.lua")
local house = story.BILLS_HOUSE or {}
check("story.BILLS_HOUSE.talk.TEXT_BILLSHOUSE_BILL_POKEMON is present",
type((house.talk or {}).TEXT_BILLSHOUSE_BILL_POKEMON) == "function")
check("story.BILLS_HOUSE.onEnter is present",
type(house.onEnter) == "function")
check("PikachuFollower.onBillWalksAroundPlayer exists",
type(PikachuFollower.onBillWalksAroundPlayer) == "function")
-- both boxes of the scene come out of the cache; a missing key falls back to
-- a hardcoded string in story.lua, which still runs but is not what shipped
local t = game.data.text or {}
check("_BillsHouseBillImNotAPokemonText resolved from the cache",
type(t._BillsHouseBillImNotAPokemonText) == "string")
check("_BillsHouseBillUseSeparationSystemText resolved from the cache",
type(t._BillsHouseBillUseSeparationSystemText) == "string")
-- ShouldPikachuSpawn's inputs (pikachu_follow.asm) plus the one that gates
-- this bug: a starter carrying a status byte, which is what makes
-- CheckPikachuStatusCondition set carry and BillsHouseScript0 stand down
local pika = Pokemon.new(game.data, "PIKACHU", 12)
pika.status = "PAR"
game.save.party = { pika }
game.save.player.name = "bryan"
game.save.flags = game.save.flags or {}
game.save.flags.EVENT_GOT_STARTER = true
game.save.flags.EVENT_MET_BILL = nil
game.save.flags.EVENT_MET_BILL_2 = nil
game.save.flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR = nil
game.save.flags.EVENT_USED_CELL_SEPARATOR_ON_BILL = nil
game.save.flags.EVENT_GOT_SS_TICKET = nil
game.save.flags.EVENT_LEFT_BILLS_HOUSE_AFTER_HELPING = nil
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
U.wait(20)
local ow = game.overworld
if not check("Bill's House loaded", ow ~= nil and ow.map
and ow.map.id == MAP) then
idle()
end
local function follower()
for _, n in ipairs(ow.npcs or {}) do
if n.pikachuFollower then return n end
end
return nil
end
local function monster()
for _, n in ipairs(ow.npcs or {}) do
if n.def and n.def.name == MONSTER then return n end
end
return nil
end
local npc = follower()
if not check("follower spawned with pikachuFollower set", npc ~= nil) then
U.log("party PIKACHU hp:", tostring(game.save.party[1].hp),
"status:", tostring(game.save.party[1].status),
"EVENT_GOT_STARTER:", tostring(game.save.flags.EVENT_GOT_STARTER))
idle()
end
local mon = monster()
check("the monster object loaded on " .. MAP, mon ~= nil)
if mon then
U.log("monster at", mon.cellX, mon.cellY, "(objects file says 6, 5)")
end
-- the whole point of the arrival: the confused beat must not have run, so
-- Pikachu is still on the follow loop rather than parked beside Bill
check("the entry beat was skipped for a statused starter",
ow.pikachuBillsScene ~= true)
check("no question bubble is up from the entry beat", ow.emote == nil)
local function facingMonster()
if not mon then return false end
local fx, fy = ow.player:facingCell()
return ow:npcAtCell(fx, fy) == mon
end
if mon and not facingMonster() then
-- a map edit or a mod moved the object: take any free walkable neighbour,
-- preferring the cell above it since that is the facing-down branch.
-- {dx, dy, facing} is the offset from the monster to the stand cell plus
-- the direction that looks back at it, so +1 on y means facing up.
local sides = {
{ 0, -1, "down" }, { 0, 1, "up" }, { -1, 0, "right" }, { 1, 0, "left" },
}
for _, s in ipairs(sides) do
local cx, cy = mon.cellX + s[1], mon.cellY + s[2]
if ow.map:inBounds(cx, cy) and ow.map:isWalkableCell(cx, cy)
and not ow:npcAtCell(cx, cy) then
U.log(("cell (%d, %d) is blocked, standing on"):format(STAND.x, STAND.y),
cx, cy, "facing", s[3])
U.teleport(game, MAP, cx, cy, s[3])
U.wait(20)
ow = game.overworld
npc, mon = follower(), monster()
break
end
end
end
check("the player is standing against the monster", facingMonster())
check("the player faces down, the branch Bill walks around",
ow.player.facing == "down")
U.log("player at", ow.player.cellX, ow.player.cellY,
"| Pikachu at", npc and npc.cellX, npc and npc.cellY)
-- TryApplyPikachuMovementData keys off where Pikachu stands relative to the
-- player, not off its sprite facing: above the player is WatchPlayer1 (left,
-- down), level and east is WatchPlayer2 (up, left twice, down). Anything
-- else drops the data and no watch route runs at all.
if npc then
local route = npc.cellY < ow.player.cellY and "WatchPlayer1"
or (npc.cellY == ow.player.cellY and npc.cellX > ow.player.cellX)
and "WatchPlayer2" or nil
check("Pikachu stands where one of the two watch tables applies",
route ~= nil)
U.log("geometry picks", route or "neither table")
end
-- a muted run makes the text beeps and Bill's step sfx indistinguishable
-- from silence (Sound.setVolumeLevel reads save.options.sfxVol)
local sfxVol = game.save.options and game.save.options.sfxVol
U.log("save.options.sfxVol:", tostring(sfxVol))
if (sfxVol or 0) == 0 then
U.log("sfx volume is 0, so no beep can be heard whether or not one plays;")
U.log("raise it in OPTIONS before judging the sound half")
end
-- record every cell the follower occupies so a route that runs and is then
-- yanked back by the follow loop can be told from one that holds
local trail = {}
local function sample()
if not npc then return end
local last = trail[#trail]
if not last or last.x ~= npc.cellX or last.y ~= npc.cellY
or last.f ~= npc.facing then
trail[#trail + 1] = { x = npc.cellX, y = npc.cellY, f = npc.facing }
end
end
local function step(n)
for _ = 1, n do
sample()
U.wait(1)
end
sample()
end
sample()
-- talk, take YES (ChoiceBox defaults to it), then close the separation
-- system line: that close is what runs the walk-around branch. Stop
-- pressing the moment the boxes are gone so a stray A cannot re-interact.
-- FAST text: the reveal is per-character (TextBox drawChars reads
-- save.options.textSpeed) and Bill's opener alone is four pages, so at
-- the MEDIUM default the mash budget below runs out mid-box
game.save.options = game.save.options or {}
game.save.options.textSpeed = 1
U.tap(game, "a")
step(20)
for _ = 1, 200 do
if game.stack:top() == ow then break end
U.tap(game, "a")
step(8)
end
check("the dialogue finished and the map is running the walk",
game.stack:top() == ow)
-- let both scripted walks play out; Bill's is four legs, Pikachu's two
for _ = 1, 400 do
if #ow.scriptMoves == 0 and not ow.runner:isRunning() then break end
step(1)
end
step(40)
local cells = {}
for _, c in ipairs(trail) do
cells[#cells + 1] = ("(%d,%d %s)"):format(c.x, c.y, tostring(c.f))
end
U.log("Pikachu's cells through the scene:", table.concat(cells, " "))
if npc then
check("Pikachu ended west of the player, clear of Bill's detour",
npc.cellY == ow.player.cellY and npc.cellX < ow.player.cellX)
-- read the facing out of the recorded trail rather than off the sprite:
-- by now an idle glance (pokeyellow Func_fc803) may already have turned
-- its head, and that is vanilla, not the route failing to end on LOOK_RIGHT
local lookedRight = false
for _, c in ipairs(trail) do
if c.y == ow.player.cellY and c.x < ow.player.cellX
and c.f == "right" then
lookedRight = true
end
end
check("PIKAMOVEMENT_LOOK_RIGHT left it facing the player", lookedRight)
check("it moved at all (the watch route ran)", #trail > 1)
end
check("Bill reached the machine (the separator is armed)",
game.save.flags.EVENT_BILL_SAID_USE_CELL_SEPARATOR == true)
-- hold still for a moment and see whether the follow loop reclaims it;
-- cells only, because the idle glances (PikachuFollower's port of
-- pokeyellow Func_fc803, a random look every ~0x20 frames) legitimately
-- turn its head while it waits
local settled = npc and { x = npc.cellX, y = npc.cellY }
step(90)
if npc and settled then
check("it stayed put once the scene ended",
npc.cellX == settled.x and npc.cellY == settled.y)
end
if U.shot(game, SHOT_DIR .. "/bug455_bills_watch.png") then
U.log("captured", SHOT_DIR .. "/bug455_bills_watch.png")
end
U.log("The scene has already played; the screen is where it left off.")
U.log("Pikachu should have stepped one cell west and one south out of Bill's")
U.log("way, then turned to face right and held there watching you while Bill")
U.log("climbed into the machine. Two near misses to watch for: Pikachu")
U.log("parked beside Bill with a question bubble the moment you walked in,")
U.log("which means the status gate never took and the watch beat cannot")
U.log("happen; or Pikachu walking the route and snapping straight back to")
U.log("your heel, which reads as a twitch instead of a reposition.")
U.log("Input is yours now. Stepping out to Route 25 puts the monster back")
U.log("(Route25ToggleBillsScript), so walk back in to (6,4) facing down and")
U.log("talk to it again to replay the whole beat as often as you like.")
idle()
end
+224
View File
@@ -0,0 +1,224 @@
-- Manual check that launcher actions no longer flash console windows (#606).
-- src/core/HostShell.lua claims one hidden console at boot so every curl /
-- PowerShell child inherits it instead of allocating (and showing) its own.
-- No pokered counterpart: this is desktop launcher plumbing, so the standing
-- spot below is only to give the window something to be (pokered
-- data/maps/objects/PalletTown.asm: (10, 8) is clear of the three
-- object_events and the three warps).
-- POKEPORT_DRIVER=tests/drivers/host_console_bug606_test.lua POKEPORT_IDENTITY=bug606 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
-- Leave POKEPORT_SPEED unset: fast-forward desyncs audio and logic ordering,
-- and it would also step this driver several times per rendered frame while a
-- blocking fetch is in flight.
return function(game)
local U = dofile("tests/drivers/util.lua")
local HostShell = require("src.core.HostShell")
local RomImporter = require("src.import.RomImporter")
local isWin = love.system.getOS() == "Windows"
local passed, failed = 0, 0
local report = {}
-- On Windows the packaged game is love.exe, which has no console, so print()
-- goes nowhere a reporter can read -- exactly the platform this bug lives on.
-- Mirror every line into the save dir and put the count on screen so the
-- PASS/FAIL block is still legible there.
local REPORT = "bug606_report.txt"
pcall(love.filesystem.write, REPORT, "")
local function say(...)
U.log(...)
local parts = {}
for i = 1, select("#", ...) do parts[#parts + 1] = tostring((select(i, ...))) end
local line = table.concat(parts, " ")
report[#report + 1] = line
pcall(love.filesystem.append, REPORT, line .. "\n")
end
local function check(label, ok)
if ok then passed = passed + 1 else failed = failed + 1 end
say(ok and "PASS" or "FAIL", label)
return ok
end
local function fileHas(path, needle)
local ok, body = pcall(love.filesystem.read, path)
return ok and type(body) == "string" and body:find(needle, 1, true) ~= nil
end
check("HostShell exposes hideHostConsole", type(HostShell.hideHostConsole) == "function")
-- Wiring: an unwired helper fixes nothing, and it has to run before the
-- self-updater boot shell, which is the first thing that can shell out.
local okMain, mainSrc = pcall(love.filesystem.read, "main.lua")
local atCall = okMain and type(mainSrc) == "string"
and mainSrc:find("hideHostConsole", 1, true) or nil
local atBoot = okMain and type(mainSrc) == "string"
and mainSrc:find("Boot.run", 1, true) or nil
check("love.load claims the console before anything shells out",
atCall ~= nil and atBoot ~= nil and atCall < atBoot)
local hid = HostShell.hideHostConsole()
check("calling it twice answers the same (memoized, so no second console)",
HostShell.hideHostConsole() == hid)
if not isWin then
check("no console is allocated off Windows", hid == false)
end
say("host:", love.system.getOS(), "-- console claimed:", tostring(hid),
"-- POKEPORT_CONSOLE:", tostring(os.getenv("POKEPORT_CONSOLE")))
-- The ROM picker answers by writing the chosen path to stdout and letting
-- commandOutput read it back through HostShell.popen; if that write ever
-- breaks the launcher just silently refuses every ROM, which is the second
-- way this fix can go wrong.
check("the Windows ROM picker still writes its pick to stdout",
fileHas("src/import/RomImporter.lua", "[Console]::Write($d.FileName)"))
local okFfi, ffi = pcall(require, "ffi")
if isWin and okFfi then
-- HostShell already declared GetConsoleWindow if it got that far; a repeat
-- cdef raises, so each one gets its own pcall.
pcall(ffi.cdef, "void *GetConsoleWindow(void);")
pcall(ffi.cdef, "int IsWindowVisible(void *hWnd);")
local okCall, hwnd = pcall(function() return ffi.C.GetConsoleWindow() end)
if hid then
check("the process owns a console for its children to inherit",
okCall and hwnd ~= nil)
-- The near-miss: AllocConsole worked but ShowWindow did not resolve, so
-- the console exists and sits on screen for the whole session.
local okVis, visible = pcall(function() return ffi.C.IsWindowVisible(hwnd) end)
check("and that console window is hidden", okVis and visible == 0)
else
say("This run did not claim a console: either POKEPORT_CONSOLE=1 is set,")
say("or it was started from a terminal (lovec.exe, what scripts\\run.ps1")
say("prefers), which already had one. Re-run under love.exe to judge #606.")
end
end
-- Fire the three host tools the launcher actually spawns, through the same
-- funnel they use (src/core/HostShell.lua:popen). Each of these was one
-- console flash before the fix.
local probes = isWin and {
{ "curl, the update and mod-index fetch", "curl --version", "curl" },
{ "powershell, the ROM and mod pickers",
'powershell -NoProfile -Command "[Console]::Write(\'pokeport-ok\')"', "pokeport-ok" },
{ "cmd, the update downloader's start /b", "cmd /c echo pokeport-ok", "pokeport-ok" },
} or {
{ "curl, the update and mod-index fetch", "curl --version", "curl" },
{ "the shell the pickers run under", "echo pokeport-ok", "pokeport-ok" },
}
local function runProbes(quiet)
for _, p in ipairs(probes) do
local out
local pipe = HostShell.popen(p[2])
if pipe then
out = pipe:read("*a")
pipe:close()
end
local ok = type(out) == "string" and out:find(p[3], 1, true) ~= nil
if quiet then
say(ok and "PASS" or "FAIL", p[1] .. " still answers")
else
check(p[1] .. " still answers", ok)
end
U.wait(20) -- space them out so a flash is countable by eye
end
end
runProbes(false)
-- The launcher's boot release check is skipped under POKEPORT_DRIVER
-- (RomImporter's updaterAllowed), so start it by hand: it is a love.thread
-- whose curl calls popped their own consoles too, and the hidden one is
-- process-wide, so the thread is covered without touching check_worker.lua.
local okCheck, Check = pcall(require, "src.update.Check")
if okCheck and Check then
pcall(Check.start)
for _ = 1, 240 do
local st = Check.state()
if st.status ~= "checking" then break end
U.wait(1)
end
local st = Check.state()
check("the update check ran and reached a verdict",
st.status ~= "checking" and st.status ~= "idle")
say("update check says:", st.status, st.error and ("(" .. tostring(st.error) .. ")") or "")
end
-- Prove the window is rendering before the launcher takes the frame over.
local MAP, STAND = "PALLET_TOWN", { x = 10, y = 8, facing = "down" }
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
U.wait(10)
local ow = game.overworld
if ow and ow.map and not ow.map:isWalkableCell(STAND.x, STAND.y) then
-- a map edit moved the ground under us; any free neighbour will do
for _, d in ipairs({ { 0, 1 }, { 0, -1 }, { 1, 0 }, { -1, 0 } }) do
local cx, cy = STAND.x + d[1], STAND.y + d[2]
if ow.map:isWalkableCell(cx, cy) and not ow:npcAtCell(cx, cy) then
U.teleport(game, MAP, cx, cy, "down")
U.wait(10)
break
end
end
end
local SHOT_DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
check("the window rendered", U.shot(game, SHOT_DIR .. "/bug606_console.png"))
-- A driver run boots straight past the launcher (main.lua: POKEPORT_DRIVER is
-- a scripted run), so bring a real interactive one up and take over the
-- handlers it normally owns. This is the panel the reporter needs: Mods >
-- Find mods adds a repo and installs, and a column that is not imported yet
-- shows Choose ROM.
local imp = RomImporter.new(function() end, { launcher = true })
imp.play = function() U.log("Play is inert here: the game is already booted.") end
if okCheck and Check then imp.Check = Check end -- so the update banner draws
if os.getenv("POKEPORT_PICKER") == "1" then
-- every column offers Choose ROM again, so the picker can be opened even on
-- a machine where all three games are already imported. Cancelling the
-- dialog is enough; only picking a file would re-extract.
imp.forceImport = true
imp.ready = {}
end
love.draw = function()
imp:update(love.timer.getDelta())
imp:draw()
local w, h = love.graphics.getWidth(), love.graphics.getHeight()
love.graphics.setColor(0, 0, 0, 0.72)
love.graphics.rectangle("fill", 0, h - 54, w, 54)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.print(("#606 checks: %d passed, %d failed"):format(passed, failed), 10, h - 48)
love.graphics.print("F9 runs curl / powershell / the update check again", 10, h - 34)
love.graphics.print("full log: " .. love.filesystem.getSaveDirectory() .. "/" .. REPORT,
10, h - 20)
end
love.mousepressed = function(x, y, button) imp:mousepressed(x, y, button or 1) end
love.textinput = function(t) imp:textinput(t) end
-- backspace and enter in the "add an index" field arrive here, not through
-- textinput; f9 is kept for the loop below so the launcher never sees it
love.keypressed = function(key)
if key ~= "f9" then imp:keypressed(key) end
end
say("The launcher on screen is the real one. Open Mods > Find mods, add an")
say("index, install something, and click Choose ROM on a column that is not")
say("imported yet (POKEPORT_PICKER=1 brings that button back on every column).")
say("Right: not one black console window appears or blinks, at any point,")
say("while the file dialog still opens normally and the fetches still land.")
say("Near-miss one: a single console sits there permanently instead of many")
say("flashes, which means it was allocated but ShowWindow never resolved.")
say("Near-miss two: the picker dialog opens, you choose a ROM, and the")
say("launcher just carries on as if you had cancelled -- that is the")
say("PowerShell stdout write, not the console.")
local held = false
while true do
-- keep F9 for the reporter and hand every other key to the launcher
local down = love.keyboard and love.keyboard.isDown("f9")
if down and not held then
say("re-running the host tools; watch the desktop, not the window")
runProbes(true)
if okCheck and Check then pcall(Check.start) end
end
held = down
coroutine.yield()
end
end
@@ -0,0 +1,228 @@
-- Manual check that the save editor's item lists scroll under the wheel (#595).
-- The ADD ITEM picker lists every non-badge id in pokered constants/item_constants.asm,
-- which is far more than one screenful, and typing a query used to be the only way
-- past the first page. This is the editor app, not the game, so there is no
-- POKEPORT_DRIVER hook: this file runs itself, checks the seams, seeds a save with
-- a stocked bag and PC, then opens the real editor on it. Do not set POKEPORT_SPEED.
-- luajit tests/drivers/item_picker_wheel_bug595_test.lua
package.path = package.path .. ";./?.lua;./?/init.lua;./tools/save-editor/?.lua"
.. ";./tools/save-editor/panels/?.lua"
love = require("tests.love_stub")
local Kit = require("Kit")
local App = require("App")
local Ops = require("Ops")
local SaveData = require("src.core.SaveData")
-- unbuffered, or a redirected run would show the editor's own output before
-- the checks that were printed ahead of it
io.stdout:setvbuf("line")
local function log(...) print("[driver]", ...) end
local fails = 0
local function check(label, ok)
if not ok then fails = fails + 1 end
log(ok and "PASS" or "FAIL", label)
return ok
end
-- ------------------------------------------------------------------ Kit seam
-- Kit.scroll is the whole fix; every panel rule below is a consequence of it.
check("Kit.scroll exists", type(Kit.scroll) == "function")
Kit.beginFrame(50, 50, false, -1)
check("a notch inside a list body advances three rows",
Kit.scroll(0, 0, 100, 100, 0, 250, 10) == 3)
check("and is consumed, so a second list cannot eat the same notch",
Kit.wheelY == 0)
Kit.endFrame()
Kit.beginFrame(50, 50, false, -1)
check("the last page is the floor",
Kit.scroll(0, 0, 100, 100, 245, 250, 10) == 240)
Kit.endFrame()
Kit.beginFrame(500, 500, false, -1)
check("a list the pointer is not over ignores the wheel",
Kit.scroll(0, 0, 100, 100, 0, 250, 10) == 0)
Kit.endFrame()
Kit.beginFrame(50, 50, false, -1)
Kit.blockClicks = true
check("the species-picker modal shield stops the wheel like it stops a click",
Kit.scroll(0, 0, 100, 100, 0, 250, 10) == 0)
Kit.blockClicks = false
Kit.endFrame()
-- ------------------------------------------------------------- seeded save
-- A save with one page of items proves nothing: stock the bag to its cap and
-- push a couple of pages into PC storage so both pagers have somewhere to go.
local SEED_DIR = (os.getenv("TMPDIR") or "/tmp/"):gsub("/*$", "/") .. "pokeport-bug595"
local SEED = SEED_DIR .. "/save.lua"
os.execute('mkdir -p "' .. SEED_DIR .. '" 2>/dev/null')
local seedFile = io.open(SEED, "wb")
if seedFile then
seedFile:write(SaveData.encode(SaveData.newGame()))
seedFile:close()
end
check("a scratch save was written to " .. SEED, seedFile ~= nil)
local ok, err = pcall(App.load, SEED, { version = "red" })
check("the editor loads it headless (data/generated present): " .. tostring(err), ok)
local S = ok and App.getState() or nil
if S then
S.tab = "items"
local stocked, pcKinds = 0, 0
S.save.pcItems = S.save.pcItems or {}
for _, id in ipairs(S.cat.items) do
if not Ops.isBadgeId(id) then
stocked = stocked + 1
if stocked <= 20 then
S.save.inventory[id] = 3
elseif pcKinds < 30 then
pcKinds = pcKinds + 1
S.save.pcItems[id] = 5
end
end
end
local out = io.open(SEED, "wb")
if out then out:write(SaveData.encode(S.save)) out:close() end
App.load(SEED, { version = "red" })
S = App.getState()
S.tab = "items"
-- The panel is layout over Ops, so its rects are not written down anywhere:
-- read them back off the Kit.scroll calls the draw makes, which is also the
-- only honest way to point the fake mouse at the right list. If a rect goes
-- missing the hand-off below still happens, with the count in the log.
local rects = {}
local realScroll = Kit.scroll
Kit.scroll = function(x, y, w, h, offset, total, perPage)
rects[#rects + 1] = { x = x, y = y, w = w, h = h, total = total }
return realScroll(x, y, w, h, offset, total, perPage)
end
local fields = {}
local realField = Kit.textfield
Kit.textfield = function(id, x, y, w, h, value, placeholder)
fields[id] = { x = x, y = y, w = w, h = h }
return realField(id, x, y, w, h, value, placeholder)
end
local counters = {}
local realRight = Kit.textRight
Kit.textRight = function(name, str, ...)
counters[#counters + 1] = tostring(str)
return realRight(name, str, ...)
end
App.draw()
check("the Items tab hands three lists to Kit.scroll (picker, bag, PC)",
#rects == 3)
local pick, bag, pc = rects[1], rects[2], rects[3]
local function pointAt(r)
love.mouse.getPosition = function() return r.x + r.w / 2, r.y + r.h / 2 end
end
local function counterLine()
for _, str in ipairs(counters) do
if str:match("^%d+%-%d+ of %d+$") then return str end
end
return nil
end
if pick then
check("the picker caption carries a position counter, not a +N more",
counterLine() ~= nil)
log("the picker counter reads", tostring(counterLine()),
"over a catalog of " .. tostring(pick.total) .. " ids")
pointAt(pick)
counters = {}
App.wheelmoved(0, -1)
App.draw()
check("one notch over the picker advances it three rows",
S.itemPickOffset == 3)
check("and neither the bag nor the PC column moved with it",
S.bagOffset == 0 and S.pcOffset == 0)
log("the counter now reads", tostring(counterLine()))
end
if bag then
pointAt(bag)
local before = S.itemPickOffset
App.wheelmoved(0, -1)
App.draw()
check("a notch over the BAG column moves the bag pager's own offset",
S.bagOffset > 0)
check("and leaves the picker where it was", S.itemPickOffset == before)
end
if pc then
pointAt(pc)
local before = S.bagOffset
App.wheelmoved(0, -1)
App.draw()
check("a notch over PC STORAGE moves the PC list", S.pcOffset > 0)
check("and leaves the bag where it was", S.bagOffset == before)
end
-- Typing has to rewind the view: a query that matches ids near the top of a
-- catalog the view had already scrolled past would otherwise show an empty
-- body over a non-zero offset, which reads exactly like "no item matches".
local field = fields["item-query"]
if pick and field then
pointAt(pick)
for _ = 1, 12 do
App.wheelmoved(0, -1)
App.draw()
end
local deep = S.itemPickOffset
love.mouse.getPosition = function() return field.x + 4, field.y + 4 end
App.mousepressed(field.x + 4, field.y + 4, 1)
App.draw()
App.textinput("P")
App.draw()
check("a keystroke in the search box rewinds the deep-scrolled list to the top",
deep > 0 and S.itemQuery == "P" and S.itemPickOffset == 0)
end
-- The map tab spends the wheel on zoom and must keep it.
S.tab = "items"
local zoom = S.mapZoom
App.wheelmoved(0, -1)
App.draw()
check("a notch outside the Map tab leaves the map camera alone", S.mapZoom == zoom)
S.tab = "map"
App.wheelmoved(0, 1)
check("the Map tab still zooms on the wheel", S.mapZoom > zoom)
Kit.scroll, Kit.textfield, Kit.textRight = realScroll, realField, realRight
App.unload()
end
log(fails == 0 and "all seam checks passed" or (fails .. " seam checks failed"))
-- --------------------------------------------------------------- hand-off
log("Opening the editor on that seeded save. Click the Items tab, put the pointer")
log("over the ADD ITEM list and roll the wheel: rows step three at a time and the")
log("counter on the caption line tracks them, stopping on the last page; clicking a")
log("row still picks it for the two add buttons. Over BAG or PC STORAGE the wheel")
log("moves the same rows the Prev/Next pager does and the pager label keeps up.")
log("The near miss to watch for is both columns jumping on one notch, or the panel")
log("scrolling underneath the species picker while that modal is open on Party.")
local love_bin = os.getenv("LOVE") or "love"
os.execute(love_bin .. ' . --editor --save "' .. SEED .. '"')
log("Editor closed. Reopen it on the same stocked save any time with:")
log(" " .. love_bin .. ' . --editor --save "' .. SEED .. '"')
-- Park rather than exit: the driver is never the thing that ends the session,
-- so the terminal stays put until the reader Ctrl-Cs it.
while true do
os.execute("sleep 3600")
end
@@ -0,0 +1,226 @@
-- Manual check for the launcher's Enable all / Disable all chips (#647).
-- POKEPORT_DRIVER skips the launcher (main.lua boots straight into the game),
-- so this stands a second launcher up on the MODS tab and hands the mouse over.
-- No pokered cite applies: this is launcher chrome, nothing in the ROM-side
-- game is involved, and there is no map position to derive.
-- POKEPORT_DRIVER=tests/drivers/launcher_mods_bulk_bug647_test.lua POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
-- Do not set POKEPORT_SPEED: it multiplies the act+step loop per rendered
-- frame, so the driver would run several steps between two launcher draws and
-- read rects from a frame that was never on screen (and it desyncs audio too).
return function(game)
local U = dofile("tests/drivers/util.lua")
local RomImporter = require("src.import.RomImporter")
local LauncherMods = require("src.mods.LauncherMods")
local SaveData = require("src.core.SaveData")
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
-- Left-click the middle of a launcher rect. The button argument is load
-- bearing: the confirm modal's dispatch returns early on anything but 1.
local function click(importer, r)
importer:mousepressed(r.x + r.width / 2, r.y + r.height / 2, 1)
end
-- ---- preconditions, before anything is drawn or written
check("LauncherMods.setAllEnabled is the one-write bulk path",
type(LauncherMods.setAllEnabled) == "function")
check("RomImporter:_setAllMods exists for the chips to call",
type(RomImporter._setAllMods) == "function")
check("a window is up to draw the launcher into",
love.window and love.window.isOpen and love.window.isOpen()
and love.graphics.getWidth() > 0)
-- The panel reads the same options.mods the loader writes, so a read-only or
-- quarantined options file would make every click look like it did nothing.
local options = SaveData.loadOptions()
local savedMods = {}
for id, v in pairs(options.mods or {}) do savedMods[id] = v end
check("options.lua round-trips (the chips persist through it)",
SaveData.saveOptions(options) ~= nil)
local mods = LauncherMods.list()
check("at least two mods are installed to act on (found "
.. #mods .. ")", #mods >= 2)
if #mods < 2 then
U.log("mods/ in the save dir (or the repo's mods/ on a source run) is what")
U.log("gets scanned one level deep; drop two mod folders there and rerun.")
end
local names = {}
for _, m in ipairs(mods) do names[#names + 1] = m.id end
U.log("installed mods:", table.concat(names, ", "))
-- The experimental confirm is half of what #647 has to get right, and none of
-- the bundled example mods are flagged, so plant one rather than let that
-- branch go unseen. Manifest.validate is pure (no filesystem), but the real
-- loader wants the entry chunk to exist if the human later presses Play.
local SEED = "driver_experimental_647"
local seeded = false
local haveExperimental = false
for _, m in ipairs(mods) do
if m.experimental then haveExperimental = true end
end
if not haveExperimental then
love.filesystem.createDirectory("mods")
love.filesystem.createDirectory("mods/" .. SEED)
local manifest = ([[{
"id": "%s",
"name": "Driver Experimental Mod",
"version": "1.0.0",
"entry": "main.lua",
"experimental": true,
"description": "Planted by the #647 driver so the Enable all confirm has something to warn about."
}
]]):format(SEED)
local okM = love.filesystem.write("mods/" .. SEED .. "/manifest.json", manifest)
love.filesystem.write("mods/" .. SEED .. "/main.lua", "return {}\n")
seeded = okM and true or false
check("planted an experimental mod so the confirm can fire", seeded)
U.log("it lives in " .. love.filesystem.getSaveDirectory() .. "/mods/" .. SEED)
U.log("remove it with: rm -rf '" .. love.filesystem.getSaveDirectory()
.. "/mods/" .. SEED .. "'")
mods = LauncherMods.list()
end
-- ---- stand the launcher up and take the callbacks off main.lua
local co = coroutine.running()
local CALLBACKS = {
"update", "draw", "mousepressed", "mousereleased", "mousemoved",
"keypressed", "keyreleased", "textinput", "wheelmoved", "filedropped",
"focus",
}
local prev = {}
for _, name in ipairs(CALLBACKS) do prev[name] = love[name] end
local function restoreHost()
for name, fn in pairs(prev) do love[name] = fn end
end
-- Play hands back to the game main.lua already booted (POKEPORT_VERSION), not
-- to whichever column was clicked: the driver cannot reach main.lua's local
-- bootGame, and only one cache is mounted.
local importer = RomImporter.new(function()
restoreHost()
U.log("launcher closed, the already-booted game takes the window back")
end, { launcher = true })
importer.tab = "mods"
love.update = function(dt)
importer:update(dt)
if coroutine.status(co) == "suspended" then
local ok, err = coroutine.resume(co, game)
if not ok then print("driver error: " .. tostring(err)) end
end
end
love.draw = function() importer:draw() end
love.mousepressed = function(x, y, button) importer:mousepressed(x, y, button) end
love.mousereleased = function() end
love.mousemoved = function() end
love.keypressed = function(key) importer:keypressed(key) end
love.keyreleased = function() end
love.textinput = function(text) importer:textinput(text) end
-- RomImporter.new already chained the previous handler onto love.wheelmoved;
-- point it straight at the launcher so a scroll cannot also reach the game.
love.wheelmoved = function(dx, dy) importer:wheelmoved(dx, dy) end
love.filedropped = function(file) importer:filedropped(file) end
love.focus = function(f) importer:focus(f) end
-- rects are built inside draw(), so every read below needs a rendered frame
-- between the change and the check
U.wait(3)
local ena, dis = importer.modEnableAllRect, importer.modDisableAllRect
local imp = importer.modImportRect
check("Enable all / Disable all have rects on the MODS tab",
ena ~= nil and dis ~= nil)
if ena and dis and imp then
check("both sit left of Import mod .zip",
ena.x + ena.width <= imp.x and dis.x + dis.width <= imp.x)
check("Enable all is left of Disable all and they do not overlap",
ena.x + ena.width <= dis.x)
check("they are on the header row, centred against the import button",
math.abs((ena.y + ena.height / 2) - (imp.y + imp.height / 2)) <= 2)
end
-- Disable all: one write, count to zero, and a notice that names the number.
if dis then
click(importer, dis)
U.wait(2)
local after = LauncherMods.list()
local on = 0
for _, m in ipairs(after) do if m.enabled then on = on + 1 end end
check("Disable all switched every mod off", on == 0)
check("the notice counts what it did (" ..
tostring(importer.modNotice and importer.modNotice.text) .. ")",
importer.modNotice ~= nil
and importer.modNotice.text:match("^Disabled %d+ mods%.$") ~= nil)
end
-- Enable all with an experimental mod in the list must stop at the confirm,
-- and Cancel must leave the list exactly as it was.
if ena then
click(importer, ena)
U.wait(2)
local c = importer._modConfirm
check("Enable all armed the experimental confirm instead of enabling",
c ~= nil and c.kind == "enableAll")
local stillOff = 0
for _, m in ipairs(LauncherMods.list()) do
if not m.enabled then stillOff = stillOff + 1 end
end
check("nothing was enabled while the confirm is up",
stillOff == #LauncherMods.list())
if c and importer._modConfirmNo then
click(importer, importer._modConfirmNo)
U.wait(2)
local on = 0
for _, m in ipairs(LauncherMods.list()) do if m.enabled then on = on + 1 end end
check("Cancel closed the confirm and left the list untouched",
importer._modConfirm == nil and on == 0)
end
end
-- #433 shape: a rect that outlives its panel stays clickable over the next
-- tab. _resetFrameRects has to nil both chips every frame.
importer.tab = "red"
U.wait(3)
check("switching to the RED tab drops both chip rects",
importer.modEnableAllRect == nil and importer.modDisableAllRect == nil)
importer.tab = "mods"
U.wait(3)
-- Narrow column: the chips are dropped, never squeezed onto the count.
local ww, wh, flags = love.window.getMode()
love.window.setMode(480, wh, flags)
U.wait(4)
check("at minimum window width the chips vanish rather than overlap the count",
importer.modEnableAllRect == nil and importer.modDisableAllRect == nil)
love.window.setMode(ww, wh, flags)
U.wait(4)
check("the chips come back when the window is wide again",
importer.modEnableAllRect ~= nil and importer.modDisableAllRect ~= nil)
-- put the enable-state back the way the human found it
local restore = SaveData.loadOptions()
restore.mods = savedMods
SaveData.saveOptions(restore)
importer:_refreshMods()
importer.modNotice = nil
U.wait(2)
U.log("The MODS tab is up with the enable-state back as you left it. Enable all")
U.log("and Disable all are the two chips immediately left of Import mod .zip;")
U.log("clicking one should flip every switch at once, move the \"N of M enabled\"")
U.log("count, and print \"Disabled N mods.\" underneath, with Enable all stopping")
U.log("at an Experimental mods confirm first. Watch for the chips crowding or")
U.log("overlapping that count as you drag the window narrower (they should just")
U.log("disappear), and for a click on empty space in the RED tab, where the chips")
U.log("used to be, doing something anyway. Quit and rerun to check it persisted.")
while true do
coroutine.yield()
end
end
+153
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@@ -0,0 +1,153 @@
-- Manual check that pulling a mod index works without curl (#597): every
-- remote fetch now goes through src/core/HostShell.lua, which prefers curl and
-- falls back to love.system.httpDownload (the Android GameActivity bridge).
-- Not a map moment, it lives in the launcher's FIND MODS panel, so this driver
-- runs the same transport calls that panel makes and then leaves F9 as a
-- refetch key; the player position is only there to give the window something
-- to be (pokered data/maps/objects/PalletTown.asm: (10, 8) is clear of the
-- three object_events and of the three warps).
-- POKEPORT_DRIVER=tests/drivers/mod_index_bug597_test.lua POKEPORT_IDENTITY=bug597 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
-- Do not set POKEPORT_SPEED: fast-forward desyncs audio and logic ordering,
-- and it would also step this driver several times per rendered frame while a
-- blocking fetch is in flight.
return function(game)
local U = dofile("tests/drivers/util.lua")
local HostShell = require("src.core.HostShell")
local ModIndex = require("src.mods.ModIndex")
local ModUpdate = require("src.mods.ModUpdate")
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
-- Source-text checks, because the failure this fixes is a string a human
-- reads on a device: the old red "curl is not available on this platform"
-- must be gone from both callers, replaced by the transport-neutral wording.
local function fileHas(path, needle)
local ok, body = pcall(love.filesystem.read, path)
return ok and type(body) == "string" and body:find(needle, 1, true) ~= nil
end
check("HostShell exposes the shared transport",
type(HostShell.canFetch) == "function"
and type(HostShell.httpGet) == "function"
and type(HostShell.httpDownload) == "function")
check("ModIndex no longer speaks of curl to the player",
not fileHas("src/mods/ModIndex.lua", "curl is not available")
and fileHas("src/mods/ModIndex.lua", "no network transport"))
check("ModUpdate no longer speaks of curl to the player",
not fileHas("src/mods/ModUpdate.lua", "curl is not available")
and fileHas("src/mods/ModUpdate.lua", "no network transport"))
check("ModUpdate.haveCurl still answers (the panel's old gate)",
type(ModUpdate.haveCurl) == "function")
-- The Android half only reaches a device through a rebuilt liblove/APK, so
-- confirm the vendored tree really carries the bridge before anyone blames
-- the phone for a stale build.
check("GameActivity.httpDownload is in the vendored Android tree",
fileHas("mobile/android/love/src/main/java/org/love2d/android/GameActivity.java",
"public static boolean httpDownload"))
check("liblove registers love.system.httpDownload",
fileHas("mobile/android/love/src/jni/love/src/modules/system/wrap_System.cpp",
'{ "httpDownload", w_httpDownload }'))
local haveCurl = HostShell.haveCurl()
check("this machine has a transport (desktop: curl)", HostShell.canFetch())
U.log("transport here:", haveCurl and "curl" or "the Android bridge / none")
-- Sources come from options.modIndexes, i.e. whatever the human added in the
-- launcher. POKEPORT_INDEX_URL is the way to point a fresh identity at a
-- feed without adding it first.
local sources = ModIndex.sources()
local envUrl = os.getenv("POKEPORT_INDEX_URL")
local source = sources[1]
if envUrl and envUrl ~= "" then
source = ModIndex.resolveSource(envUrl) or source
end
check("a mod index is configured", source ~= nil)
if source then U.log("index:", source.label or source.feed) end
local index, fetchErr, meta, seconds
if source then
-- force = true is exactly what the panel's Refresh button does, and both
-- transports block the calling thread, so this frame will be a long one.
local t0 = love.timer.getTime()
index, fetchErr, meta = ModIndex.fetch(source, { force = true })
seconds = love.timer.getTime() - t0
check("the feed fetched and parsed", index ~= nil and fetchErr == nil)
if index then
check("the listing has mods in it", #(index.mods or {}) > 0)
U.log(("%d mods in %.1fs%s"):format(#(index.mods or {}), seconds,
(meta and meta.fromCache) and " (from cache, so the live fetch failed)" or ""))
else
U.log("fetch error:", tostring(fetchErr))
end
end
-- Thumbnails are the second half of the bug: the cards can list while every
-- picture stays blank if the download writes but the rename or size check
-- loses the file.
if index then
local shot
for _, entry in ipairs(index.mods or {}) do
local url = ModIndex.joinUrl(entry._base, entry.thumbnail)
if url then
local path, err = ModIndex.downloadThumbnail(url, entry.id)
local info = path and love.filesystem.getInfo(path)
check("a thumbnail downloaded with bytes in it",
path ~= nil and info ~= nil and (info.size or 0) > 0)
if not path then U.log("thumbnail error:", tostring(err)) end
shot = path
break
end
end
if not shot then U.log("no entry in this index carries a thumbnail") end
end
-- Give the window something to be, and prove it is drawing at all.
local MAP, STAND = "PALLET_TOWN", { x = 10, y = 8, facing = "down" }
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
U.wait(10)
local ow = game.overworld
if ow and ow.map and not ow.map:isWalkableCell(STAND.x, STAND.y) then
-- a map edit moved the grass under us; any free neighbour will do
for _, d in ipairs({ { 0, 1 }, { 0, -1 }, { 1, 0 }, { -1, 0 } }) do
local cx, cy = STAND.x + d[1], STAND.y + d[2]
if ow.map:isWalkableCell(cx, cy) and not ow:npcAtCell(cx, cy) then
U.teleport(game, MAP, cx, cy, "down")
U.wait(10)
break
end
end
end
local SHOT_DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
check("the window rendered", U.shot(game, SHOT_DIR .. "/bug597_modindex.png"))
U.log("The fetch above already ran; F9 runs it again, timed, so you can")
U.log("watch a Refresh cost a second or two rather than stall. The real")
U.log("check is the launcher: quit this window, run scripts/run.sh, and in")
U.log("Mods > Find mods add an index URL -- cards should fill in within a")
U.log("couple of seconds with their thumbnails drawn, same as before.")
U.log("Near-misses: cards list but every thumbnail stays blank (the .part")
U.log("file never got renamed), or on a phone the message reads \"no network")
U.log("transport on this platform\", which means the APK still has the old")
U.log("liblove and needs a full scripts/build_android.sh, not a repackage.")
local held = false
while true do
local down = love.keyboard and love.keyboard.isDown("f9")
if down and not held and source then
local t0 = love.timer.getTime()
local again, err = ModIndex.fetch(source, { force = true })
local dt = love.timer.getTime() - t0
if again then
U.log(("refetch: %d mods in %.1fs"):format(#(again.mods or {}), dt))
else
U.log(("refetch failed after %.1fs: %s"):format(dt, tostring(err)))
end
end
held = down
coroutine.yield()
end
end
+197
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@@ -0,0 +1,197 @@
-- Manual check of the mod manager's PROFILES tab: seeded PROFILE 1, applying a
-- profile back over a staged toggle, and EXPORT.. writing a .g1rmodlist (#593).
-- The manager has no pokered analogue; the stand cell comes from pokered
-- data/maps/objects/PalletTown.asm (warp_event 5, 5 is Red's front door, so the
-- cell below it is the doorstep), with a walkable-neighbour fallback.
-- POKEPORT_DRIVER=tests/drivers/mod_profiles_bug593_test.lua POKEPORT_IDENTITY=bug593 POKEPORT_DEV=1 love .
-- Do not set POKEPORT_SPEED: fast-forward scales the logic clock only, so taps,
-- the notice timer and the confirm blip stop lining up.
return function(game)
local U = dofile("tests/drivers/util.lua")
local Screens = require("src.ui.Screens")
local ModProfile = require("src.mods.ModProfile")
local MAP = "PALLET_TOWN"
local STAND = { x = 5, y = 6, facing = "up" }
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
-- park somewhere ordinary first: the manager is opened over the overworld in
-- real play (F10, src/core/Game.lua:446) and draws on top of it
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
U.wait(10)
local ow = game.overworld
if ow and not ow.map:isWalkableCell(STAND.x, STAND.y) then
-- a map edit or a mod moved the doorstep: any free neighbour will do,
-- nothing here depends on the exact cell
for _, d in ipairs({ { 0, 1 }, { 0, -1 }, { 1, 0 }, { -1, 0 } }) do
local cx, cy = STAND.x + d[1], STAND.y + d[2]
if ow.map:isWalkableCell(cx, cy) and not ow:npcAtCell(cx, cy) then
U.log(("doorstep (%d, %d) is blocked, standing on"):format(STAND.x, STAND.y),
cx, cy)
U.teleport(game, MAP, cx, cy, "up")
U.wait(10)
break
end
end
end
local opts = (game.save and game.save.options) or {}
local status = (game.mods and game.mods.status and game.mods:status())
or game.modStatus or { available = {} }
-- two installed mods is the floor for this check: with one mod a profile
-- swap cannot be told apart from the mod simply staying on
check("at least two mods installed under mods/", #(status.available or {}) >= 2)
for _, m in ipairs(status.available or {}) do
U.log("installed mod:", m.id, m.enabled and "on" or "off")
end
check("sfxVol is not zero, so the A press blips", (opts.sfxVol or 0) > 0)
-- open the manager the way F10 does (Game:keypressed pushes the same id)
Screens.push(game, "ManagerState")
U.wait(10)
local mgr = game.stack:top()
check("the mod manager is on top of the stack", mgr and mgr.screenId == "ManagerState")
if not (mgr and mgr.screenId == "ManagerState") then
while true do coroutine.yield() end
end
-- right once: MODS -> PROFILES
U.tap(game, "right")
U.wait(6)
local rows = mgr:rowsForScreen()
check("right lands on the PROFILES tab", mgr.tab == 2)
local labels = {}
for i, r in ipairs(rows) do labels[i] = r.label end
U.log("profile rows:", table.concat(labels, " / "))
local first = rows[1]
check("PROFILE 1 was seeded from the setup that was already live",
first and first.profile ~= nil and first.label == "PROFILE 1")
check("it is marked active with the ! gutter glyph",
first and first.glyph == "!" and opts.activeProfile == "PROFILE 1")
-- the near-miss: profileRows grew by EXPORT.. and IMPORT.., so a snapCursor
-- or moveCursor still assuming the old three-row tail parks the cursor on the
-- wrong row and A fires the wrong action
check("the cursor sits on the first profile, not somewhere down the tail",
mgr.cursor == 1 and (mgr:focusedRow() or {}).label == "PROFILE 1")
local tail = {}
for i = #rows - 3, #rows do tail[#tail + 1] = rows[i] and rows[i].label end
check("the tail reads SAVE CURRENT AS.. / EXPORT.. / IMPORT.. / [AD-HOC]",
tail[1] == "SAVE CURRENT AS.." and tail[2] == "EXPORT.."
and tail[3] == "IMPORT.." and (tail[4] or ""):find("AD-HOC", 1, true) ~= nil)
-- stage a mod off on the MODS tab so applying PROFILE 1 has something to undo.
-- Pick one nothing else depends on and that is not experimental, so the toggle
-- commits straight away instead of opening the cascade or confirm overlay.
local target
for _, m in ipairs(status.available or {}) do
if m.enabled and not m.experimental then
local needed = false
for _, other in ipairs(status.available or {}) do
for _, spec in ipairs(other.dependencySpecs or {}) do
if spec.id == m.id then needed = true end
end
end
if not needed then target = m break end
end
end
check("found an enabled mod with no dependents to toggle", target ~= nil)
-- refresh() rebuilds status.available, so hold the id and re-look it up
-- through mgr.byId rather than keeping the manifest table from before
local targetId = target and target.id
local function live()
return targetId and mgr.byId[targetId] or nil
end
if targetId then
U.tap(game, "left")
U.wait(6)
for _ = 1, 40 do
local row = mgr:focusedRow()
if row and row.mod and row.mod.id == targetId then break end
U.tap(game, "down")
U.wait(2)
end
local row = mgr:focusedRow()
check("cursor reached " .. targetId .. " on the MODS tab",
row and row.mod and row.mod.id == targetId)
U.tap(game, "select")
U.wait(6)
check("SELECT staged " .. targetId .. " off",
mgr.overlay == nil and (live() or {}).enabled == false)
U.tap(game, "right")
U.wait(6)
check("back on PROFILES with the cursor on PROFILE 1",
mgr.tab == 2 and mgr.cursor == 1
and (mgr:focusedRow() or {}).label == "PROFILE 1")
U.tap(game, "a")
U.wait(10)
check("applying PROFILE 1 re-staged " .. targetId,
(live() or {}).enabled == true)
U.log("footer notice reads:", tostring(mgr.notice))
check("the footer says PROFILE STAGED", mgr.notice == "PROFILE STAGED")
end
-- walk down to EXPORT.. by taps, so a cursor that skips shows up here.
-- From the top of the list that is every profile row after the first plus
-- SAVE CURRENT AS.., i.e. #profiles + 1 presses.
local profileCount = 0
for _, r in ipairs(mgr:rowsForScreen()) do
if r.profile then profileCount = profileCount + 1 end
end
local wantSteps = profileCount + 1
local steps = 0
for _ = 1, 10 do
local row = mgr:focusedRow()
if row and row.exportProfile then break end
U.tap(game, "down")
U.wait(2)
steps = steps + 1
end
local exportRow = mgr:focusedRow()
check(("EXPORT.. is %d presses below PROFILE 1"):format(wantSteps),
exportRow ~= nil and exportRow.exportProfile == true and steps == wantSteps)
U.tap(game, "a")
U.wait(10)
U.log("footer notice reads:", tostring(mgr.notice))
check("the footer says SAVED PROFILE 1", mgr.notice == "SAVED PROFILE 1")
local rel = ModProfile.fileFor("PROFILE 1")
local info = love.filesystem.getInfo and love.filesystem.getInfo(rel)
check(rel .. " exists in the save dir", info ~= nil)
if info then
local body = love.filesystem.read(rel)
local back = ModProfile.decode(body)
check("the exported file decodes back to PROFILE 1",
back ~= nil and back.name == "PROFILE 1")
U.log("wrote", love.filesystem.getSaveDirectory() .. "/" .. rel,
info.size and (info.size .. " bytes") or "")
end
-- leave the cursor at the top of the list for whoever takes over
for _ = 1, steps do
U.tap(game, "up")
U.wait(2)
end
local SHOT_DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
U.shot(game, SHOT_DIR .. "/bug593_profiles.png")
U.log("captured", SHOT_DIR .. "/bug593_profiles.png")
U.log("The PROFILES tab is open with the cursor back on PROFILE 1, and the")
U.log("steps above already ran once: a mod was switched off, PROFILE 1 put it")
U.log("back, and EXPORT.. wrote the file. Redo it by hand: LEFT for MODS,")
U.log("SELECT to flip a mod, RIGHT, A on PROFILE 1. The row should carry the")
U.log("! glyph and the footer should flash PROFILE STAGED. The failure to")
U.log("watch for is the cursor landing a row off after a tab switch or a")
U.log("delete, so A on what looks like [AD-HOC] fires EXPORT.. instead.")
while true do
coroutine.yield()
end
end
@@ -0,0 +1,214 @@
-- Eye/ear check on Prof. Oak rating the Pokedex in his lab (#600): with the
-- Pokedex in hand and 2+ species owned he must lead with the rating branch,
-- not the line he reads while handing the Pokedex over. pokered
-- scripts/OaksLab.asm OaksLabOak1Text + engine/events/pokedex_rating.asm.
-- Do not set POKEPORT_SPEED: fast-forward scales the logic clock only, so
-- the rating jingle stops landing where the text does.
-- POKEPORT_DRIVER=tests/drivers/oak_dex_rating_bug600_test.lua POKEPORT_IDENTITY=bug600 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pokemon = require("src.pokemon.Pokemon")
local Commands = require("src.script.Commands")
local TextBox = require("src.render.TextBox")
local oaksLab = require("data.scripts.oaks_lab")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
-- pokered data/maps/objects/OaksLab.asm: OAKSLAB_OAK1 stands at (5, 2)
-- facing DOWN behind the table, so the desk talk is from the cell below
-- him; the leftover balls sit at (6, 3) / (7, 3) / (8, 3) with the row
-- below them walkable (the rival walks it in OaksLabRivalTakePokeBall).
local MAP = "OAKS_LAB"
local OAK = "OAKSLAB_OAK1"
local STAND = { x = 5, y = 3, facing = "up" }
local BALL_STAND = { x = 8, y = 4 }
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
local function rowAt(rows, i)
return rows and rows[i] or {}
end
-- ------------------------------------------------- script rows are there
local oak1 = oaksLab.talk.TEXT_OAKSLAB_OAK1
local firstRating, ratingLabel, dexRating, firstItemCheck
for i, row in ipairs(oak1 or {}) do
if row[1] == "check_dex_owned" and not firstRating then firstRating = i end
if row[1] == "label" and row[2] == "dex_rating" then ratingLabel = i end
if row[1] == "dex_rating" then dexRating = i end
if row[1] == "check_item" and not firstItemCheck then firstItemCheck = i end
end
check("TEXT_OAKSLAB_OAK1 gates on 2+ owned species",
firstRating ~= nil and rowAt(oak1, firstRating)[2] == 2)
check("it has a dex_rating branch that ends in the rating predef",
ratingLabel ~= nil and dexRating ~= nil and dexRating > ratingLabel)
-- the branch has to be read before the POKe BALL / around-the-world forks
-- or the old wrong line still wins
check("the branch is read before the POKe BALL check",
firstRating ~= nil and firstItemCheck ~= nil
and firstRating < firstItemCheck)
check("Commands has check_dex_owned and dex_rating",
type(Commands.check_dex_owned) == "function"
and type(Commands.dex_rating) == "function")
-- the leftover-ball beat shares this file (#601 remnant, reported on #600)
local ball = oaksLab.talk.TEXT_OAKSLAB_CHARMANDER_POKE_BALL
local lastMon = rowAt(ball, 21)[2]
check("the leftover ball reads the last-mon line",
type(lastMon) == "string" and lastMon:find("last Pok", 1, true) ~= nil)
check("and stops there instead of falling into the pre-pick line",
rowAt(ball, 22)[1] == "jump" and rowAt(ball, 22)[2] == "end"
and rowAt(ball, 23)[2] == "_OaksLabThoseArePokeBallsText")
check("the pre-pick jump still lands on that line",
rowAt(ball, 4)[1] == "jump_if_false" and rowAt(ball, 4)[2] == 23)
-- -------------------------------------------------------- text and audio
local t = game.data.text
local COMING = "_OaksLabOak1HowIsYourPokedexComingText"
local WRONG = "_OaksLabOak1PokemonAroundTheWorldText"
check(COMING .. " resolves", type(t[COMING]) == "string" and t[COMING] ~= "")
check("it is the how-is-it-coming line",
type(t[COMING]) == "string" and t[COMING]:find("DEX", 1, true) ~= nil)
check(WRONG .. " resolves too (the near miss to tell it from)",
type(t[WRONG]) == "string" and t[WRONG] ~= "")
check("_DexCompletionText resolves (the seen/owned tally)",
type(t._DexCompletionText) == "string")
local sfx = game.data.audio and game.data.audio.sfx
check("Pokedex_Rating is in the sfx table",
sfx ~= nil and sfx.Pokedex_Rating ~= nil)
local opts = game.save.options or {}
if (opts.sfxVol or 0) == 0 then
U.log("SFX VOLUME IS 0. The jingle after the rating line is half of this")
U.log("check. Raise SFX VOL in OPTION and rerun.")
else
check("sfx is audible (SFX VOL " .. tostring(opts.sfxVol) .. ")", true)
end
-- ------------------------------------------------------ save at the beat
game.save.party = {
Pokemon.new(game.data, "CHARMANDER", 8),
Pokemon.new(game.data, "PIDGEY", 6),
}
if not game.save.player.name or game.save.player.name == "" then
game.save.player.name = "RED"
end
local flags = game.save.flags
flags.EVENT_GOT_POKEDEX = true
flags.EVENT_FOLLOWED_OAK_INTO_LAB = true
flags.EVENT_GOT_STARTER = true
flags.EVENT_CHOSE_CHARMANDER = true
flags.EVENT_BATTLED_RIVAL_IN_OAKS_LAB = true
flags.EVENT_OAK_GOT_PARCEL = true
-- deliberately left unset: with it the rating fires off the converted-save
-- path instead, and the owned>=2 gate this issue is about goes untested
flags.EVENT_PALLET_AFTER_GETTING_POKEBALLS = nil
-- a driver save skips SaveData.new on some paths, so do not assume the dex
local dex = game.save.pokedex or { seen = {}, owned = {} }
game.save.pokedex = dex
dex.owned = { CHARMANDER = true, PIDGEY = true, RATTATA = true }
dex.seen = { CHARMANDER = true, PIDGEY = true, RATTATA = true,
SPEAROW = true, WEEDLE = true }
local owned = 0
for _ in pairs(dex.owned) do owned = owned + 1 end
check(("Pokedex in hand, %d species owned, no converted-save shortcut")
:format(owned),
flags.EVENT_GOT_POKEDEX == true and owned >= 2
and flags.EVENT_PALLET_AFTER_GETTING_POKEBALLS == nil)
-- the tier line is picked by decade in OverworldState:dexRating
local tier = ("_DexRatingText_Own%dTo%d")
:format(math.floor(owned / 10) * 10, math.floor(owned / 10) * 10 + 9)
check(tier .. " resolves for that count", type(t[tier]) == "string")
-- ----------------------------------------------------- park him at Oak's
-- Oak1 is hidden until the parcel beat shows him (data/scripts/story2.lua
-- swaps OAKSLAB_OAK2 for OAKSLAB_OAK1 via Commands.show_object), and that
-- lives in save.objectToggles, not in the event flags seeded above; the
-- rival is long gone by this beat for the same reason
local toggles = game.save.objectToggles or {}
game.save.objectToggles = toggles
toggles[MAP] = toggles[MAP] or {}
toggles[MAP][OAK] = true
toggles[MAP].OAKSLAB_OAK2 = false
toggles[MAP].OAKSLAB_RIVAL = false
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
U.wait(10)
local function oakNpc(ow)
for _, n in ipairs(ow and ow.npcs or {}) do
if n.def and n.def.name == OAK then return n end
end
return nil
end
local function facingOak()
local ow = game.overworld
local o = ow and oakNpc(ow)
if not o then return false end
local fx, fy = ow.player:facingCell()
return ow:npcAtCell(fx, fy) == o
end
local ow = game.overworld
local o = ow and oakNpc(ow)
check("Oak is loaded on " .. MAP, o ~= nil)
if o and not facingOak() then
-- a map edit or a mod moved him: {dx, dy, facing} is the offset from Oak
-- to the stand cell plus the direction that looks back at him
for _, s in ipairs({ { 0, 1, "up" }, { 0, -1, "down" },
{ 1, 0, "left" }, { -1, 0, "right" } }) do
local cx, cy = o.cellX + s[1], o.cellY + s[2]
if ow.map:isWalkableCell(cx, cy) and not ow:npcAtCell(cx, cy) then
U.log(("desk cell (%d,%d) is blocked, standing on"):format(STAND.x, STAND.y),
cx, cy, "facing", s[3])
U.teleport(game, MAP, cx, cy, s[3])
U.wait(10)
break
end
end
end
check("standing below Oak at the desk", facingOak())
-- press A here so the log can tell a missing branch from a press that never
-- reached Oak; on screen those look the same
U.tap(game, "a")
U.wait(8)
local top = game.stack:top()
local isBox = getmetatable(top) == TextBox
check("pressing A opened a text box", isBox)
if isBox then
local shown = {}
for _, page in ipairs(top.pages or {}) do
for _, line in ipairs(page) do shown[#shown + 1] = line end
end
local joined = table.concat(shown, " / ")
U.log("box reads:", joined)
check("Oak opens on the rating branch, not the hand-over line",
joined:find("DEX", 1, true) ~= nil
and joined:find("wait for", 1, true) == nil)
end
U.wait(20)
U.shot(game, DIR .. "/bug600_oak_rating.png")
U.log("captured", DIR .. "/bug600_oak_rating.png")
U.log("Oak has been talked to; that box on screen is the start of it. He")
U.log("says \"Good to see you! How is your #DEX coming? Here, let me take a")
U.log("look!\" and runs straight on into the seen/owned tally and PROF.OAK's")
U.log("Rating with no press of yours in between, and the jingle sounds only")
U.log("after the rating line has printed, not over it (#576). If he instead")
U.log("says \"#MON around the world wait for you\" or \"Come see me")
U.log("sometimes\", the branch never fired.")
U.log("The pad is yours: A again re-runs it any time. For the other half,")
U.log(("walk to (%d,%d) and press A up at the leftover ball: Oak turns to")
:format(BALL_STAND.x, BALL_STAND.y))
U.log("face you and says only \"That's PROF.OAK's last Pokemon!\", with no")
U.log("second box about POKe BALLs after it.")
U.log("To see the gate itself, console: game.save.pokedex.owned = { CHARMANDER")
U.log("= true } and talk again -- one species owned is the around-the-world line.")
while true do
coroutine.yield()
end
end
@@ -0,0 +1,67 @@
-- Driver: Oak's intro white field must reach the dialogue box.
--
-- The speech fills white over the 160x144 UI canvas, but TextBox docks to the
-- WINDOW's bottom edge (Renderer:setUIAnchor). In a letterboxed window that
-- left black between the bottom of the white and the top of the box.
-- OakSpeech.letterboxWhite fills the voids with the paper shade instead.
--
-- Needs a window that actually letterboxes -- an exact multiple of 160x144
-- has no voids to get wrong -- so it resizes before shooting.
-- POKEPORT_DRIVER=tests/drivers/oak_speech_letterbox_test.lua lovec .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local OakSpeech = require("src.ui.OakSpeech")
local function speechUp()
for _, s in ipairs(game.stack.states or {}) do
if getmetatable(s) == OakSpeech then return s end
end
return nil
end
-- 1000x700 is not a multiple of 160x144, so the UI blits at 4x (640x576)
-- with real bars above/below -- exactly where the seam shows
love.window.setMode(1000, 700)
U.wait(30)
U.wait(5)
U.tap(game, "start") -- skip the intro movie
U.wait(20)
U.tap(game, "a") -- title -> menu
U.wait(20)
U.tap(game, "a") -- NEW GAME
U.wait(30)
local speech
for _ = 1, 600 do
speech = speechUp()
if speech then break end
U.wait(2)
end
if not speech then
U.log("FAIL never reached Oak's speech")
return
end
U.log("Oak speech is up; letterboxWhite =", tostring(OakSpeech.letterboxWhite))
-- page through, shooting a few beats: the pic + box together is the shot
-- that shows whether the white reaches the box
for i = 1, 4 do
for _ = 1, 200 do
local top = game.stack:top()
if top and top ~= speech and top.done then break end
U.tap(game, "a")
U.wait(2)
if not speechUp() then break end
end
if not speechUp() then break end
U.wait(20)
U.shot(game, DIR .. ("/oak_%d.png"):format(i))
U.tap(game, "a")
U.wait(20)
end
U.log("done")
U.wait(30)
end
@@ -0,0 +1,126 @@
-- Hands-on check that a mapped controller sends one press per button (#620).
-- SDL raises love.gamepadpressed AND love.joystickpressed for the same
-- physical button on any pad it has a database entry for; the raw fallback in
-- src/core/Input.lua now stands down for those pads. No pokered behavior is
-- involved, this is platform input plumbing only. Do not set POKEPORT_SPEED:
-- fast-forward reorders the logic clock against real input and audio.
-- POKEPORT_DRIVER=tests/drivers/pad_double_input_bug620_test.lua POKEPORT_IDENTITY=bug620 POKEPORT_TOUCH=0 love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pokemon = require("src.pokemon.Pokemon")
local Screens = require("src.ui.Screens")
local Bag = require("src.inventory.Bag")
-- pokered data/maps/objects/PalletTown.asm: warp_event 5, 5 is the player's
-- house door, so the cell below it is open ground with no object on it.
-- Any walkable cell would do, the bag is what is being looked at.
local MAP = "PALLET_TOWN"
local STAND = { x = 5, y = 6, facing = "down" }
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
-- A pad nobody plugged in fails exactly like a pad whose events are being
-- dropped, so name the stick before anything else.
local pads, mapped = {}, 0
if love.joystick then
for _, j in ipairs(love.joystick.getJoysticks()) do
local isPad = j.isGamepad and j:isGamepad()
if isPad then mapped = mapped + 1 end
pads[#pads + 1] = j:getName() .. (isPad and " (SDL-mapped)" or " (raw stick)")
end
end
check("a controller is connected", #pads > 0)
check("SDL maps at least one of them, which is the pad #620 is about",
mapped > 0)
if #pads > 0 then U.log("pads:", table.concat(pads, ", ")) end
-- The gate itself, driven with a stub that answers isGamepad like a mapped
-- pad does. Cross-file contract with main.lua's love.joystick* forwarders:
-- these three entry points must all ignore a mapped pad, because its press
-- already arrived through gamepadpressed this frame. Raw index 9 is SELECT
-- in RAW_BUTTON_BINDINGS, which is the button iOS's MFi packing slid the
-- D-pad onto.
local stub = { isGamepad = function() return true end }
local input = game.input
input:joystickpressed(stub, 9)
input:joystickhat(stub, 1, "l")
input:joystickaxis(stub, 1, -0.9)
local rawSelect = input.sources.select and input.sources.select["joy:9"]
local rawHat = (input.hatDirs[1] or {})[1] ~= nil
local rawStick = input.stickDir ~= nil
check("a mapped pad's raw button index is ignored", not rawSelect)
check("a mapped pad's raw hat is ignored", not rawHat)
check("a mapped pad's raw axis is ignored", not rawStick)
-- leave nothing held behind if one of those did land (nil = raw stick)
if rawSelect then input:joystickreleased(nil, 9) end
if rawHat then input:joystickhat(nil, 1, "c") end
if rawStick then input:joystickaxis(nil, 1, 0) end
-- The launcher half runs before Game exists, so this driver can never reach
-- it; confirm its copy of the gate is still in the file at least.
local src = love.filesystem.read("src/import/RomImporter.lua") or ""
check("the launcher keeps its own copy of the gate",
src:find("isMappedPad", 1, true) ~= nil)
-- The swap beep is the audible half of a wrong press.
local opts = game.save.options or {}
check("sfxVol is not zero (" .. tostring(opts.sfxVol or 7) .. ")",
(opts.sfxVol or 7) ~= 0)
check("renderer is up", game.renderer ~= nil)
game.save.party = { Pokemon.new(game.data, "CHARIZARD", 50) }
game.save.player.name = "bryan"
game.save.inventory = game.save.inventory or {}
game.save.inventory.POTION = 3
game.save.inventory.ANTIDOTE = 2
-- one item can be marked for a swap but never traded with anything, which
-- hides half the near-miss
check("the bag holds at least two swappable items",
#Bag.order(game.save) >= 2)
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
U.wait(10)
local ow = game.overworld
if ow and ow.map and not ow.map:isWalkableCell(STAND.x, STAND.y) then
-- a map edit moved the door: any free walkable neighbour is as good
local sides = { { 0, 1 }, { 0, -1 }, { 1, 0 }, { -1, 0 } }
for _, s in ipairs(sides) do
local cx, cy = STAND.x + s[1], STAND.y + s[2]
if ow.map:isWalkableCell(cx, cy) and not ow:npcAtCell(cx, cy) then
U.log(("(%d, %d) is blocked, standing on"):format(STAND.x, STAND.y),
cx, cy)
U.teleport(game, MAP, cx, cy, STAND.facing)
U.wait(10)
break
end
end
end
local list = Screens.push(game, "BagMenu")
U.wait(20)
-- ListMenu:update checks up/down before SELECT in one elseif chain and the
-- bag sets no pageJump, so left is inert there and a stray SELECT in the
-- same step is what actually fires (src/ui/ListMenu.lua, swap_items.asm).
check("the bag list answers SELECT with a swap",
list ~= nil and list.onSelectKey ~= nil)
check("left and right do nothing in this list", list ~= nil and not list.pageJump)
U.tap(game, "down") -- park on the second item so a swap has somewhere to go
U.wait(20)
U.shot(game, "bug620_bag.png")
U.log("The bag is open with the cursor on the second item. Press D-pad left")
U.log("once on the pad: the cursor should stay put and the list should not")
U.log("change at all. If the press also counts as SELECT the item under the")
U.log("cursor gets picked up for a swap and draws differently, and a second")
U.log("left press trades it with its neighbour with a beep. Up and down move")
U.log("normally, B closes the bag. The launcher half of #620 needs a boot")
U.log("with data/generated missing, which no driver can reach.")
while true do
coroutine.yield()
end
end
@@ -0,0 +1,137 @@
-- Manual check that a rebind on a real controller actually takes (#632).
-- LOVE raises love.joystickpressed for EVERY stick, gamepads included, so
-- Input's fixed raw table used to re-assert the factory A/B/START/SELECT map
-- underneath a CONTROLS rebind: only a plugged-in pad makes that duplicate
-- event happen at all, which is why no test can stand in for a hand here.
-- Rebinding is port-only (gap C2), so there is no pokered file to cite; the
-- map position below comes from pokered data/maps/objects/PalletTown.asm.
-- POKEPORT_DRIVER=tests/drivers/rebind_joystick_bug632_test.lua POKEPORT_IDENTITY=bug632 POKEPORT_TOUCH=0 love .
-- Do not set POKEPORT_SPEED: fast-forward scales the logic clock only, and a
-- press that lands between two stepped frames is the very thing being judged.
return function(game)
local U = dofile("tests/drivers/util.lua")
local Screens = require("src.ui.Screens")
local BindingsMenu = require("src.ui.BindingsMenu")
local Input = require("src.core.Input")
-- pokered data/maps/objects/PalletTown.asm: warp_event 5, 5 is the player's
-- own front door, so the path cell below it is open ground with nothing to
-- walk into by accident while the pad is being mashed.
local MAP = "PALLET_TOWN"
local STAND = { x = 5, y = 6, facing = "down" }
local ROW_A = 5 -- BindingsMenu's BUTTONS order: up, down, left, right, A
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
-- A pad that SDL has no database entry for and a pad it recognizes behave
-- differently on purpose, and only the second one is plugged in here.
local sticks = (love.joystick and love.joystick.getJoysticks
and love.joystick.getJoysticks()) or {}
local recognized = nil
for _, js in ipairs(sticks) do
if js.isGamepad and js:isGamepad() then recognized = recognized or js end
U.log("stick:", js:getName(),
(js.isGamepad and js:isGamepad()) and "(SDL gamepad)" or "(raw)")
end
check("a controller is plugged in", #sticks > 0)
check("at least one of them is an SDL-recognized gamepad", recognized ~= nil)
-- The three halves of the fix that can be read off in-process: the raw
-- lookup table applyBindings now builds, the guard that keeps a recognized
-- pad off the raw path, and BindingsMenu's raw capture hooks.
check("Input:applyBindings built the raw joyBindings table",
type(Input.joyBindings) == "table" and Input.joyBindings[1] == "a")
check("BindingsMenu has the raw-stick capture hooks",
type(BindingsMenu.captureJoy) == "function"
and type(BindingsMenu.captureJoyRelease) == "function")
check("Game routes joystick presses", type(game.joystickpressed) == "function")
-- Probe the guard with a stand-in gamepad rather than the live pad, so the
-- log says which of the two paths answered without asking for a press yet.
local fakePad = { isGamepad = function() return true end }
Input:reset()
Input:joystickpressed(fakePad, 1)
check("a recognized pad's duplicate joystick press is ignored",
not Input:isDown("a"))
Input:joystickhat(fakePad, 1, "u")
check("and its duplicate hat event is ignored too", not Input:isDown("up"))
-- a nil joystick is how the raw path is reachable without a raw stick on
-- the desk; tests/input_hold_test.lua drives it the same way
Input:joystickpressed(nil, 1)
check("a stick SDL does not recognize still presses A", Input:isDown("a"))
Input:joystickreleased(nil, 1)
Input:reset()
-- Guide and the stick clicks are in no binding table, which is what makes
-- them dead buttons rather than something that quietly fires START.
check("Guide is unbound", Input.padBindings.guide == nil)
check("the left stick click is unbound", Input.padBindings.leftstick == nil)
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
U.wait(10)
-- a map edit or a mod could put something on the door path; any free
-- neighbour is just as good, the position only has to be somewhere quiet
local ow = game.overworld
if ow and ow.map and not ow.map:isWalkableCell(STAND.x, STAND.y) then
for _, d in ipairs({ { 0, 1 }, { 0, -1 }, { 1, 0 }, { -1, 0 } }) do
local cx, cy = STAND.x + d[1], STAND.y + d[2]
if ow.map:isWalkableCell(cx, cy) and not ow:npcAtCell(cx, cy) then
U.log(("cell (%d, %d) is blocked, standing on"):format(STAND.x, STAND.y),
cx, cy)
U.teleport(game, MAP, cx, cy, STAND.facing)
U.wait(10)
break
end
end
end
-- Open the screen the same way the START menu does, one push per level, so
-- backing out with B lands on OPTION and then on the overworld exactly as
-- it would have if the human had walked the menus.
Screens.push(game, "OptionsMenu")
U.wait(10)
Screens.push(game, "BindingsMenu")
U.wait(10)
local menu = game.stack:top()
local isBindings = getmetatable(menu) == BindingsMenu
check("the CONTROLS screen is open", isBindings)
if isBindings then
for _ = 1, ROW_A - 1 do
U.tap(game, "down")
U.wait(6)
end
check("the cursor is parked on the A row",
menu.index == ROW_A and menu.items[ROW_A].button.id == "a")
U.log("the A row currently reads", menu.items[ROW_A].right)
check("the B row reads its defaults too",
menu.items[ROW_A + 1] ~= nil
and menu.items[ROW_A + 1].right:find("/", 1, true) ~= nil)
end
local SHOT_DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
if U.shot(game, SHOT_DIR .. "/bug632_controls.png") then
check("the window rendered", true)
U.log("captured", SHOT_DIR .. "/bug632_controls.png")
else
check("the window rendered", false)
end
U.log("CONTROLS is open with the cursor on the A row. Press A to arm it,")
U.log("then press and release the pad's B button: the rows should end up")
U.log("reading Z/B and X/A. Back out with B twice and open START with the")
U.log("pad. The physical B should confirm and the physical A should cancel,")
U.log("one action per press. If A both confirms and cancels in the same")
U.log("frame (a menu that opens and shuts, or text jumping two pages), the")
U.log("raw table is still answering alongside the gamepad map. Guide and a")
U.log("left-stick click should do nothing at all out in the overworld.")
while true do
coroutine.yield()
end
end
@@ -0,0 +1,275 @@
-- Manual check that FLASH in a dark cave costs one short blink and not a long
-- white hang (#610). pokered engine/menus/start_sub_menus.asm .flash clears
-- wMapPalOffset, prints _FlashLightsAreaText over the party menu and only then
-- runs GBPalWhiteOutWithDelay3, so the cave is already lit when the blink
-- starts; ADVANCED rebakes its atlas there (#383), which must not ride the blink.
-- POKEPORT_DRIVER=tests/drivers/rock_tunnel_flash_blink_bug610_test.lua \
-- POKEPORT_IDENTITY=bug610 POKEPORT_TOUCH=0 SHOT_DIR=/tmp/shots610 love .
-- No POKEPORT_SPEED: fast-forward desynchronizes audio and logic ordering.
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pokemon = require("src.pokemon.Pokemon")
local PartyMenu = require("src.ui.PartyMenu")
local PaletteFX = require("src.render.PaletteFX")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots610"
local fails = 0
local function check(ok, msg)
U.log(ok and "PASS" or "FAIL", msg)
if not ok then fails = fails + 1 end
return ok
end
-- wall clock, not os.clock: the bake this bug is about blocks the frame, and
-- CPU time would hide any of it that waits on the GPU
local now = (love and love.timer and love.timer.getTime)
and love.timer.getTime or os.clock
-- one frame, remembering the longest frame seen since the last reset and
-- what was drawn on it: "the hitch happened under the party menu" is the
-- whole claim of the fix, and it is not visible in a total
local worst, worstWhere = 0, "nothing"
local function label()
local top = game.stack:top()
if top == nil then return "nothing" end
if getmetatable(top) == PartyMenu then return "the party menu" end
if top.pages then return "the FLASH message" end
if top == game.overworld then return "the map" end
if type(top.t) == "number" and type(top.frames) == "number" then
return "the white blink"
end
return "a menu"
end
local function step(n)
for _ = 1, n do
local where = label()
local t0 = now()
coroutine.yield()
local dt = now() - t0
if dt > worst then worst, worstWhere = dt, where end
end
end
local function resetWorst() worst, worstWhere = 0, "nothing" end
-- U.tap spends a frame of its own outside step(), and on the last A of the
-- FLASH message that is precisely the frame the work lands on, so press
-- through the tracked step instead of losing it
local function tap(btn)
table.insert(game.input.pressQueue, btn)
step(1)
game.input.state[btn] = false
end
-- the blink is the transition record's own frame count, not a state class:
-- Transition keeps WhiteFlash local, so recognize it by shape (a counter, a
-- length, no text pages) the way the stack itself sees it
local function isBlink(s)
return s ~= nil and s.pages == nil and type(s.t) == "number"
and type(s.frames) == "number"
end
game.save.flags.EVENT_GOT_STARTER = true
-- every list-time badge gate in PartyMenu: FLASH is the subject, STRENGTH is
-- the reference blink (it always prints and always blinks), SURF is there so
-- the Route 10 pond can be tried too
game.save.inventory.BOULDERBADGE = true
game.save.inventory.RAINBOWBADGE = true
game.save.inventory.SOULBADGE = true
game.save.options = game.save.options or {}
game.save.options.textSpeed = 1
game.save.options.colors = "redpp" -- ADVANCED, the mode whose rebake is dear
PaletteFX.setMode("redpp")
local function giveMon()
local mon = Pokemon.new(game.data, "PIKACHU", 30)
mon.moves = { { id = "FLASH", pp = 5 }, { id = "STRENGTH", pp = 15 },
{ id = "SURF", pp = 15 } }
game.save.party = { mon }
return mon
end
giveMon()
-- ---- what has to be true before any of this can be judged ---------------
check(PaletteFX.gbcPack() ~= nil,
"the ADVANCED colour pack is installed (without it nothing rebakes "
.. "and this driver proves nothing)")
check(PaletteFX.usesGbcPack(), "and the active mode is the baking one")
local darkDef = game.data.field.darkMaps
local listed = false
for _, m in ipairs(darkDef and darkDef.maps or {}) do
if m == "ROCK_TUNNEL_1F" then listed = true end
end
check(listed, "ROCK_TUNNEL_1F is in field.darkMaps.maps")
local flashText = game.data.text._FlashLightsAreaText
check(type(flashText) == "string" and flashText ~= "",
"_FlashLightsAreaText extracted from the ROM")
if type(flashText) == "string" then
U.log("the message reads:", (flashText:gsub("\n", " / ")))
end
local rec = (game.data.transitions and game.data.transitions.white_flash)
or require("src.render.Transition").STYLES.white_flash
U.log("white_flash is", tostring(rec and rec.frames), "frames")
check(rec and rec.frames and rec.frames <= 12,
"the blink is a handful of frames, so anything longer on screen is "
.. "work riding it")
local vol = game.save.options.sfxVol
if vol == 0 then
U.log("sfxVol is 0: the blink and the menu beeps are silent, turn SFX up",
"in OPTION before judging any of this by ear")
else
U.log("sfxVol =", tostring(vol))
end
-- ---- park just inside the Route 10 entrance -----------------------------
-- pokered data/maps/objects/RockTunnel1F.asm: warp_event 15, 3 is the
-- Route 10 mouth, so (15, 4) is walkable floor one cell inside it, with the
-- warp still one step north for the second half of the check.
local MAP, STAND = "ROCK_TUNNEL_1F", { x = 15, y = 4, facing = "down" }
local WARP = { x = 15, y = 3 }
local function enter(lit)
game.save.flashLit = lit or nil
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
step(12)
local ow = game.overworld
-- a map edit or a mod can drop a rock on the entrance floor: fall back to
-- any walkable neighbour of the warp that is not the warp itself
if ow and ow.map and not ow.map:isWalkableCell(STAND.x, STAND.y) then
local sides = { { 0, 1 }, { 0, -1 }, { 1, 0 }, { -1, 0 } }
for _, s in ipairs(sides) do
local cx, cy = WARP.x + s[1], WARP.y + s[2]
if ow.map:isWalkableCell(cx, cy) and not ow.map:warpAtCell(cx, cy)
and not ow:npcAtCell(cx, cy) then
U.log(("(%d, %d) is blocked, standing on"):format(STAND.x, STAND.y),
cx, cy)
STAND.x, STAND.y = cx, cy
U.teleport(game, MAP, cx, cy, STAND.facing)
step(12)
ow = game.overworld
break
end
end
end
return ow
end
local ow = enter(nil)
check(ow ~= nil and ow.dark == true, "the tunnel is dark on arrival")
check(ow.map:warpAtCell(WARP.x, WARP.y) ~= nil,
("the Route 10 warp is still at (%d, %d), so the walk back out is "
.. "reachable"):format(WARP.x, WARP.y))
local key = ow.map.renderer and ow.map.renderer.gbcAtlasKey
U.log("atlas key, dark:", tostring(key))
check(type(key) == "string" and key:find("#dark", 1, true) ~= nil,
"and it is drawing the dark bake, not a shaded lit one")
check(U.shot(game, DIR .. "/bug610_1_dark.png"),
"a frame reached disk, so there is a window to watch")
-- ---- run the moment once, watching where the cost lands -----------------
-- START -> POKeMON -> the mon -> FLASH, looked up by row rather than counted
-- so a mod that inserts a row cannot silently pick something else
tap("start")
step(12)
local menu = game.stack:top()
local row
for i, it in ipairs(menu and menu.items or {}) do
if tostring(it.label):upper():find("MON", 1, true) then row = i break end
end
check(row ~= nil, "the START menu lists POKeMON")
for _ = 2, (row or 1) do tap("down"); step(2) end
tap("a")
step(12)
local pm = game.stack:top()
check(getmetatable(pm) == PartyMenu, "POKeMON opens the party menu")
tap("a")
step(8)
local sub
for i, it in ipairs((pm and pm.subItems) or {}) do
if it.action == "flash" then sub = i break end
end
check(sub ~= nil, "FLASH is listed for this PIKACHU on a dark floor")
for _ = 2, (sub or 1) do tap("down"); step(2) end
tap("a")
step(6)
check(game.stack:top() ~= nil and game.stack:top().pages ~= nil,
"FLASH puts its message up")
check(ow.dark == true, "the tunnel is still dark while that message types")
-- drain the text, then watch every frame from the last A to the map coming
-- back: this is the window the bug filled with a white hang
resetWorst()
local blinkStart, blinkEnd, litAtBlink, keyAtBlink
for _ = 1, 400 do
local top = game.stack:top()
if top and top.pages then
tap("a")
step(3)
elseif isBlink(top) then
if not blinkStart then
blinkStart = now()
litAtBlink = (ow.dark == false)
keyAtBlink = ow.map.renderer and ow.map.renderer.gbcAtlasKey
end
step(1)
else
if blinkStart and not blinkEnd then blinkEnd = now() end
break
end
end
step(20)
check(blinkStart ~= nil, "the blink ran")
-- the fix itself, stated as an invariant: OverworldState:setDark drops every
-- resident map and rebakes this one, and that has to be finished before the
-- first white frame is drawn (start_sub_menus.asm .flash order)
check(litAtBlink == true,
"the cave was already lit on the blink's first frame, not lit by it")
check(type(keyAtBlink) == "string"
and keyAtBlink:find("#dark", 1, true) == nil,
"and the lit atlas was already baked and bound by then")
if blinkStart and blinkEnd then
U.log(("the white was on screen for %.2f s"):format(blinkEnd - blinkStart))
end
U.log(("the longest single frame in the whole sequence was %.2f s, drawn "
.. "over %s"):format(worst, worstWhere))
check(worstWhere ~= "the white blink",
"the expensive frame was not one of the white ones")
check(ow.dark == false, "the tunnel is lit now")
U.shot(game, DIR .. "/bug610_2_lit.png")
-- ---- and it stays lit across the Route 10 round trip --------------------
-- pokered data/maps/objects/Route10.asm: warp_event 8, 17 is the north
-- tunnel mouth, so (8, 18) is the grass one step below it
U.teleport(game, "ROUTE_10", 8, 18, "up")
step(12)
ow = enter(true)
check(ow.dark == false, "coming back in from Route 10 the cave is still lit")
key = ow.map.renderer and ow.map.renderer.gbcAtlasKey
check(type(key) == "string" and key:find("#dark", 1, true) == nil,
"on the lit bake, with no second rebake to blink through")
U.shot(game, DIR .. "/bug610_3_relit.png")
U.log(fails == 0 and "all #610 machine checks passed"
or (fails .. " #610 machine check(s) FAILED, read up"))
U.log("shots in", DIR)
-- ---- hand the pad over, dark, FLASH unused ------------------------------
giveMon()
enter(nil)
U.log("You are back in the dark tunnel in ADVANCED colours with FLASH unused:")
U.log("START, POKeMON, A, FLASH. The message should end over the party list, any")
U.log("hitch should happen with that list still on screen, and then a blink about")
U.log("as short as STRENGTH's on the same menu hands back a lit cave. A white that")
U.log("sits noticeably longer than the STRENGTH one means the rebake is riding the")
U.log("blink again. Then walk up to the ladder, out to Route 10 and back in: lit,")
U.log("no second blink.")
while true do
coroutine.yield()
end
end
@@ -0,0 +1,128 @@
-- Hands-on check for #487: walk pacing after a map-connection seam.
-- Parks the player in Viridian City's south exit column (pokered
-- data/maps/objects/ViridianCity.asm, border block $f, south connection to
-- Route 1) so DOWN alone crosses into ROUTE_1, then gives input back.
-- POKEPORT_DRIVER=tests/drivers/route1_seam_pacing_bug487_test.lua POKEPORT_IDENTITY=bug487 POKEPORT_TOUCH=0 love .
-- Never add POKEPORT_SPEED: fast-forward scales the logic clock only, so it
-- reorders audio against logic and hides the very wobble being judged.
return function(game)
local U = dofile("tests/drivers/util.lua")
local FrameCap = require("src.core.FrameCap")
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
-- Viridian City is 20x18 blocks == 40x36 cells; the exit path south runs
-- down column cellX 20 to the bottom row cellY 35, where crossConnection
-- (src/world/OverworldController.lua) swaps in ROUTE_1 and calls
-- FixedStep:discardCatchup -- the only caller, which is why #487 showed up
-- at route/city seams and nowhere else. Warps take the Transition path
-- instead, so a Viridian door is the control case.
local MAP, EXIT_X, START_Y = "VIRIDIAN_CITY", 20, 31
local maps = game.data.maps
local vc, r1 = maps and maps[MAP], maps and maps.ROUTE_1
check("VIRIDIAN_CITY and ROUTE_1 are both in data/generated/maps.lua",
vc ~= nil and r1 ~= nil)
check("Viridian's south connection still points at Route 1",
vc ~= nil and vc.connections and vc.connections.south
and vc.connections.south.map == "ROUTE_1")
-- the door the human re-checks afterwards: ViridianCity.asm warp_event
-- 21, 15 -> VIRIDIAN_SCHOOL_HOUSE
local doorOk = false
for _, w in ipairs((vc and vc.warps) or {}) do
if w.x == 21 and w.y == 15 then doorOk = true end
end
check("the school house door at (21, 15) is still a warp", doorOk)
-- Judging pacing needs real frame times, and main.lua's driver branch feeds
-- Game:update a pinned 1/60 so the accumulator never sees display jitter.
-- Under POKEPORT_DRIVER this is expected to read FAIL: the position below
-- is still useful, the verdict has to come from a plain run.
check("the running build feeds FixedStep real frame times",
os.getenv("POKEPORT_DRIVER") == nil)
check("no fast-forward multiplier is set",
(tonumber(os.getenv("POKEPORT_SPEED")) or 1) == 1
and (game.save.options.speed or 1) == 1)
check("a window is up to watch (this is a visual call)",
love.window ~= nil and love.window.isOpen and love.window.isOpen())
U.log("MAX FPS reads", FrameCap.label(game.save.options.fpsCap),
"and vsync is",
(love.window.getVSync and tostring(love.window.getVSync())) or "unknown")
-- Probe copy of the timing module so the reseed can be asserted without
-- disturbing the live loop this driver is running inside. discardCatchup
-- still zeroes accum on the way out; the fix is that the frame absorbing
-- the hitch hands it back mid-step instead of parked on a step boundary.
local probe = loadfile("src/core/FixedStep.lua")()
probe:init(function() end)
probe:discardCatchup()
probe:update(0.25)
check("an absorbed hitch frame leaves the accumulator mid-step",
probe.accum > probe.STEP * 0.25 and probe.accum < probe.STEP * 0.75)
-- a party and the starter flag so the overworld behaves like a real save
game.save.flags.EVENT_GOT_STARTER = true
if #game.save.party == 0 then
local Pokemon = require("src.pokemon.Pokemon")
table.insert(game.save.party, Pokemon.new(game.data, "CHARMANDER", 5))
end
U.teleport(game, MAP, EXIT_X, START_Y, "down")
local ow = game.overworld
-- a map edit or a mod could block column 20; walk down whichever nearby
-- column is clear all the way to the bottom row instead
local function columnIsClear(x)
for y = START_Y, 35 do
if not ow.map:isWalkableCell(x, y) then return false end
end
return true
end
local col = EXIT_X
if not columnIsClear(col) then
for _, dx in ipairs({ -1, 1, -2, 2, -3, 3 }) do
if columnIsClear(EXIT_X + dx) then col = EXIT_X + dx break end
end
U.log(("column %d is blocked, using column %d"):format(EXIT_X, col))
U.teleport(game, MAP, col, START_Y, "down")
ow = game.overworld
end
check("the exit column is walkable from here to the south edge",
columnIsClear(col))
-- cross it once so the seam is known reachable from this cell, then come
-- back and leave the player a few steps short of it
local crossed = false
for _ = 1, 200 do
table.insert(game.input.pressQueue, "down")
game.input.state.down = true
coroutine.yield()
if ow.map.id == "ROUTE_1" and ow.player.cellY >= 0 then crossed = true break end
end
game.input.state.down = false
U.wait(5)
check("holding DOWN from that cell reaches Route 1", crossed)
U.teleport(game, MAP, col, START_Y, "down")
U.wait(10)
U.log(("Standing in Viridian City at cell (%d, %d), four steps above the"):format(col, START_Y))
U.log("Route 1 seam. Hold DOWN and keep holding it for about ten seconds")
U.log("once you are on Route 1: past the single hitch on the crossing frame")
U.log("the scroll should stay dead even, a pixel a frame, the same as the")
U.log("walk through the city. Broken, the sprite stalls for a frame then")
U.log("jumps two pixels, again and again, and never settles down. The easy")
U.log("misread is grading the crossing frame itself: that one hitch is")
U.log("expected and this change does not touch it, so watch the seconds")
U.log("after. Then step into the school house door at (21, 15) to confirm")
U.log("warps look the way they always did, and run the walk once more with")
U.log("MAX FPS set to 30 in Options, where the wobble also showed up.")
while true do
coroutine.yield()
end
end
+248
View File
@@ -0,0 +1,248 @@
-- Driver: the Safari Zone entrance walk and the safari battle HUD (#540).
-- Paying runs SafariZoneEntranceAutoWalk (pokered scripts/SafariZoneGate.asm),
-- so the two gate steps are charged and the counter reads 500/500; leaving
-- early is a queued script, not a box drawn over a black transition; and the
-- ball count belongs in the battle menu (engine/battle/core.asm:2074-2079).
-- No POKEPORT_SPEED: fast-forward desyncs the audio clock from the walk.
-- POKEPORT_DRIVER=tests/drivers/safari_zone_bug540_test.lua POKEPORT_IDENTITY=bug540 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pokemon = require("src.pokemon.Pokemon")
local Commands = require("src.script.Commands")
local BattleState = require("src.battle.BattleState")
-- pokered data/maps/objects/SafariZoneGate.asm: warps 3,0 / 4,0 lead to
-- SAFARI_ZONE_CENTER 1 / 2, and scripts/SafariZoneGate.asm's
-- .PlayerNextToSafariZoneWorker1CoordsArray is (3,2)/(4,2), so walking up
-- the right-hand column from the south warp crosses the join trigger and
-- lands on the warp the auto-walk takes.
local GATE = "SAFARI_ZONE_GATE"
local CENTER = "SAFARI_ZONE_CENTER"
local START = { x = 4, y = 4, facing = "up" }
local TRIGGER = { x = 4, y = 2 }
local SHOT_DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
-- ---- machine-checkable preconditions ------------------------------------
-- a renamed text key, a moved warp or a missing encounter table all end as
-- "nothing happened", which is indistinguishable from the bug on screen
local t = game.data.text
local KEYS = {
"_SafariZoneGateSafariZoneWorker1WouldYouLikeToJoinText",
"_SafariZoneGateSafariZoneWorker1ThatllBe500PleaseText",
"_SafariZoneGateSafariZoneWorker1GoodLuckText",
"_SafariZoneGateSafariZoneWorker1LeavingEarlyText",
"_SafariZoneGateSafariZoneWorker1ReturnSafariBallsText",
"_SafariZoneGateSafariZoneWorker1GoodHaulComeAgainText",
}
local missingText = {}
for _, k in ipairs(KEYS) do
if type(t[k]) ~= "string" or t[k] == "" then missingText[#missingText + 1] = k end
end
check("every gate text key resolves to a string", #missingText == 0)
if #missingText > 0 then U.log(" missing:", table.concat(missingText, ", ")) end
-- the leaving-early script is queued rather than pushed, so every opcode it
-- uses has to exist or the queue runs off the end in silence
local OPS = { "ask", "jump_if_false", "show_text", "set_field",
"move_player", "jump", "label", "warp" }
local missingOps = {}
for _, op in ipairs(OPS) do
if type(Commands[op]) ~= "function" then missingOps[#missingOps + 1] = op end
end
check("the queued leaving-early script's commands all exist", #missingOps == 0)
if #missingOps > 0 then U.log(" missing:", table.concat(missingOps, ", ")) end
local gateDef = game.data.maps[GATE]
local centerDef = game.data.maps[CENTER]
local northWarp
for _, w in ipairs(gateDef and gateDef.warps or {}) do
if w.x == TRIGGER.x and w.y == 0 then northWarp = w end
end
check(GATE .. " has the north warp at (4, 0) into " .. CENTER,
northWarp ~= nil and northWarp.destMap == CENTER)
local dest = centerDef and centerDef.warps and centerDef.warps[2]
check(CENTER .. " warp 2 is the arrival cell",
dest ~= nil and dest.x == 15 and dest.y == 25)
if dest then U.log(" arrival cell:", dest.x, dest.y) end
local enc = game.data.encounters and game.data.encounters[CENTER]
local slots = enc and enc.grass and enc.grass.slots
check(CENTER .. " has a grass encounter table", slots ~= nil and #slots > 0)
-- the auto-walk out of the gate ends on a warp, so the door sfx is part of
-- what the moment is judged on
local sfx = game.data.audio and game.data.audio.sfx
local vol = game.save.options and game.save.options.sfxVol
check("Go_Outside sfx is loaded", sfx ~= nil and sfx.Go_Outside ~= nil)
check(("sfx volume is %s, the door sound is audible"):format(tostring(vol)),
love.audio ~= nil and (vol or 0) > 0)
if (vol or 0) == 0 then
U.log(" raise SFX VOL in OPTION or the walk out will be silent")
end
U.log("BATTLE LAYOUT is currently",
(game.save.options and game.save.options.battleLayout) == "wide"
and "WIDE" or "OG")
-- ---- entry: pay, then watch him walk himself in --------------------------
-- FAST text: the join spiel plus the payment text run five pages, and at
-- the MEDIUM default (TextBox drawChars reads save.options.textSpeed) the
-- mash loop below runs out of taps before the auto-walk is ever queued
game.save.options = game.save.options or {}
game.save.options.textSpeed = 1
game.save.money = 3000 -- the ¥500 fee, plus change for a few more runs
if #game.save.party == 0 then
game.save.party = {
Pokemon.new(game.data, "NIDORINO", 25),
Pokemon.new(game.data, "PIDGEY", 14),
Pokemon.new(game.data, "SANDSHREW", 18),
}
U.log("party was empty; added three mons so the pokeball row has content")
end
game.save.safari = nil
U.teleport(game, GATE, START.x, START.y, START.facing)
U.wait(15)
local ow = game.overworld
check("the start menu box is gated off in the gate itself",
ow ~= nil and ow.inSafariStepZone ~= nil and not ow:inSafariStepZone())
-- a map edit that blocks the right-hand column would stop the trigger ever
-- firing; fall back to the other trigger cell's column
if ow and ow.map and not ow.map:isWalkableCell(TRIGGER.x, TRIGGER.y) then
U.log(("(%d, %d) is not walkable; using the left trigger column instead")
:format(TRIGGER.x, TRIGGER.y))
U.teleport(game, GATE, 3, START.y, START.facing)
U.wait(10)
ow = game.overworld
end
U.log("He is about to pay and walk in on his own; the screen is yours after.")
for _ = 1, 12 do
U.hold(game, "up", 8)
if game.stack:top() ~= game.overworld then break end
end
check("stepping up in front of the worker opened the join prompt",
game.stack:top() ~= game.overworld)
-- mash A through the join text, the YES/NO box (YES is the default index)
-- and the payment text; the auto-walk starts on its own once that closes
for _ = 1, 150 do
U.tap(game, "a")
U.wait(5)
local cur = game.overworld
if cur and cur.map and cur.map.id == CENTER then break end
end
U.wait(45)
ow = game.overworld
local st = game.save.safari
check("the safari game started", st ~= nil)
check("he warped through on his own and is in " .. CENTER,
ow ~= nil and ow.map and ow.map.id == CENTER)
if ow and ow.map and ow.map.id == CENTER then
check(("he arrived at the warp cell (%d, %d)")
:format(ow.player.cellX, ow.player.cellY),
ow.player.cellX == 15 and ow.player.cellY == 25)
end
if st then
check(("the counter reads %d/500 with %d balls")
:format(st.steps or -1, st.balls or -1),
st.steps == 500 and st.balls == 30)
end
check("the start menu box is live now that he is inside",
ow ~= nil and ow.inSafariStepZone and ow:inSafariStepZone())
U.tap(game, "start")
U.wait(20)
if U.shot(game, SHOT_DIR .. "/bug540_start_menu.png") then
U.log("captured", SHOT_DIR .. "/bug540_start_menu.png")
end
U.tap(game, "b")
U.wait(15)
-- ---- the safari battle HUD ----------------------------------------------
local function firstGrassCell(map)
for y = 0, (map.heightCells or 0) - 1 do
for x = 0, (map.widthCells or 0) - 1 do
if map:isGrassCell(x, y) and map:isWalkableCell(x, y) then return x, y end
end
end
end
ow = game.overworld
if ow and ow.map and not ow.map:isGrassCell(ow.player.cellX, ow.player.cellY) then
local gx, gy = firstGrassCell(ow.map)
if gx then
U.log("stepping over to the grass at", gx, gy)
U.teleport(game, CENTER, gx, gy, "up")
U.wait(10)
else
U.log("FAIL no walkable grass cell found on " .. CENTER)
end
end
local function liveBattle()
for _, s in ipairs(game.stack.states or {}) do
if getmetatable(s) == BattleState then return s end
end
return nil
end
local DIRS = { "up", "down", "left", "right" }
local battle
for i = 1, 400 do
U.hold(game, DIRS[(i - 1) % #DIRS + 1], 10)
battle = liveBattle()
if battle then break end
end
check("a safari battle started", battle ~= nil and battle.safari ~= nil)
if battle and battle.enemy and battle.enemy.mon then
U.log(" encounter:", battle.enemy.mon.species, "at level",
battle.enemy.mon.level)
end
if not battle then
U.log("no encounter after 400 steps -- walk into the grass yourself")
end
-- catch the "Wild X appeared!" beat first, then clear it: the count is
-- judged in both, absent over the field and present in the menu
U.wait(60)
if U.shot(game, SHOT_DIR .. "/bug540_battle_intro.png") then
U.log("captured", SHOT_DIR .. "/bug540_battle_intro.png")
end
-- the cry and the slide run on their own clocks, so press until the phase
-- flips rather than guessing a frame count
for _ = 1, 60 do
if battle and battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(10)
end
check("the BALL/BAIT/THROW ROCK/RUN menu is up",
battle ~= nil and battle.phase == "menu")
U.wait(15)
if U.shot(game, SHOT_DIR .. "/bug540_battle_menu.png") then
U.log("captured", SHOT_DIR .. "/bug540_battle_menu.png")
end
-- ---- hand off ------------------------------------------------------------
U.log("Controls are yours. The count belongs inside the menu, reading")
U.log("\"BALLx 30\" on one line with the cursor to its left, and nothing")
U.log("floating over the field above the party pokeball row. Watch for the")
U.log("30 landing a cell left and colliding with the x, or a cell right and")
U.log("leaving a gap before BAIT; toggle BATTLE LAYOUT in OPTION and check")
U.log("WIDE too, where the old 15x4 panel used to sit at tile (23,7).")
U.log("Then RUN, walk back down onto the south warp: \"Leaving early?\"")
U.log("should sit over the drawn gate interior, worker and counter and")
U.log("shelves visible, not a black screen. Answer NO to bounce back in and")
U.log("do it again, or YES for the return-balls text and a walk down to")
U.log("(4,3) below the worker, rather than being left on the warp at (4,0).")
while true do
coroutine.yield()
end
end
@@ -0,0 +1,180 @@
-- Manual check on the Viridian School blackboard headings layout (#591).
-- pokered engine/events/hidden_events/school_blackboard.asm .blackboardLoop draws
-- a 12x8 box and places StatusAilmentText1 at hlcoord 1,2 and StatusAilmentText2 at
-- hlcoord 6,2, with ViridianSchoolBlackboardText2 (data/text/text_2.asm, `done`)
-- still on screen under it. Logic half: tests/parity_viridian_school_blackboard_bug503.lua.
-- POKEPORT_DRIVER=tests/drivers/school_blackboard_bug591_test.lua POKEPORT_IDENTITY=bug591 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love . (no POKEPORT_SPEED: fast-forward desyncs audio/logic ordering)
return function(game)
local U = dofile("tests/drivers/util.lua")
local TextBox = require("src.render.TextBox")
-- data/scripts/init.lua, not src/script/MapScripts.lua: OverworldController
-- requires it lazily on the first map load, so the flavor registrations are
-- not in place yet when the driver starts
local MapScripts = require("data.scripts.init")
local MAP = "VIRIDIAN_SCHOOL_HOUSE"
local SHOT_DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
-- pokered data/events/hidden_events.asm:164, hidden_events_for
-- VIRIDIAN_SCHOOL_HOUSE: hidden_text_predef 3, 0 is the blackboard on the
-- north wall. That cell is the wall itself, so the stand cell is the
-- walkable one below it, looking up (data/maps/objects/ViridianSchoolHouse.asm
-- puts the two warps at (2,7)/(3,7) and no object in the way).
local BOARD = { x = 3, y = 0 }
local STAND = { x = 3, y = 1, facing = "up" }
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
local hooks = MapScripts.get(MAP)
check(MAP .. " registers an onInteract hook",
hooks ~= nil and type(hooks.onInteract) == "function")
-- a renamed extractor label reads on screen as "A did nothing", which is the
-- #503 failure and not the layout question this driver is about
for _, key in ipairs({ "_ViridianSchoolBlackboardText1",
"_ViridianSchoolBlackboardText2", "_ViridianBlackboardSleepText",
"_ViridianBlackboardPoisonText", "_ViridianBlackboardPrlzText",
"_ViridianBlackboardBurnText", "_ViridianBlackboardFrozenText" }) do
local s = game.data.text[key]
check(key .. " resolves to a string", type(s) == "string" and s ~= "")
end
local opts = game.save.options or {}
U.log("audio device present:", love.audio ~= nil,
" SFX VOL (0-7):", tostring(opts.sfxVol))
if not love.audio or opts.sfxVol == 0 then
U.log("WARNING: sfx output is off, so the Press_AB beep on every heading pick",
"will be silent; raise SFX VOL in OPTION first")
end
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
U.wait(10)
local ow = game.overworld
check("map " .. MAP .. " loaded", ow ~= nil and ow.map ~= nil)
check("the blackboard cell is solid, as the wall it hangs on",
ow ~= nil and not ow.map:isWalkableCell(BOARD.x, BOARD.y))
-- a map edit or a mod could move the board: any walkable neighbour will do,
-- {dx, dy, facing} is the offset from the board plus the look back at it
local SIDES = {
{ 0, 1, "up" }, { 0, -1, "down" }, { 1, 0, "left" }, { -1, 0, "right" },
}
local function facingBoard()
local p = game.overworld.player
local fx, fy = p:facingCell()
return fx == BOARD.x and fy == BOARD.y
end
if not facingBoard() then
for _, s in ipairs(SIDES) do
local cx, cy = BOARD.x + s[1], BOARD.y + s[2]
if game.overworld.map:isWalkableCell(cx, cy)
and not game.overworld:npcAtCell(cx, cy) then
U.log(("(%d,%d) was not faced from the stand cell, standing on")
:format(BOARD.x, BOARD.y), cx, cy, "facing", s[3])
U.teleport(game, MAP, cx, cy, s[3])
U.wait(10)
break
end
end
end
check("standing where the blackboard is faced", facingBoard())
local function boxText(box)
local out = {}
for _, page in ipairs(box.pages or {}) do
for _, line in ipairs(page) do out[#out + 1] = line end
end
return table.concat(out, " / ")
end
-- the headings list is the flavor script's own StatusBoard, not a TextBox and
-- not src/ui/Menu.lua (which has no second column), so identify it by .labels
local function board()
local top = game.stack:top()
if top and top.labels and top.selection then return top end
return nil
end
local function reachBoard()
for _ = 1, 60 do
if board() then return true end
U.tap(game, "a")
U.wait(8)
end
return false
end
U.tap(game, "a")
U.wait(30)
local top = game.stack:top()
check("A on the blackboard opened a text box", getmetatable(top) == TextBox)
if getmetatable(top) == TextBox then
U.log("intro box reads:", boxText(top))
check("it is _ViridianSchoolBlackboardText1",
boxText(top):find("blackboard", 1, true) ~= nil)
end
check("the intro clears into the headings list", reachBoard())
local b = board()
if b then
local labels = {}
for i, label in ipairs(b.labels) do labels[i] = (label:gsub("^%s+", "")) end
U.log("list rows:", table.concat(labels, " / "))
check("SLP/PSN/PAR then BRN/FRZ/QUIT, in ViridianBlackboardStatusPointers order",
table.concat(labels, "/") == "SLP/PSN/PAR/BRN/FRZ/QUIT")
-- the whole point of #591: the prompt box is held open underneath rather
-- than dismissed before the list goes up
local under = game.stack.states[#game.stack.states - 1]
check("the prompt box is still on the stack under the list",
getmetatable(under) == TextBox and under.stay ~= nil)
if getmetatable(under) == TextBox then
U.log("prompt under the list reads:", boxText(under))
end
U.shot(game, SHOT_DIR .. "/bug591_blackboard_list.png")
end
if b then
U.tap(game, "right")
U.wait(10)
check("RIGHT keeps the row and lands on BRN (wMenuItemOffset 3)",
b:selection() == 4)
U.shot(game, SHOT_DIR .. "/bug591_right_column.png")
U.tap(game, "down")
U.wait(10)
check("DOWN inside the right column reaches FRZ", b:selection() == 5)
U.shot(game, SHOT_DIR .. "/bug591_right_down.png")
U.tap(game, "a")
U.wait(30)
top = game.stack:top()
check("A on FRZ prints its blurb", getmetatable(top) == TextBox)
if getmetatable(top) == TextBox then
U.log("FRZ blurb reads:", boxText(top))
check("it is _ViridianBlackboardFrozenText, the entry RIGHT+DOWN points at",
boxText(top):find("frozen", 1, true) ~= nil)
end
U.shot(game, SHOT_DIR .. "/bug591_frz_blurb.png")
check("the blurb loops back to the list (jp .blackboardLoop)", reachBoard())
-- wCurrentMenuItem / wMenuItemOffset are never cleared inside the loop, so
-- the cursor comes back where it was left
check("the cursor comes back on FRZ, not reset to SLP",
board() ~= nil and board():selection() == 5)
U.shot(game, SHOT_DIR .. "/bug591_back_to_list.png")
U.log("screenshots in", SHOT_DIR)
end
U.log("The list on screen is the moment: a 12x8 box in the top-left with two")
U.log("columns, SLP/PSN/PAR and BRN/FRZ/QUIT on the same three rows, and the")
U.log("\"Which heading do you want to read?\" box still up at the bottom with no")
U.log("blinking arrow in it. The near-miss to watch for is the prompt vanishing")
U.log("(or blinking) once the list appears, and a cursor sitting on the S of SLP")
U.log("instead of the blank in front of it. RIGHT/LEFT jump columns keeping the")
U.log("row, UP/DOWN stop at the ends without wrapping, and QUIT or B should drop")
U.log("both boxes and let you walk again with no stale dialogue left behind.")
while true do
coroutine.yield()
end
end

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