discord rich presence, and MORE COLORS, video options, shiddddd so much stuff

This commit is contained in:
bryanthaboi
2026-07-21 14:52:45 -04:00
parent 3f4aaccbf5
commit f64666c6ce
25 changed files with 5553 additions and 56 deletions
+124 -2
View File
@@ -196,6 +196,114 @@ function PaletteFX.monPalName(data, species, transformed)
return "MEWMON"
end
-- ------- true GBC overworld coloring (color/loadpalettes.asm,
-- color/data/*, color/sprites.asm ColorOverworldSprite) -------------------
--
-- RED++ pairs its named-palette battle/mon colors above with pokered-gbc's
-- real per-tile system: LoadTilesetPalette assigns one of 8 four-color BG
-- palettes to every tile GRAPHIC in a tileset (by tile id, not by map
-- position), and LoadTownPalette swaps just the ROOF slot (index 6) per
-- town/route. `data/palettes_gbc.lua`'s `world` table holds the extracted
-- data (tools/extract/palettes.py extract_gbc_world); these queries are
-- mode-independent (only check the pack exists) so TileRenderer can
-- precompute geometry once regardless of the active COLORS mode -- callers
-- that resolve to actual on-screen COLOR should gate on usesGbcPack()
-- themselves, the same way they already gate other RED++-only behavior.
--
-- LoadTilesetPalette's 3 hardcoded single-tile fixes (Celadon Mart) and
-- LoadTownPalette's Route 6/Saffron y<2 roof split are control flow, not
-- data, so they are not in the extracted pack -- they live here instead.
local TILE_GROUP_EXCEPTIONS = {
-- tile ids $4b-$4f -> BLUE (outside sky, seen through the mart's roof)
CELADON_MART_ROOF = { tiles = { [0x4b] = true, [0x4c] = true, [0x4d] = true,
[0x4e] = true, [0x4f] = true }, group = 3 },
-- tile $37 -> BROWN (counter miscoloration fix)
CELADON_MART_3F = { tiles = { [0x37] = true }, group = 5 },
-- tiles $07/$08/$17/$18 -> YELLOW (bench, blue by default)
CELADON_MART_1F = { tiles = { [0x07] = true, [0x08] = true,
[0x17] = true, [0x18] = true }, group = 4 },
}
local ROOF_GROUP = 6
local ROUTE_6_SAFFRON = { mapId = "ROUTE_6", useMapId = "SAFFRON_CITY", cellYBelow = 2 }
-- whether the extracted pack has real per-tile GBC data for this tileset
-- (false for a mod tileset with no pokered-gbc counterpart, or when the
-- pack failed to load at all)
function PaletteFX.hasWorldTileset(tileset)
local pack = PaletteFX.gbcPack()
local w = pack and pack.world
return (w and w.tileGroups[tileset]) ~= nil
end
-- the palette-group (0-7) a tile GRAPHIC id resolves to in this tileset,
-- with the current map's tile-id exceptions (if any) applied first
function PaletteFX.worldGroupAt(tileset, mapId, tileId)
local pack = PaletteFX.gbcPack()
local w = pack and pack.world
local groups = w and w.tileGroups[tileset]
if not groups then return nil end
local exc = TILE_GROUP_EXCEPTIONS[mapId]
if exc and exc.tiles[tileId] then return exc.group end
return groups[tileId] or 7 -- TEXT: tile ids past the tileset's 96 (menus)
end
-- this tileset's resolved 8-entry {r,g,b}x4 palette array, with the ROOF
-- slot swapped to the current town/route (Route 6's north end uses
-- Saffron's roof colors while the player stands in its top 2 cell rows,
-- like pokered's wYCoord check -- data is Game.data, for the map lookup)
function PaletteFX.worldGroupColors(data, tileset, mapId, playerCellY)
local pack = PaletteFX.gbcPack()
local w = pack and pack.world
local base = w and w.groupColors[tileset]
if not base then return nil end
if not w.roofGroup[tileset] then return base end
local roofMapId = mapId
if mapId == ROUTE_6_SAFFRON.mapId and playerCellY
and playerCellY < ROUTE_6_SAFFRON.cellYBelow then
roofMapId = ROUTE_6_SAFFRON.useMapId
end
local roofMap = data and data.maps and data.maps[roofMapId]
local roof = roofMap and w.roofByMapIndex[roofMap.index]
if not roof then return base end
local out = {}
for i = 1, 8 do out[i] = base[i] end
-- LoadTownPalette only overwrites W2_BgPaletteData + $32, i.e. colors 1
-- and 2 (0-indexed) of the 4-color ROOF slot -- color 0 (background,
-- typically the sky-through-gaps white) and color 3 (outline black) keep
-- the tileset's own OUTDOOR_ROOF/INDOOR_ROOF base, only the roof
-- material's 2 middle shades are town-specific
local base4 = base[ROOF_GROUP + 1]
out[ROOF_GROUP + 1] = { base4[1], roof[1], roof[2], base4[4] }
return out
end
-- an overworld sprite's resolved 4-color OBJ palette (ColorOverworldSprite),
-- or nil when unassigned/unavailable, plus the resolved group index (for
-- callers that want a stable cache key without hashing the colors table).
-- spriteDef carries the ROM picture-id crosswalk in its `source` field
-- ("ROM:SpriteSheetPointerTable[N]"); seed (any stable per-instance value,
-- e.g. an NPC's `id`) resolves the "random" sentinel -- a deliberate
-- approximation of ColorOverworldSprite's per-OAM-slot pseudo-random pick
-- (`swap a; and 3` on the sprite's OAM offset, which has no equivalent
-- here): a stable hash instead, so the same NPC instance always shows the
-- same one of the 4 SPR_PAL_* colors.
function PaletteFX.spriteObp(spriteDef, seed)
local pack = PaletteFX.gbcPack()
local w = pack and pack.world
local src = spriteDef and spriteDef.source
if not (w and src) then return nil end
local idx = tonumber(src:match("%[(%d+)%]"))
local group = idx and w.spriteAssignment[idx]
if group == nil then return nil end
if group == "random" then
local h = 0
seed = tostring(seed or "")
for i = 1, #seed do h = (h * 31 + seed:byte(i)) % 4294967296 end
group = h % 4
end
return w.spritePalettes[group], group
end
-- GetHealthBarColor (home/palettes.asm) on the standard 48px bar
function PaletteFX.barPalName(hp, maxHp)
local px = maxHp > 0 and math.floor(hp * 48 / maxHp) or 0
@@ -237,10 +345,24 @@ function PaletteFX.setMode(mode)
end
end
if not ok then PaletteFX.mode = "gbc" end
-- battle pics bake the active pack into ImageData; drop the cache when
-- the pack (or any COLORS mode) changes so the next draw re-tints
-- battle pics and overworld sprites bake the active pack into ImageData;
-- drop those caches when the pack (or any COLORS mode) changes so the
-- next draw re-tints
if prev ~= PaletteFX.mode then
pcall(function() require("src.battle.BattleState").invalidate() end)
pcall(function() require("src.render.SpriteRenderer").invalidate() end)
-- RED++'s baked tileset atlas (TileRenderer.getGbcAtlas) is built once
-- per loaded map, so a mode toggle needs every cached Map/TileRenderer
-- dropped and the currently-visible one rebuilt in place -- otherwise
-- the on-screen map keeps its stale (wrong-mode) atlas until the next
-- map transition happens to reload it.
pcall(function()
require("src.world.MapLoader").invalidateAll()
local Game = require("src.core.Game")
if Game.overworld and Game.overworld.map and Game.overworld.reloadMap then
Game.overworld:reloadMap(Game.overworld.map.id, "colors")
end
end)
end
end