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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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+12
-5
@@ -189,11 +189,18 @@ defineString("CREDIT_END", "END")
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-- STAFF and everything after it is a heading. Anything BELOW this id is a
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-- person as far as ParseCredits is concerned.
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Credits.STAFF = defineString("STAFF", {
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" #MON",
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" GOLD VERSION",
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" PORT STAFF",
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})
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-- Credits_Staff differs per edition, including the centring spaces
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-- (data/credits_strings.asm:54-60).
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Credits.STAFF = defineString("STAFF",
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require("src.core.GameVersion").get() == "silver" and {
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" #MON",
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" SILVER VERSION",
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" PORT STAFF",
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} or {
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" #MON",
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" GOLD VERSION",
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" PORT STAFF",
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})
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defineString("DIRECTOR", " DIRECTOR")
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defineString("PROGRAMMING", " PROGRAMMING")
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defineString("ENGINE_DESIGN", " ENGINE DESIGN")
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