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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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@@ -3,7 +3,7 @@
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-- everything under src/*/gen2 reaches shared services through here. Gen 1
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-- Game:load cannot consume a Gen 2 cache -- different generated tables, save
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-- shape and screen registry -- so main.lua's bootGame picks this owner when
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-- GameVersion.isGold(), and the two never branch into each other.
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-- GameVersion.generation() == 2, and the two never branch into each other.
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--
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-- Boot: copyright → GameFreak Presents → GS intro stub → title
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-- (tilemap + Ho-Oh flap / clouds / trails) → Oak speech (Marill + shrink)
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@@ -1702,7 +1702,7 @@ function Game2:hotkey(key)
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self:writeSave()
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return true
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elseif key == "f2" then
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local loaded = Save.load("gold")
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local loaded = Save.load()
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if loaded then self:continueGame(loaded) end
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return true
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elseif key == "1" then
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