Skip per-frame mouse warps and FlexLove perf sampling on Switch, feed pad coords through a getPosition bridge, and park that shim before the save editor so desktop paths stay unchanged.
Co-authored-by: Cursor <cursoragent@cursor.com>
A shared imports/ inbox with Red+Yellow was starting Red from the Yellow tab; match by GameVersion.forSha1 for the selected game and document the tab-scoped rescan.
Co-authored-by: Cursor <cursoragent@cursor.com>
Bring FlexLove launcher UI ("big ui moment"), iOS picker dismiss, and Metal updates into the Switch NX branch. Keep pack_love (with libs/), NX inbox/rescan paths, SwitchDiagnostics, and Save Editor PadInput; port Scan again labels into LauncherView.
Co-authored-by: Cursor <cursoragent@cursor.com>
scanInbox never consulted ready, and mobileFileBridge already mirrors
android on Android/iOS, so the dual guard was a no-op.
Co-authored-by: Cursor <cursoragent@cursor.com>
Wire tests/switch_transfer_docs_test.lua into switch-changes detection,
switch-selftest, and the ROM-free T0 lane so docs drift fails CI.
Co-authored-by: Cursor <cursoragent@cursor.com>
Ship stock engine chords only; community mods own their rebinds, and keys
2/3/5 are claimed by the engine before pipeline hotkeys run.
Co-authored-by: Cursor <cursoragent@cursor.com>
platform_nx_* and rom_importer_nx_* run with the love stub and must execute
in CI's ROM-free lane via tests/run_engine.lua, not only T3.
Co-authored-by: Cursor <cursoragent@cursor.com>
Players extract one zip at the microSD root for install and update; saves under pokemon-love2d/ survive merge. Drop the bare .nro from GitHub Release assets.
Co-authored-by: Cursor <cursoragent@cursor.com>
Split Import/Export paths into imports/saves/{red,blue,yellow}/ and
exports/{red,blue,yellow}/ so MTP destinations match each launcher tab.
Co-authored-by: Cursor <cursoragent@cursor.com>
Retire successful imports to *.sav.imported and record content hashes so
re-pressing Import save (or the same bytes under a new name) cannot clone
slots. Surface multi-import counts and the active game tab in the notice.
Co-authored-by: Cursor <cursoragent@cursor.com>
Route gamepad/touch into the editor instead of dropping them in editorMode,
and hit-test clicks at event coords so a finger tap is not lost under the
Joy-Con virtual cursor.
Co-authored-by: Cursor <cursoragent@cursor.com>
pokered plays no 'pitched-down faint cry': the player mon's faint is its
ordinary species cry (RemoveFaintedPlayerMon -> PlayCry) with no
Faint_Fall, and the enemy faint plays no species cry at all -- trainer
battles get SFX_FAINT_FALL then SFX_FAINT_THUD, wild battles go straight
to the victory music (FaintEnemyPokemon core.asm:732-796).
The port played the species cry AND Faint_Fall on every faint, so a
fainted enemy sounded its full battle cry and a fainted player mon got
the fall whistle the hardware never plays.
BattleState.onFaint now:
- player: Sound.playCry only
- enemy trainer: Faint_Fall then Faint_Thud (after the slide)
- enemy wild: no faint sfx (victory music already queued)
Adds tests/parity_faint_cry_bug709.lua asserting the per-side sequence.
Fixes#709
Bring feat/switch-nx up to date with origin/dev (72 commits). Resolve
Input/RomImporter conflicts by keeping GamepadMap (NX face remap + dual-path
gate) while adopting upstream joyBindings rebinds (#632) and Enable-all mods
(#647). Gate shoulder GAME SPEED hotkeys when Select is held so Select+L
display chords still work.
Co-authored-by: Cursor <cursoragent@cursor.com>
The Celadon Diner uses three LOBBY table blocks that share tile 0x37 on
their flat surfaces. Only block 29 had the 0x37->0x5a BROWN alias; blocks
45 and 49 showed raw tile 0x37 in ROOF (blue-gray), creating a blue
square on the second/third tables with the Advanced Colors preset.
Add alias entries for blocks 45 (cells 13/14) and 49 (cells 1/2).
Fixes#689
apply() returned false on its first line for mobile, so the option did
nothing there. A phone has no window to resize, so the lock caps the
render scale instead: the largest whole multiple of 160x144 the display
holds, centred, black around it.
Two parts beyond that. The scale is read off the display rather than from
the desktop's 1X-4X ladder, which named a different fraction of every
device and left the useful levels off the list; mobile shows ON or OFF.
And the world pass, which expands to cover the whole display so letterbox
becomes more map, is now sized against the locked viewport, so the lock
reaches the overworld instead of showing more of it.
Pixel perfect throughout, whole multiples only. Desktop and OFF are
unchanged. Renames the row to FAITHFUL RATIO on both platforms; the saved
key stays faithfulRes so existing settings carry over.
The row assertions called Data:load(), which needs data/generated/. The
T1/T2 tier runs without a ROM in CI, so the suite died on the import
rather than failing an assertion. Use T.fixtures.load() like the other
engine suites do.
Verified by moving data/generated aside and re-running: 20/20 with no
imported data present.