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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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+24
-12
@@ -103,7 +103,7 @@ Save.PLAYER_STATES = {
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}
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local function saveNames(version)
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version = version or "gold"
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version = version or GameVersion.get()
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-- Resolve the ACTIVE SLOT the same way SaveData does, and only fall back to
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-- the flat save_<version>.lua when no slot is registered.
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--
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@@ -133,16 +133,22 @@ local function fs()
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return love.filesystem
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end
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-- A fresh Gold save. `opts` carries what the intro collected: player name,
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-- The blank-name fallback is the first PlayerNameArray row, which differs
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-- per edition -- data/player_names.asm:12-23.
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function Save.defaultPlayerName(version)
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return (version or GameVersion.get()) == "silver" and "SILVER" or "GOLD"
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end
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-- A fresh Gen 2 save. `opts` carries what the intro collected: player name,
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-- rival name, and the options the OPTION screen was left on.
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function Save.newGame(opts)
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opts = opts or {}
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local save = {
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format = Save.FORMAT,
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version = "gold",
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version = GameVersion.get(),
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generation = 2,
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player = {
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name = opts.playerName or "GOLD",
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name = opts.playerName or Save.defaultPlayerName(),
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-- _ResetWRAM rolls wPlayerID out of hRandomSub/hRandomAdd
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-- (engine/menus/intro_menu.asm:41-49).
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id = opts.trainerId or rand(0, 65535),
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@@ -374,10 +380,13 @@ end
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function Save.normalize(save)
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if type(save) ~= "table" then return nil end
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save.format = save.format or Save.FORMAT
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save.version = "gold"
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if not (GameVersion.VERSIONS[save.version]
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and GameVersion.generation(save.version) == 2) then
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save.version = GameVersion.get()
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end
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save.generation = 2
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save.player = save.player or {}
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save.player.name = save.player.name or "GOLD"
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save.player.name = save.player.name or Save.defaultPlayerName(save.version)
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save.player.id = save.player.id or rand(0, 65535)
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save.player.money = math.max(0, math.min(save.player.money or 0, Save.MAX_MONEY))
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save.player.coins = math.max(0, math.min(save.player.coins or 0, Save.MAX_COINS))
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@@ -753,21 +762,24 @@ end
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-- copy is the witness that survives a crash mid-replace.
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function Save.save(save)
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if type(save) ~= "table" then return false, "no save" end
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if (save.version or "gold") == "gold" then
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Save.normalize(save)
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local version = save.version
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do
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local ok, SaveData = pcall(require, "src.core.SaveData")
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if ok and SaveData.activeSlot and not SaveData.activeSlot("gold") then
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local id = SaveData.createSlot and SaveData.createSlot("gold")
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if id and SaveData.setActiveSlot then SaveData.setActiveSlot("gold", id) end
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if ok and SaveData.activeSlot and not SaveData.activeSlot(version) then
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local id = SaveData.createSlot and SaveData.createSlot(version)
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if id and SaveData.setActiveSlot then
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SaveData.setActiveSlot(version, id)
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end
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end
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end
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local main, backup, tmp = saveNames(save.version)
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local main, backup, tmp = saveNames(version)
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local f = fs()
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if not f then return false, "no filesystem" end
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-- saveNames may now return a saves/<version>/<slot>.lua path, and
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-- love.filesystem.write does not create missing parent directories.
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local dir = main:match("^(.*)/[^/]+$")
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if dir and f.createDirectory then f.createDirectory(dir) end
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Save.normalize(save)
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save.savedAt = os.time()
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local encoded = SaveSerializer.encode(save)
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if f.getInfo(main) then
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