yellow alpha

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bryanthaboi
2026-07-29 11:46:32 -04:00
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-- Yellow's overworld companion Pikachu (pokeyellow engine/pikachu/
-- pikachu_follow.asm ShouldPikachuSpawn / SpawnPikachu_, plus the
-- talk-to-it mood beat of engine/pikachu/pikachu_emotions.asm
-- TalkToPikachu). The follower is an NPC-shaped entity that lives in
-- ow.npcs (so the standard update/draw walk cycle runs) but never in
-- ow.entities -- like the original it does not block the player: walk
-- onto its cell and it simply trails to the cell you vacated.
--
-- Happiness rides in save.pikachuHappiness (wPikachuHappiness, seeded 90
-- by init_player_data.asm) and mood in save.pikachuMood (wPikachuMood,
-- neutral 128). modifyHappiness below is the full ModifyPikachuHappiness
-- port (engine/events/pikachu_happiness.asm): the HappinessChangeTable
-- delta picked by the current happiness hundred-band, then the
-- PikachuMoods byte nudging the mood; onStep is poison.asm's
-- UpdatePikachuHappinessAndMood (256-step coin-flip WALKING bump, mood
-- converging by 1 per step toward 128).
local GameVersion = require("src.core.GameVersion")
local PikachuFollower = {}
local INDEX = 99 -- synthetic object index, clear of any map's real objects
local OPPOSITE = { up = "down", down = "up", left = "right", right = "left" }
-- wPikachuHappiness boot value (engine/movie/oak_speech/
-- init_player_data.asm: happiness = 90)
local function happiness(save)
if save.pikachuHappiness == nil then save.pikachuHappiness = 90 end
return save.pikachuHappiness
end
function PikachuFollower.bumpHappiness(save, delta)
save.pikachuHappiness =
math.max(0, math.min(255, happiness(save) + delta))
end
-- HappinessChangeTable (engine/events/pikachu_happiness.asm): delta by
-- happiness band (<100 / <200 / rest), plus the PikachuMoods target byte
-- ($80 leaves the mood alone). Keys mirror the PIKAHAPPY_* constants.
local HAPPINESS_CHANGES = {
LEVELUP = { 5, 3, 2, mood = 0x8a },
USEDITEM = { 5, 3, 2, mood = 0x83 },
USEDXITEM = { 1, 1, 0, mood = 0x80 },
GYMLEADER = { 3, 2, 1, mood = 0x80 },
USEDTMHM = { 1, 1, 0, mood = 0x94 },
WALKING = { 2, 1, 1, mood = 0x80 },
DEPOSITED = { -3, -3, -5, mood = 0x62 },
FAINTED = { -1, -1, -1, mood = 0x6c },
PSNFNT = { -5, -5, -10, mood = 0x62 },
CARELESSTRAINER = { -5, -5, -10, mood = 0x6c },
TRADE = { -10, -10, -20, mood = 0x00 },
}
-- the companion mon: a healthy (or any) party PIKACHU stands in for the
-- original's OT-checked starter, same approximation as shouldSpawn
function PikachuFollower.starterInParty(save, needHealthy)
for _, mon in ipairs(save.party or {}) do
if mon.species == "PIKACHU"
and (not needHealthy or (mon.hp or 0) > 0) then
return mon
end
end
return nil
end
-- ModifyPikachuHappiness. mon is the party mon the event applied to for
-- the per-mon reasons (IsThisPartyMonStarterPikachu); GYMLEADER and
-- WALKING instead require any healthy starter in the party
-- (IsStarterPikachuAliveInOurParty).
function PikachuFollower.modifyHappiness(save, reason, mon)
if not GameVersion.isYellow() then return end
local row = HAPPINESS_CHANGES[reason]
if not row then return end
if reason == "GYMLEADER" or reason == "WALKING" then
if not PikachuFollower.starterInParty(save, true) then return end
elseif not (mon and mon.species == "PIKACHU") then
return
end
local h = happiness(save)
local band = h < 100 and 1 or h < 200 and 2 or 3
save.pikachuHappiness = math.max(0, math.min(255, h + row[band]))
-- PikachuMoods: bytes above $80 only ever raise the mood (and defer to
-- a pending scripted emotion modifier), bytes below only lower it
local b = row.mood
if b ~= 0x80 then
local mood = save.pikachuMood or 128
if b > 0x80 then
if mood < b and not save.pikachuEmotionModifier then
save.pikachuMood = b
end
elseif mood > b then
save.pikachuMood = b
end
end
end
-- UpdatePikachuHappinessAndMood (engine/events/poison.asm): every 256th
-- step a coin flip on the WALKING bump; every step the mood converges by
-- 1 toward the neutral 128.
function PikachuFollower.onStep(save)
if not GameVersion.isYellow() then return end
save.pikachuWalkSteps = ((save.pikachuWalkSteps or 0) + 1) % 256
local rand = love and love.math and love.math.random or math.random
if save.pikachuWalkSteps == 0 and rand(0, 1) == 1 then
PikachuFollower.modifyHappiness(save, "WALKING")
end
local mood = save.pikachuMood or 128
if mood < 128 then
save.pikachuMood = mood + 1
elseif mood > 128 then
save.pikachuMood = mood - 1
end
end
-- ShouldPikachuSpawn, approximated: Yellow, the lab gift happened, and a
-- healthy Pikachu is in the party (the original checks the starter's OT
-- identity; a traded second Pikachu standing in is accepted here).
-- Surfing and biking hide the follower (BIT_PIKACHU_SPAWN flags).
local function shouldSpawn(game, ow)
if not GameVersion.isYellow() then return false end
local save = game.save
if not (save.flags and save.flags.EVENT_GOT_STARTER) then return false end
if save.onBike or (ow.player and ow.player.surfing) then return false end
if not (game.data.sprites and game.data.sprites.SPRITE_PIKACHU) then
return false
end
for _, mon in ipairs(save.party or {}) do
if mon.species == "PIKACHU" and (mon.hp or 0) > 0 then return true end
end
return false
end
local function makeFollower(game, ow, x, y, facing)
local NPC = require("src.world.NPC")
local npc = NPC.new(game.data, ow.map.id, {
index = INDEX, name = "PIKACHU_FOLLOWER", sprite = "SPRITE_PIKACHU",
movement = "STAY", range = "NONE", x = x, y = y,
})
npc.pikachuFollower = true
npc.passable = true -- never blocks a step (Collision.occupied)
npc.facing = facing or "down"
return npc
end
local function findFollower(ow)
for i, npc in ipairs(ow.npcs or {}) do
if npc.pikachuFollower then return npc, i end
end
return nil
end
local function remove(ow)
local npc, i = findFollower(ow)
if not npc then return end
table.remove(ow.npcs, i)
for j, e in ipairs(ow.entities or {}) do
if e == npc then table.remove(ow.entities, j) break end
end
end
-- spawn cell: directly behind the player's facing when that cell is
-- walkable, else the player's own cell (it trails out on the next step)
local function spawnCell(ow)
local p = ow.player
local dx = p.facing == "left" and 1 or p.facing == "right" and -1 or 0
local dy = p.facing == "up" and 1 or p.facing == "down" and -1 or 0
local bx, by = p.cellX + dx, p.cellY + dy
if ow.map:inBounds(bx, by) and ow.map:isWalkableCell(bx, by) then
return bx, by
end
return p.cellX, p.cellY
end
function PikachuFollower.onMapEntered(game, ow)
remove(ow)
if not shouldSpawn(game, ow) then return end
local x, y = spawnCell(ow)
local npc = makeFollower(game, ow, x, y, ow.player.facing)
table.insert(ow.npcs, npc)
-- entities is the draw list; passable keeps it out of collision
table.insert(ow.entities, npc)
ow.pikachuTrail = { x = ow.player.cellX, y = ow.player.cellY }
end
-- one follow step per frame: chase the cell the player last vacated
-- (pikachu_follow.asm keeps it one walk step behind)
function PikachuFollower.update(game, ow)
local npc = findFollower(ow)
if not npc then
if shouldSpawn(game, ow) then PikachuFollower.onMapEntered(game, ow) end
return
end
if not shouldSpawn(game, ow) then
remove(ow)
return
end
local p = ow.player
local trail = ow.pikachuTrail
if not trail then
trail = { x = p.cellX, y = p.cellY }
ow.pikachuTrail = trail
end
-- the player left the trailing cell: it becomes Pikachu's next goal
if p.cellX ~= trail.x or p.cellY ~= trail.y then
npc.goalX, npc.goalY = trail.x, trail.y
trail.x, trail.y = p.cellX, p.cellY
end
if npc.moving or not npc.goalX then return end
local gx, gy = npc.goalX, npc.goalY
if npc.cellX == gx and npc.cellY == gy then
npc.goalX, npc.goalY = nil, nil
return
end
-- fell more than a screen behind (forced movement, warp math): snap
local far = math.abs(npc.cellX - gx) + math.abs(npc.cellY - gy)
if far > 6 then
npc.cellX, npc.cellY = gx, gy
npc.px, npc.py = gx * 16, gy * 16
npc.goalX, npc.goalY = nil, nil
return
end
local dir
if npc.cellX < gx then dir = "right"
elseif npc.cellX > gx then dir = "left"
elseif npc.cellY < gy then dir = "down"
else dir = "up" end
npc.facing = dir
npc.targetX = npc.cellX + (dir == "right" and 1 or dir == "left" and -1 or 0)
npc.targetY = npc.cellY + (dir == "down" and 1 or dir == "up" and -1 or 0)
npc.moving = true
npc.progress = 0
end
-- ---------------------------------------------------------------------
-- TalkToPikachu (engine/pikachu/pikachu_emotions.asm + data/pikachu/
-- pikachu_emotions.asm): pick a scripted emotion, then play its bubble
-- and voiced PCM clip. The face-pic animation half of each emotion
-- (pikaemotion_pikapic) has no port; the bubble + clip carry the beat.
-- ---------------------------------------------------------------------
-- PikachuEmotionTable, reduced to each entry's bubble + pikaemotion_pcm
-- clip (bubble names are the *_BUBBLE constants; nil cry = silent).
-- turnAway is pikaemotion_9 (face away from the player, emotion 30).
local EMOTIONS = {
[1] = {},
[2] = { bubble = "SMILE_BUBBLE", cry = 35 },
[3] = { cry = 40 },
[4] = { cry = 29 },
[5] = { cry = 31 },
[6] = { bubble = "SKULL_BUBBLE" },
[7] = { cry = 1 },
[8] = { cry = 39 },
[9] = { bubble = "SKULL_BUBBLE", cry = 6 },
[10] = { bubble = "HEART_BUBBLE", cry = 5 },
[11] = { bubble = "ZZZ_BUBBLE", cry = 37 },
[12] = {},
[13] = {},
[14] = { bubble = "BOLT_BUBBLE", cry = 10 },
[15] = { cry = 34 },
[16] = { cry = 33 },
[17] = { cry = 13 },
[18] = {},
[19] = { bubble = "HEART_BUBBLE", cry = 33 },
[20] = { bubble = "HEART_BUBBLE", cry = 5 },
[21] = { bubble = "FISH_BUBBLE" },
[22] = { cry = 4 },
[23] = { cry = 19 },
[24] = { bubble = "EXCLAMATION_BUBBLE" },
[25] = { bubble = "BOLT_BUBBLE", cry = 35 },
[26] = { bubble = "ZZZ_BUBBLE", cry = 37 },
[27] = { cry = 9 },
[28] = { cry = 15 },
[29] = { cry = 5 },
[30] = { bubble = "HEART_BUBBLE", cry = 5, turnAway = true },
[31] = { cry = 19 },
[32] = { cry = 26 },
}
-- GetPikaPicAnimationScriptIndex (engine/pikachu/pikachu_pic_animation
-- .asm): mood picks the column (PikachuMoodLookupTable), happiness the
-- row (PikaPicAnimationScriptPointerLookupTable); the cell is the
-- emotion index.
local MOOD_THRESHOLDS = { 40, 127, 128, 210, 255 }
local MOOD_MATRIX = {
{ limit = 50, 14, 14, 6, 13, 13 },
{ limit = 100, 9, 9, 5, 12, 12 },
{ limit = 130, 3, 3, 1, 8, 8 },
{ limit = 160, 3, 3, 4, 15, 15 },
{ limit = 200, 17, 17, 7, 2, 2 },
{ limit = 250, 17, 17, 16, 10, 10 },
{ limit = 255, 17, 17, 19, 20, 20 },
}
-- wPikachuEmotionModifier values 1-5 (MapSpecificPikachuExpression
-- .Emotions): scripted one-shots -- 21 is the fishing-rod reaction
local MODIFIER_EMOTIONS = { 18, 21, 23, 24, 25 }
local function moodEmotion(save)
local mood = save.pikachuMood or 128
local column = 5
for i, threshold in ipairs(MOOD_THRESHOLDS) do
if mood <= threshold then column = i break end
end
local h = happiness(save)
local row = MOOD_MATRIX[#MOOD_MATRIX]
for _, r in ipairs(MOOD_MATRIX) do
if h <= r.limit then row = r break end
end
return row[column]
end
-- MapSpecificPikachuExpression + TalkToPikachu's selection order
local function selectEmotion(game, ow, save)
local mapId = ow.map.id
-- Fan Club / Pewter Center map beats (the Bill's-house event variant
-- is owned by that map's script)
if mapId == "POKEMON_FAN_CLUB" then return 30 end
if mapId == "PEWTER_POKECENTER" then return 26 end
local starter = PikachuFollower.starterInParty(save)
if starter then
if starter.status == "SLP" then return 11 end
if starter.status then return 28 end
end
if mapId:find("POKEMON_TOWER_", 1, true) == 1 then return 22 end
local modifier = save.pikachuEmotionModifier
if modifier and MODIFIER_EMOTIONS[modifier] then
save.pikachuEmotionModifier = nil
return MODIFIER_EMOTIONS[modifier]
end
return moodEmotion(save)
end
local function bubbleIndex(game, name)
local sheet = game.data.field and game.data.field.emotionBubbles
for i, b in ipairs(sheet and sheet.bubbles or {}) do
if b.name == name then return i end
end
return nil
end
function PikachuFollower.talk(game, ow, npc, done)
npc:facePlayer(ow.player)
ow.player.facing = OPPOSITE[npc.facing] or ow.player.facing
local save = game.save
local emotion = selectEmotion(game, ow, save)
local e = EMOTIONS[emotion] or EMOTIONS[1]
if e.turnAway then
npc.facing = ow.player.facing -- pikaemotion_9: back to the player
end
local Sound = require("src.core.Sound")
if e.cry then
if not Sound.playPikaCry(game.data, e.cry) then
Sound.playCry(game.data, "PIKACHU")
end
end
-- caches built before the Yellow bubble sheet only carry the three
-- shared bubbles; a missing crop degrades to a silent hold
local bi = e.bubble and bubbleIndex(game, e.bubble)
ow.emote = {
npc = npc, frames = 50, bubble = bi or false,
onDone = done,
}
end
-- npc the player is facing, when it is the follower (interact hook)
function PikachuFollower.at(ow, cx, cy)
local npc = findFollower(ow)
if npc and not npc.moving and npc.cellX == cx and npc.cellY == cy then
return npc
end
return nil
end
return PikachuFollower