bootGame's require("src.core.Game") was resolving to Gen2Compat's Game
facade after a Gold session, so the next Gen 1 boot got an empty proxy
whose rawget(load) is nil (iOS: "src.core.Game missing load after
reload"; Android: Game:load called on a nil value).
Two independent causes, both needed:
* callerIsMod decided "not under src/" meant "a mod", and main.lua is
not under src/, so the engine's own require was gated as a mod's.
Root chunks main.lua and conf.lua are now matched exactly, which a
mod's own mods/<id>/main.lua cannot collide with.
* devShim.generation was only ever set, never cleared, so the
generation Gold declared outlived Gold's session. Loader.endSession
drops it from SessionLifecycle.endMountedSession, and the facade
gate now requires generation == 2 rather than ~= 1.
Only platforms that return to the launcher in-process (Android, and iOS
since #1808) keep the shim alive across sessions; everywhere else the
process restart cleared it.
Drop Data:load from #1635/#1743 engine tests so headless CI without
data/generated/ can run them, and relax dig's #916 hide-ratio check for
white fade-in under spinDrop (#1644).
Inset save-editor chrome and pickers into SafeArea so Save stays tappable on punch-hole phones (#917), replace move cycling with a ranked search modal that reflows on phones/RGxxx, and omit the engine version from window titles on stamped release builds.
Seed Mt Moon Super Nerd dialogue (#1743), play item-use heal jingles
(#1635), use white fades for fly/teleport warps (#1644), add a
Yellow-only Advanced palette overlay (#1639), parse Yellow Super Rod
data including Safari Dragonair (#1074), and apply title rOBP0 when
baking Pikachu eye OAM so pupils stay black with white glints.
Stop joining ChipAudio on every EXIT GAME, always rebuild the Gen1 Game
module on Play-again, and treat iOS like Android for return-to-launcher so
release/mobile LOVE restarts no longer wipe Game.load or crash on quit.
A capture the party cannot hold silently falls through to the box; the
new partyFullDestination seam lets a mode claim custody at that moment
instead, and pokemon.caught reports destination "mod" so the mode can
find the mon again. Guarded call site, file-local vanilla, docs and a
public-API modkit case.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1DVpYXGabigHqMwviDoKV
- Updated .gitignore to include new generated assets for the Surfing Pikachu minigame.
- Added new image assets for the minigame, including title background and intro frames.
- Implemented extraction of Surfing Pikachu title art in RomExtractor.
- Updated CacheContract to include new asset paths.
- Enhanced SurfingMinigame with new constants and functions for improved gameplay mechanics.
- Added unit tests for new features and ensured existing tests pass.
Stop fanning out arbitrary field:release() during Game/Game2 reset — shared
modules use :release as a handle API, and that teardown left the Gen1
singleton unbootable (Game:load nil) on Play-again. Harden bootGame and
endGameSession to rebuild the module if load is missing.
The generated cart release workflow curls cartkit.py into RUNNER_TEMP and
runs the selftest from the cart repo, where find_repo() finds nothing and
scaffold exits non-zero, so every cart release failed at the first step.
Report failures and skips even under --quiet; the workflow passes it, so
the only output was the FAIL count with no indication of which check.
PcMenu.lua's own CHANGE BOX save confirmation stayed in English on every
non-English build: its overwrite/saving/done prompts and its YES/NO choice
were bare literals, invisible to a translation mod's `strings` registry,
even though the overwrite/saving prompts are the exact same two cart
messages Gold's SAVE screen (SaveMenu.lua) already routes through
Strings().
SaveMenu.lua now exports OVERWRITE_PROMPT_SOURCE, SAVING_PROMPT_SOURCE and
twoLines() so PcMenu:savePrompt() can call through them instead of
duplicating the two shared prompts. The now-unused plain
OVERWRITE_PROMPT/SAVING_PROMPT tables (PcMenu's old direct-read contract)
are gone along with them, removing a second copy of the same literal text
that had to be kept in sync by hand. The CHANGE BOX confirm prompt itself
("#MON BOX, data\nwill be saved. OK?") gets its own new Strings.source()
key -- it is not shared with SaveMenu, and the port's own English text is
already a same-shape truncation of the cart's three-line
_ChangeBoxSaveText, confirmed against poke-corpus GoldSilver
en_msg.txt:4897. The done message and YES/NO now go through the exact
same Strings() keys SaveMenu.lua already uses ("%s saved\nthe game.",
"Could not save.", "YES", "NO"), so a translation covering SaveMenu's
screen needs no PcMenu-specific fork for any of those.
Added tests/engine/gen2_pcmenu_changebox_save_translation_test.lua,
mirroring gen2_save_menu_translation_test.lua's technique for PcMenu's own
CHANGE BOX flow, and updated the stale cross-file-contract regression case
in gen2_save_menu_translation_test.lua to match the new shared-export
shape instead of the old plain-table one.