The Yellow port (oaks_lab_yellow.lua) already swaps in Music_MeetRival
for the "Hey wait! Let's check out our Pokemon!" challenge and restores
Music_OaksLab once the rival walks out, but the Red/Blue script never
did, leaving the lab battle silent before and after the fight.
Status lines from pack_love polluted the path and broke version stamping, which would fail the desktop release step.
Co-authored-by: Cursor <cursoragent@cursor.com>
pushBattle wrapped onFinish to push Transition.battleReturn on any
non-lose result, but that only fires for callers that route through
pushBattle correctly. Moving the same push into BattleState:finish()
instead -- the one choke point every battle (wild, trainer, walk-up,
scripted, link) already passes through on exit -- makes the fade
unconditional rather than dependent on each call site's wiring.
Commands.lua's start_battle and old-man-demo battle commands pushed
BattleState straight onto the stack, bypassing pushBattle (and therefore
BattleTransition) entirely. Every script-triggered battle -- gym leaders,
the rival, Giovanni, the catch tutorial -- cut straight to the battle
screen with no transition wipe. Only the walk-up trainer-sight path
(OverworldState:engageTrainer) went through pushBattle already.
pokered-gbc's palettes.asm carries two species->palette tables gated on
GEN_2_GRAPHICS; data/palettes_gbc.lua had imported the per-species Gen 2
table, shaded for Gen 2 sprite art this port doesn't use, instead of Gen
1's own assignments. Bulbasaur wore PAL_BULBASAUR's red-orange, Squirtle
wore PAL_SQUIRTLE's shell brown on his head. Palette values are unchanged;
only which palette each species points at is corrected.
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.
After the player picks a starter and the rival takes his, every ball on
the lab table fell through to 'Those are POKé BALLs' instead of the
leftover-mon line. Port the pokered OaksLabSelectedPokeBallScript ->
OaksLabLastMonScript beat: with EVENT_GOT_STARTER set, Oak turns to face
the player and reads 'That's PROF.OAK's last Pokémon!'. The ROM's
'#MON' ligature is spelled out as Pokémon.
The renumbering also drops the table's nine out-of-range 'jump 21'
rows (run-time 'end' idioms) for explicit "end" targets, so the
script now validates cleanly.
Tests: T2 suite drives the ball talk table through a ScriptRunner-
compatible executor (leftover text, pre-escort text, pre-pick offer)
plus a T3 driver that talks to the leftover ball in a real game.
A manifest whose name, version, description, or category carries invalid
UTF-8 (a BOM, Latin-1 bytes) crashed the launcher's MODS panel, since
love.graphics.printf raises on invalid UTF-8. Manifest.validate now drops
invalid bytes and a leading BOM from those strings, in place so the
badge's raw.category read agrees.
Operator confirmed scripts/build_switch.sh --fetch --fused --version
0.0.0-test produced gen1recomp-0.0.0-test-switch.nro (9147a64) and
copied it to sdmc:/switch/gen1recomp/ per switch-install.md.
Co-authored-by: Cursor <cursoragent@cursor.com>
SWBLD-05: on download failure print URL, curl/wget exit and HTTP status,
and an explicit retry: scripts/build_switch.sh --fetch line. Extend the
offline selftest to cover that path without a live network asset.
Co-authored-by: Cursor <cursoragent@cursor.com>