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CLOSES #788, CLOSES #795, CLOSES #796, CLOSES #797, CLOSES #805, CLOSES #826, CLOSES #833, CLOSES #835, CLOSES #837, CLOSES #844, CLOSES #845, CLOSES #846, CLOSES #847
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@@ -997,6 +997,25 @@ local function updaterAllowed()
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return true
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end
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-- #835: which column the launcher opens on. `tab` starts at the --game
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-- shortcut's version (LaunchOptions.pendingTab) or Red; this then prefers the
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-- game play() last handed off, so relaunching lands on the game that was last
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-- played instead of always Red. An explicit --game still wins, and a
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-- remembered version whose cache is gone or stale is ignored, since opening a
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-- column with no Play button would read as the launcher losing the import.
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-- Called from new() once self.ready is filled, which is what that check needs.
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function RomImporter:_applyLastVersionTab()
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local okLO, LO = pcall(require, "src.core.LaunchOptions")
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if okLO and LO.pendingTab then return end
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local okOpt, opts = pcall(function()
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return require("src.core.SaveData").loadOptions()
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end)
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local last = okOpt and opts and opts.lastVersion
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if last and GameVersion.VERSIONS[last] and self.ready[last] then
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self.tab = last
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end
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end
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-- The launcher runs each GameVersion as an independent tab. Each dropped or
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-- chosen ROM is routed to its version by SHA-1, extracted into that version's
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-- own cache (Red at the root, Blue under blue/, Yellow under yellow/), so all
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@@ -1128,6 +1147,7 @@ function RomImporter.new(onComplete, opts)
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self.romName[version] = "pokemon_" .. info.id
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.. (info.id == "yellow" and ".gbc" or ".gb")
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end
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self:_applyLastVersionTab()
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-- Android: import a save-dir .gb/.gbc that is not yet ready (USB drop or a
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-- leftover SAF pick), routed by SHA-1. Already-imported carts are skipped
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@@ -2220,6 +2240,17 @@ function RomImporter:play(version)
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if self.workState == "working" then return end
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if not self.ready[version] then return end
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self._handedOff = true
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-- #835: remember the game being launched so the next launcher start opens on
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-- its column (_applyLastVersionTab). It rides options.lua rather than a file
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-- of its own, so portable installs and POKEPORT_IDENTITY sandboxes keep it
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-- with the rest of the launcher's persisted state. A failed write only
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-- costs the memory of the choice, so it must never block the boot.
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pcall(function()
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local SaveData = require("src.core.SaveData")
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local opts = SaveData.loadOptions()
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opts.lastVersion = version
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SaveData.saveOptions(opts)
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end)
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resetPointerCursor(self)
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-- The game draws with raw love.graphics from here on; drop the view's
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-- element tree and canvases before the handoff.
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