Give Gen 2 the ROM text table Gen 1 has had all along

Gold and Silver had no label-keyed string table at all.  The manifests
carried no text section, RomExtractorGen2 had no extractText, and
game.data.text was never assigned, so every call through
src/core/RomText.lua fell back to the literal written beside it.  The only
Gen 2 text the cache held was the script text in data/generated/text.lua,
keyed by bank:address for the overworld VM, which nothing can look a battle
line up in.

make_gold_manifest.py now walks data/text/'s five dialogue files for their
labels, the way make_rom_manifest.text_metadata walks pokered's, and embeds
each one's symbol.  889 labels, all of them resolving in both editions.
make_silver_manifest.py inherits the list unchanged and re-resolves the
addresses from pokesilver.sym.

RomExtractorGen2:extractText decodes them into data/generated/rom_text.lua.
The mechanism is the one extractOakSpeech already used for _OakText1-7:
resolve the label, decode from the cart, key by name.  What is new is that
the list comes from the manifest rather than being written out in Lua, so
all of data/text/ arrives instead of seven strings.

decodeGen2Text also emits the three runtime name slots it used to drop.
PlaceMoveUsersName, PlaceMoveTargetsName and PlaceEnemysName (home/text.asm)
substitute a battler's name as the line prints, so <USER>, <TARGET> and
<ENEMY> are markers, not glyphs.  Skipped as control glyphs, SubTookDamageText
decoded as "The SUBSTITUTE / took damage for" with nothing after it.

Game2:load assigns the table to self.data.text, which is what makes the
existing shared RomText helper work on Gold and Silver at all.

The new cache file is listed in the Gold override rather than bumping
CACHE_FORMAT, so caches built before this stage re-import themselves and Red,
Blue and Yellow are left alone.
This commit is contained in:
Colson Rice
2026-08-21 23:08:26 -04:00
parent 51bc4c7437
commit e094b73536
10 changed files with 8361 additions and 7 deletions
+62 -4
View File
@@ -907,9 +907,62 @@ REQUIRED_SYMBOLS = {
}
def embedded_symbols(symbols, pokemon_labels, song_labels=()):
"""Resolve REQUIRED_SYMBOLS + pic labels + Music_* song headers."""
names = set(REQUIRED_SYMBOLS) | set(pokemon_labels) | set(song_labels)
# The engine's own text, the counterpart to make_rom_manifest.text_metadata.
#
# Only these five carry dialogue. data/text/'s other files are character
# tables rather than strings: dakutens.asm and name_input_chars.asm /
# mail_input_chars.asm are keyboard layouts, and unused_gen1_trainer_names.asm
# is a dead Gen 1 leftover. Decoding those as text yields keyboard rows and
# kana runs, so they are left out by name rather than filtered afterwards.
#
# None of the five carries an IF DEF(_GOLD) / IF DEF(_SILVER) arm, so the
# label set is one list for both editions and make_silver_manifest.py inherits
# it with the addresses re-resolved from pokesilver.sym.
TEXT_SOURCES = (
"battle.asm",
"common_1.asm",
"common_2.asm",
"common_3.asm",
"std_text.asm",
)
def text_labels(pokegold):
"""Every text label in TEXT_SOURCES, in sorted order.
Unlike Gen 1 there is no `dynamic` map beside this. pokered's decoder is
told which runtime token each label carries; RomExtractorGen2's reads the
cart's own TX_RAM / TX_DECIMAL command bytes and emits {STRBUF} / {NUM}
itself, so the label alone is enough.
"""
labels = set()
for name in TEXT_SOURCES:
path = os.path.join(pokegold, "data/text", name)
pending = None
for _, line in read_asm(path):
stripped = line.strip()
if not stripped:
continue
match = re.match(r"(\w+)::?\s*$", stripped)
if match:
# A label whose next line is another label owns no string of
# its own. `BattleText::` is the one in this set: its own
# comment says "used only for BANK(BattleText)", and it shares
# an address with the first real label under it, so taking it
# would decode that neighbour's string a second time.
pending = match.group(1)
continue
if pending:
labels.add(pending)
pending = None
return sorted(labels)
def embedded_symbols(symbols, pokemon_labels, song_labels=(),
text_label_names=()):
"""Resolve REQUIRED_SYMBOLS + pic labels + songs + text labels."""
names = (set(REQUIRED_SYMBOLS) | set(pokemon_labels)
| set(song_labels) | set(text_label_names))
for symbol_name in symbols.by_name:
# Pokedex entries are split across four banks and the game derives the
# bank arithmetically from the species id (radio.asm's rlca/maskbits
@@ -1111,6 +1164,7 @@ def generate(pokegold, symbols_path):
pokemon_labels.append(asset["backLabel"])
songs = music_order(pokegold)
text_label_names = text_labels(pokegold)
sfx = sfx_order(pokegold)
# Index 0 is NO_ITEM, so the parsed list is already 1-based on item id.
@@ -1202,6 +1256,9 @@ def generate(pokegold, symbols_path):
"battleAnimBgPaletteOrder": battle_anim_bg_pals,
"battleAnimObPaletteOrder": battle_anim_ob_pals,
},
# Label -> decoded string is built at import time from these, the
# same way Gen 1 builds data/generated/text.lua from its own list.
"text": {"labels": text_label_names},
"charmap": charmap(pokegold),
"fontCharmap": font_extract.parse_charmap(pokegold),
"pokemonAssets": assets,
@@ -1210,7 +1267,8 @@ def generate(pokegold, symbols_path):
"maps": {name: map_groups[name] for name in map_order},
"tilesets": {name: {} for name in tilesets},
}
data["symbols"] = embedded_symbols(symbols, pokemon_labels, songs)
data["symbols"] = embedded_symbols(
symbols, pokemon_labels, songs, text_label_names)
return data
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