Commit Graph

59 Commits

Author SHA1 Message Date
bryanthaboi 35b3fa6d9c CLOSES #455, CLOSES #487, CLOSES #501, CLOSES #540, CLOSES #585, CLOSES #591, CLOSES #593, CLOSES #595, CLOSES #597, CLOSES #599, CLOSES #600, CLOSES #606, CLOSES #607, CLOSES #610, CLOSES #613, CLOSES #616, CLOSES #620, CLOSES #626, CLOSES #632, CLOSES #633, CLOSES #647 2026-08-02 08:19:28 -04:00
spiritsnails 46bd0f6709 fix: battle screens keep their composition when they open a menu or prompt
BATTLE SIZE "fixed" draws the battle as a discrete letterbox rather than
filling the window, and BATTLE BG "world" composes it over the live map.
Everything the battle then opens broke out of that composition, because
each piece of the frame's geometry was read off a fact about THIS FRAME
instead of about the battle:

* Renderer:uiScale follows the survey zoom only while a world is behind
  the UI, gated on worldActive -- this frame's world pass.  PartyMenu and
  ListMenu are opaque, so pushing one makes StateStack:visibleBase skip
  the map, no world pass runs, and the menu loses the step-down and blits
  a whole integer scale larger than the battle it just covered.  Held
  with uiWorldHold, the same whole-stack rule uiFill and the battle dim
  already use.  ("fill" hid this: it overrides the scale outright.)

* Game:draw started the frame at visibleBase, so that same opaque menu
  cut the overworld -- and the world pass with it -- out of the frame
  entirely, collapsing a "world" backdrop to endFrame's flat black clear.
  A world-bg battle now keeps the frame starting from underneath itself
  (drawBaseInStack).  Only the START of the draw moves; the clear stays
  keyed to the real visibleBase, so the menu still gets its opaque canvas
  and draws exactly as before.

* worldZones was keyed to that same clear base, so it came out nil for a
  frame whose world pass HAD run -- dropping endFrame's world blit onto
  the UI zone list instead, smearing the party menu's own HP-bar palettes
  across a world-canvas-sized image.  Keyed to whether the map drew.

* endFrame's letterbox clear read letterboxWhite off visibleBase alone,
  so an opaque menu over a BG "white" battle flipped its surround to
  black the same way.  Same whole-stack hold.

* ChoiceBox bottom-anchored unconditionally, docking it to the WINDOW
  edge.  That is only right when it rides the dialogue box beneath it,
  which is anchored there too; TextBox now passes the anchor and nothing
  else does, so the battle's switch offer and the shop/PC confirms stay
  over the screen that pushed them.

* TextBox anchors likewise: a battle is a self-contained SCREEN, not the
  window, and pokered prints its text box in the same 160x144 tilemap as
  the HUD.  The caught-mon nickname prompt was landing a whole letterbox
  below the blanked battle field it is printed on.  BattleState.holdsUI-
  Anchors holds setUIAnchor off while a battle is in the stack; the
  overworld's own dialogue box still docks to the screen edge.
2026-08-01 22:55:58 -06:00
spiritsnails 2b92562538 fix: yes/no box popping up after the question text closes, not over it
several places (Commands.ask, the give-a-nickname prompt, PC box release/
change confirms, start menu save/quit) pushed a bare ChoiceBox after the
preceding text box already popped on an A press, instead of riding
TextBox's opts.choice like the rest of the engine. the YES/NO box now
comes up while the question is still on screen, matching the original.
2026-08-01 21:36:30 -06:00
spiritsnails aedc63c40d Port timing/parity fixes, seamless battle transitions, faithful-res lock, and zoom-aware UI anchoring
Ports from a downstream fork, hand-surgered hunk-by-hunk to exclude the
fork's randomizer/pokescript work and to skip a FixedStep jitter-tolerance
attempt that never fixed the stutter it targeted.

- src/core/Timing.lua: hardware-accurate frame-delay catalog ported from
  pret/pokered, feeding BattleState:waitNext, EffectRegistry's miss/crit
  beats, TextBox/ChoiceBox scroll and prompt holds, and the battle
  silhouette slide/shake/blink/faint timings.
- Seamless battle transitions: Renderer:drawBattleWipe replaces the old
  160x144-only cascade with one wipe drawn over the whole surface at any
  zoom or window size; BattleTransition's per-style frame lengths are
  corrected against pokered-c's derivation; Transition.battleReturn adds
  the post-battle GBFadeInFromWhite the port never had.
- BATTLE SIZE / BATTLE BG options (BattleState:wantsFillScale/bgMode,
  Game.fillScaleInStack/worldBgBattleDim): battle surface can fill the
  window instead of the fixed integer letterbox, and the area around it
  can show white/black/the dimmed overworld instead of only white.
- src/core/FaithfulRes.lua: locks the window to an exact 160x144 multiple.
- Zoom-aware UI anchoring: Renderer:uiScale steps the UI down with survey
  zoom (gated to worldActive so the title/intro never shrink);
  Renderer:setUIAnchor lets TextBox, ChoiceBox, and an opted-in Menu
  (the START menu) pin themselves to a screen edge instead of the
  zoomed-out letterbox.
2026-08-01 15:52:34 -06:00
bryanthaboi 2009df3dd1 CLOSES #575, CLOSES #578, CLOSES #584, CLOSES #589 2026-08-01 12:56:13 -04:00
bryanthaboi d5293dffb8 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-01 08:10:22 -04:00
bryanthaboi 9326b07583 CLOSES #415, CLOSES #484, CLOSES #488, CLOSES #492, CLOSES #497, CLOSES #541, CLOSES #559, CLOSES #562, CLOSES #563, CLOSES #564, CLOSES #565, CLOSES #566, CLOSES #567, CLOSES #568, CLOSES #569, CLOSES #570, CLOSES #571, CLOSES #572 2026-08-01 08:10:20 -04:00
bryanthaboi 5a7add8eaa Merge pull request #554 from andrewqsantos/feature/mobile-safe-area 2026-07-31 23:54:11 -04:00
erereck 6e724cedf7 Honor modded bag capacity 2026-08-01 00:32:00 -03:00
Andrew Quenehen fccb122c59 Respect iOS/Android safe areas in launcher and touch chrome.
Layout interactive UI against love.window.getSafeArea so notch, Dynamic Island, and home-indicator insets no longer clip controls, while keeping the game framebuffer edge-to-edge.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-31 23:53:26 -03:00
bryanthaboi 24696e3be2 Merge pull request #524 from kaosregulator/claude/multi-game-low-end-support-o16gz5
Claude/multi game low end support  and some fixes o16gz5
2026-07-31 20:26:09 -04:00
bryanthaboi fdab15a6dc CLOSES #503, CLOSES #511, CLOSES #515, CLOSES #518, CLOSES #522, CLOSES #523, CLOSES #525, CLOSES #528, CLOSES #529, CLOSES #533, CLOSES #535, CLOSES #536 2026-07-31 20:20:37 -04:00
bryanthaboi 5ec440792e Merge pull request #347 from kevindjacobson/agent/tool-mod-hooks
Add lifecycle and HUD hooks for tool mods
2026-07-31 10:29:04 -04:00
bryanthaboi 6c4c9d14e2 Merge pull request #520 from johnjohto/fix-true-color-evolution-trade-494
Fix true-color evolution and trade sprites
2026-07-31 10:18:44 -04:00
bryanthaboi 3945b9d078 on screen controller editing CLOSES #327 2026-07-31 09:23:38 -04:00
bryanthaboi 6796804593 CLOSES #505, CLOSES #510, CLOSES #513 2026-07-31 09:08:56 -04:00
johnjohto 858c5bc9b8 Fix true-color evolution and trade sprites 2026-07-31 09:05:19 -04:00
Claude c8e035d332 Add graphics performance tier for low-end devices
Introduce an OPTIONS -> PERFORMANCE setting that scales the port's
optional presentation extras down for weaker hardware, so older/lower-end
devices can run the game smoothly.

The tier governs the three heaviest non-faithful extras -- the 3D TILT,
the GBC FX post-process shader, and survey ZOOM (which renders connected
neighbor maps) -- plus a hard FPS ceiling. It never touches game logic,
which is fixed-step off dt, so every tier plays identically.

- src/core/Performance.lua: tiers (auto/high/balanced/low), a conservative
  device auto-detect (ARM handhelds -> low, phones -> balanced, normal
  desktops -> high), per-tier caps, and the option-row cycle. Zero
  requires, like GameVersion.
- Game:applyOptions clamps the *live* presentation state against the tier
  without rewriting stored options, so a lower tier hides the player's
  TILT/GBC FX/ZOOM/FPS choices and a higher tier restores them exactly.
- Zoom.offsetRange floors the range at FIT when survey is disallowed, so
  the option row, hotkey, and mouse wheel all stop at close-up on LOW.
- New save.options.performance default "auto"; OPTIONS row heads the
  display group and re-applies live.
- Tests: tests/engine/performance_tiers.lua (ROM-free); mod_ui_tests row
  golden updated for the spliced row.

AUTO resolves to HIGH on a normal desktop and on every options.lua that
predates the option, so the common case is unchanged.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Q6bFAiQyZ5jDmewsbB4LG9
2026-07-31 01:44:17 +00:00
bryanthaboi 6b9d4f2470 Merge pull request #450 from RetroRulez/feat/i18n-enabling
i18n: make more UI reachable for translation mods (Strings wraps, menu box auto-size, optional metric dex)
2026-07-30 11:24:59 -04:00
bryanthaboi 0af69e2df6 pikachu volume 2026-07-30 11:20:21 -04:00
bryanthaboi 4b9a326f6b CLOSES #339, CLOSES #354, CLOSES #360, CLOSES #372, CLOSES #373, CLOSES #374, CLOSES #375, CLOSES #378, CLOSES #379, CLOSES #383, CLOSES #384, CLOSES #385, CLOSES #391, CLOSES #392, CLOSES #393, CLOSES #394, CLOSES #395, CLOSES #396, CLOSES #397, CLOSES #398, CLOSES #413, CLOSES #420, CLOSES #423, CLOSES #424, CLOSES #425, CLOSES #426, CLOSES #427, CLOSES #429, CLOSES #430, CLOSES #431, CLOSES #433, CLOSES #435, CLOSES #436, CLOSES #438, CLOSES #439, CLOSES #441, CLOSES #442, CLOSES #444 2026-07-30 11:14:51 -04:00
Cyberboy 5c5c970e81 i18n: draw naming-grid cells through Strings()
The name-entry keyboard drew each cell literally, so the case-switch labels
("lower case" / "UPPER CASE") and the "ED" confirm cell could not be
localized. Wrapping the draw in Strings() makes them translatable; the grid
data keeps the original strings, so the case-switch detection is unaffected.
Behavior-neutral for the base game (Strings identity without a catalog).
2026-07-30 16:35:03 +02:00
Cyberboy f6ae967796 i18n: route SummaryMenu stat labels through Strings()
The ATTACK/DEFENSE/SPEED/SPECIAL labels on the status screen were drawn
literally; wrap them like the other UI so a language mod can translate them.
Behavior-neutral for the base game (Strings identity without a catalog).
2026-07-30 15:37:10 +02:00
Cyberboy 350402b179 i18n: route hardcoded UI strings through Strings(), auto-size menu boxes, optional metric dex fields
Makes several UI spots reachable for translation mods without forking the
engine. All behavior-neutral for the base game: Strings(x) is the identity
function when no catalog is loaded, and the metric dex fields are opt-in.

- ListMenu: draw the title via Strings() (covers bag/PC/box/fly/move lists)
- Menu / (see follow-up ChoiceBox): grow the box to the widest label so longer
  localized labels don't overflow the frame
- OptionsMenu: wrap toggle values (ON/OFF, SET/SHIFT, WIDE/OG, text speed) and
  the ruleset display name in Strings()
- Schemas: add optional dexEntry.heightM / weightKg
- DexEntryMenu: render metric height/weight when those fields are present,
  otherwise unchanged (ft/in + lb)
2026-07-30 15:03:35 +02:00
bryanthaboi 0f581e2f69 so many bugs i cannot even breathe 2026-07-30 07:41:41 -04:00
bryanthaboi 8fdfd5c843 Merge pull request #416 from johnjohto/fix-true-color-dex-intro
fix true color UI Pokemon sprites

Two conflicts against dev, both structural rather than behavioural:

DexEntryMenu.render became a static function on dev so the printer could
share the entry page; the branch still marked true color from the method
form.  Threaded the flag through as a render() parameter.  The printer
caller leaves it nil on purpose -- it renders to its own PNG canvas, and a
mark left there would bleed into the next real frame.

TitleState moved the cycling mon and Red's OAM into the non-Yellow branch
on dev (title_yellow.asm has neither); the branch still drew them at top
level.  Kept dev's structure and folded the true color marking into it.
2026-07-29 15:10:03 -04:00
johnjohto 4c17e606fd fix true color UI Pokemon sprites
The UI drew sprite paths but discarded their trueColor flag, so the SGB palette pass recolored full-color Pokemon.
2026-07-29 13:31:50 -04:00
bryanthaboi dde25ec7d0 yellow alpha 2026-07-29 11:46:32 -04:00
Kevin Jacobson aab980b05a Add lifecycle hooks for tool mods 2026-07-28 13:33:53 -07:00
bryanthaboi b69f8c27c9 Merge pull request #332 from johnjohto/fix-hof-dex-rating
Run the HoF dex rating through the standard text box (#314)
2026-07-28 12:19:43 -04:00
bryanthaboi 8539a6b268 launcher editor and widescreen battle 2026-07-28 12:00:15 -04:00
bryanthaboi f9f38d161f CLOSES #223, CLOSES #233, CLOSES #236, CLOSES #240, CLOSES #241, CLOSES #249, CLOSES #252, CLOSES #255, CLOSES #257, CLOSES #258, CLOSES #263, CLOSES #265, CLOSES #274, CLOSES #275, CLOSES #276, CLOSES #279, CLOSES #280, CLOSES #282, CLOSES #283, CLOSES #287, CLOSES #291, CLOSES #292, CLOSES #293, CLOSES #301, CLOSES #304, CLOSES #315, CLOSES #316, CLOSES #317, CLOSES #321, CLOSES #322, CLOSES #330 2026-07-28 10:29:05 -04:00
johnjohto bfac5fe327 Run the HoF dex rating through the standard text box (#314)
HoFDisplayPlayerStats prints its three dex texts (seen/owned, the
POKéDEX Rating: header, the tier line) through HoFPrintTextAndDelay ->
PrintText, the standard two-row bottom box, each followed by 120
DelayFrames.  The port hand-drew a 6-row box and flattened the tier
text's cont (\v) rows into plain newlines, so a 3+ row rating painted
its third row over the box's bottom border and dropped the rest.

Push the three texts as a chain of auto-advancing TextBox states
instead: the cont rows scroll inside the two-row box with the original's
A/B wait (_ContText -> ManualTextScroll), and each box closes itself
after the 120-frame hold.

Adds tests/parity_hof_rating.lua: box order/content and the auto-close
hold are asserted over a full headless induction.
2026-07-28 07:32:35 -04:00
bryanthaboi 3b1032cc63 CLOSES #303, CLOSES #307, CLOSES #314, CLOSES #318 2026-07-28 06:16:21 -04:00
bryanthaboi 72f83760b7 Merge pull request #328 from johnjohto/fix-fieldmove-whiteflash
Run the field-move white blink under its text, not after (#320)
2026-07-28 05:10:06 -04:00
johnjohto b0868e7571 Run the field-move white blink under its text, not after (#320)
The vanilla surf/strength flow closed the menu, showed the overworld,
then fired a solid-white blink on the empty map, and set the surfing
sprite while the player was still on land.  pokered's
GBPalWhiteOutWithDelay3 runs while the text is still up, so the blink
reads as a text flash.

The blink now sits under the textbox on the stack (only the top state
updates, so it holds its frames until the text closes), and surfing
applies only when the step onto the water happens.  Same reorder for
the party-menu STRENGTH texts.  The parity surf tests now dismiss the
got-on text before asserting the mount, matching the new order.
2026-07-27 22:42:47 -04:00
johnjohto 726e1d4ec5 Route the Oak speech fallback texts through Strings.source
The intro API upgrade left six player-visible literals in OakSpeech's
FALLBACKS table outside the Strings routing, so the strings-coverage
gate failed on dev. Mark them with Strings.source, the catalog idiom
for declaration-site literals, and the gate is green again.
2026-07-27 20:46:06 -04:00
johnjohto 5113cfd951 Fire intro.oak_speech.finished only once (#308) (#309)
The shrink timeline called finish() every frame once past its end.
finish() emits finished and then pops the stack, so a listener that
pushes a screen (a warp, a menu) had that screen popped in the speech's
place: the speech stayed alive and re-fired the event every frame,
repeating the listener's side effects each time. Clear the shrink
state before finishing so the timeline cannot run finish() twice.

Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
2026-07-27 13:39:12 -04:00
bryanthaboi f0a88ea473 Bug squashing and translation mods (#311)
* audio timing stuff

* bug fixes and translation additions

* translation stuff

* Update modkit.py

* better asset resolution
2026-07-27 13:37:05 -04:00
johnjohto 531a719794 Return to the start menu when a pause submenu is cancelled (#270) (#300)
Selecting a start-menu row pops the start menu before the submenu is
pushed (Menu's generic A handler), so B in a submenu had no parent to
return to and dropped straight to the overworld.  pokered redisplays
the start menu instead (RedisplayStartMenu from the party/item/
trainer-card/option handlers), so give each vanilla submenu an
onCancel that re-opens the start menu; the saved cursor row
(wBattleAndStartSavedMenuItem) restores on re-entry.

- PokedexMenu/BagMenu forward opts.onCancel into their ListMenu
- TrainerCard dismisses back via onCancel on A or B
  (WaitForTextScrollButtonPress then RedisplayStartMenu)
- OptionsMenu fires onCancel from both B/START and the CANCEL row
- PlayerPC rows are keepOpen so B in WITHDRAW/DEPOSIT/TOSS returns to
  the PC root menu (players_pc.asm), matching the BoxMenu pattern

The SAVE flow is untouched: StartMenu_SaveReset falls through to
HoldTextDisplayOpen and never redisplays the menu.  Battle-opened
party/bag screens get no onCancel, so mid-battle cancel behavior is
unchanged.

Co-authored-by: johnjohto <johnjohto@users.noreply.github.com>
2026-07-27 10:05:15 -04:00
bryanthaboi be90e5b42c intro api upgrade (#294)
* intro api upgrade

* api updates

* fix tests

* updated templates
2026-07-27 08:37:11 -04:00
bryanthaboi 043f6b2426 Bugsquashingjuly26 (#264)
* big bug squash

* ok
2026-07-26 14:11:07 -04:00
bryanthaboi f7695308b7 big bug squash (#261) 2026-07-26 13:38:52 -04:00
bryanthaboi f6b29e6caa evee fix and some other junk 2026-07-25 15:21:49 -04:00
bryanthaboi 3069b2e2a9 The new experience (#201)
* new launcher and save converts and pipeline

* fixing bugs
2026-07-25 12:36:53 -04:00
bryanthaboi d872010209 new options, and hot keys and readme clean up (#148) 2026-07-24 10:12:27 -04:00
bryanthaboi 819150f50f Bugs and stuff (#146)
* main menu scrollable when over 8 items

* buggies

* more buggies

* Lorelei, Bruno, and Agatha now push their AfterBattle text right after a win

* more and more bugs
2026-07-24 09:26:43 -04:00
bryanthaboi bfba1f7bb7 Bugs and stuff (#144)
* main menu scrollable when over 8 items

* buggies

* more buggies

* Lorelei, Bruno, and Agatha now push their AfterBattle text right after a win
2026-07-24 09:06:29 -04:00
bryanthaboi 8278b209b4 Squadhing som bug (#130)
* squashy squash

* squassshheee

CLOSES #128
CLOSES #114
CLOSES #113
CLOSES #111
CLOSES #110
CLOSES #109
CLOSES #107
CLOSES #106
CLOSES #105
CLOSES #90
CLOSES #103

* brock guy fix

CLOSES #39
2026-07-23 16:55:03 -04:00
bryanthaboi 1c4515eaaa squashy squash (#127) 2026-07-23 15:42:54 -04:00