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Pokemon Silver as a full launcher version, plus launcher mods-list and title-tempo fixes
Silver: derived import manifest (tools/make_silver_manifest.py re-resolves the Gold manifest's symbols from pokesilver.sym), silver GameVersion row, generation-keyed extractor routing, required-files override, edition save stamping (a Silver playthrough no longer writes into the Gold save), checkver-driven edition data, SILVER/KAMON/OSCAR/MAX presets, GOLD rival default, edition credits banner, Lugia title screen (OAM layouts, bob, trail, palettes as title.lua data keys with Gold defaults so old caches need no re-import), packaging for every build target, docs, and tests. Launcher: the installed-mods list is one continuous scroll (rows culled to the viewport) instead of a pager with an inner scroll viewport; the pad cursor's edge-scroll no longer runs it to the bottom. The game dropdown shows just the initial and caret. Find-tab behavior unchanged. Title tempo: a sprite-anim frame shows duration+1 ticks (engine/sprite_anims/core.asm GetSpriteAnimFrame), which locks both editions' 64-tick wing beat to the 64-tick sine bob; the title screens no longer run fast and out of phase.
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@@ -140,17 +140,17 @@ ship text.
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### 4. `games` (and the legacy `gen2compat`)
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Pokemon Gold is Gen 2, and it runs its own battle engine, overworld, script
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VM and save format. The mod API is shared across both generations (same hook
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names, same event names, same registry names) but Gold cannot serve all of it
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yet, so Gen 2 is opt-in. Say which games the mod is for:
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Pokemon Gold and Silver are Gen 2, and they run their own battle engine,
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overworld, script VM and save format. The mod API is shared across both
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generations (same hook names, same event names, same registry names) but Gen 2
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cannot serve all of it yet, so it is opt-in. Say which games the mod is for:
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```json
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"games": ["gen1", "gen2"]
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```
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Each entry is a version id (`"red"`, `"blue"`, `"yellow"`, `"gold"`), a
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generation (`"gen1"`, `"gen2"`) or `"all"`;
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Each entry is a version id (`"red"`, `"blue"`, `"yellow"`, `"gold"`,
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`"silver"`), a generation (`"gen1"`, `"gen2"`) or `"all"`;
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`src/mods/ModTargets.lua` resolves them off `GameVersion.ORDER` so nothing
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restates the game list. `python3 tools/modkit.py scaffold my_mod --games
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gen1,gen2` writes the key for you. The mod still installs to one directory,
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@@ -159,10 +159,10 @@ gen1,gen2` writes the key for you. The mod still installs to one directory,
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Absent means Gen 1 only, which is what every mod written before the key existed
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was tested as. `"gen2compat": true` is the legacy spelling, still accepted and
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purely additive (it *adds* the Gen 2 games), so no manifest can lose a game it
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already ran on. On a Gold boot a mod claiming no Gen 2 game is not loaded at
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all: the manager lists it as `ENABLED (NOT THIS GAME)` and says why, because a
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mod that half-applies reads as a broken mod. Claim Gen 2 once you have actually
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run your mod on Gold.
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already ran on. On a Gold or Silver boot a mod claiming no Gen 2 game is not
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loaded at all: the manager lists it as `ENABLED (NOT THIS GAME)` and says why,
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because a mod that half-applies reads as a broken mod. Claim Gen 2 once you
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have actually run your mod on Gold or Silver.
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Every token is enforced, per game: the loader gates on the same
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`ModTargets.supports` answer both mod surfaces draw, so `"games": ["blue"]`
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@@ -173,7 +173,7 @@ before the key existed changes behavior; list both generations or say `"all"`
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when you mean everywhere.
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`docs/mod-api-gen2-compat.md` is the compatibility matrix: what works on Gold
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today (40 of the 46 registries, 40 event and 43 hook names shared with Gen 1,
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and Silver today (40 of the 46 registries, 40 event and 43 hook names shared with Gen 1,
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and 24 Gen 2-only ones), which registries have no Gen 2 home and drop their
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writes with a report, and which hooks and events are still to come.
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`docs/preparing-your-mod-for-gen2.md` is the step-by-step migration guide for a
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