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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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@@ -39,45 +39,54 @@ end
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local edited = 0
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local hooks = { editTouchControls = function() edited = edited + 1 end }
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local gold = LauncherSettings.open(hooks, "gold")
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check(has(gold, "TOUCH PAD"), "Gold's gear offers TOUCH PAD")
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check(has(gold, "VIBRATION"), "and VIBRATION")
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check(has(gold, "TOUCH CONTROLS"), "and the layout editor")
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check(has(gold, "VOID FILL"), "and VOID FILL")
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for _, version in ipairs({ "gold", "silver" }) do
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local model = LauncherSettings.open(hooks, version)
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check(has(model, "TOUCH PAD"), version .. " gear offers TOUCH PAD")
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check(has(model, "VIBRATION"), version .. " and VIBRATION")
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check(has(model, "TOUCH CONTROLS"), version .. " and the layout editor")
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check(has(model, "VOID FILL"), version .. " and VOID FILL")
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local voidFill = findRow(gold, "VOID FILL")
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eq(voidFill.value(), "FADE ", "VOID FILL defaults to FADE")
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voidFill.step(1)
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eq(gold.opts.gold.voidFill, "water", "right stores water in the gold block")
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eq(voidFill.value(), "WATER", "and the row reads WATER")
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voidFill.step(-1)
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eq(gold.opts.gold.voidFill, "fade", "left restores fade")
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local voidFill = findRow(model, "VOID FILL")
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eq(voidFill.value(), "FADE ", version .. " VOID FILL defaults to FADE")
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voidFill.step(1)
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eq(model.opts.gold.voidFill, "water",
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version .. " right stores water in the gold block")
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eq(voidFill.value(), "WATER", version .. " and the row reads WATER")
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voidFill.step(-1)
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eq(model.opts.gold.voidFill, "fade", version .. " left restores fade")
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-- Every write has to land in the gold block: the flat keys beside it are
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-- Red's, and Gold's boot never reads them (src/core/gen2/Save.lua:299).
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-- loadOptions seeds the flat Gen 1 defaults, so the check is that the Gold
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-- rows leave them exactly as they found them.
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local flatPad = gold.opts.touchControls
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local flatBuzz = gold.opts.haptics
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-- Every write has to land in the gen2 block: the flat keys beside it are
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-- Red's, and no Gen 2 boot reads them (src/core/gen2/Save.lua:299).
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-- loadOptions seeds the flat Gen 1 defaults, so the check is that the Gen 2
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-- rows leave them exactly as they found them.
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local flatPad = model.opts.touchControls
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local flatBuzz = model.opts.haptics
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local pad = findRow(gold, "TOUCH PAD")
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local before = pad.value()
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pad.step(1)
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check(pad.value() ~= before, "stepping TOUCH PAD flips it")
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check(type(gold.opts.gold) == "table", "into the gold block")
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eq(gold.opts.gold.touchControls.enabled, false, "which now carries enabled")
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eq(gold.opts.touchControls, flatPad, "leaving the flat Gen 1 key alone")
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local pad = findRow(model, "TOUCH PAD")
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local before = pad.value()
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pad.step(1)
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check(pad.value() ~= before, version .. " stepping TOUCH PAD flips it")
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check(type(model.opts.gold) == "table", version .. " into the gold block")
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eq(model.opts.gold.touchControls.enabled, false,
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version .. " which now carries enabled")
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eq(model.opts.touchControls, flatPad,
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version .. " leaving the flat Gen 1 key alone")
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eq(model.opts.silver, nil,
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version .. " and inventing no second Gen 2 block beside it")
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local buzz = findRow(gold, "VIBRATION")
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local buzzBefore = buzz.value()
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buzz.step(1)
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check(buzz.value() ~= buzzBefore, "stepping VIBRATION moves the level")
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eq(gold.opts.gold.haptics, TouchControls.normalizeHaptics(gold.opts.gold.haptics),
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"VIBRATION stores a level the shared module knows")
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eq(gold.opts.haptics, flatBuzz, "also without touching Red's")
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local buzz = findRow(model, "VIBRATION")
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local buzzBefore = buzz.value()
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buzz.step(1)
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check(buzz.value() ~= buzzBefore, version .. " stepping VIBRATION moves the level")
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eq(model.opts.gold.haptics,
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TouchControls.normalizeHaptics(model.opts.gold.haptics),
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version .. " VIBRATION stores a level the shared module knows")
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eq(model.opts.haptics, flatBuzz, version .. " also without touching Red's")
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findRow(gold, "TOUCH CONTROLS").action()
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eq(edited, 1, "the editor row reaches the host hook")
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edited = 0
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findRow(model, "TOUCH CONTROLS").action()
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eq(edited, 1, version .. " the editor row reaches the host hook")
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end
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-- The Gen 1 gear is untouched by the extraction: same three rows, still on
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-- the flat table.
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@@ -94,6 +103,8 @@ eq(findRow(red, "TOUCH PAD").value() ~= nil, true, "and reading it back")
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-- rather than dead, on both sides.
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eq(has(LauncherSettings.open(nil, "gold"), "TOUCH CONTROLS"), false,
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"no hook, no editor row on Gold")
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eq(has(LauncherSettings.open(nil, "silver"), "TOUCH CONTROLS"), false,
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"nor on Silver")
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eq(has(LauncherSettings.open(nil, "red"), "TOUCH CONTROLS"), false,
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"nor on Red")
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-- The Edit row hands the screen to the host, and the host has to know WHICH
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