Commit Graph

501 Commits

Author SHA1 Message Date
Andrew Quenehen 67e6b1fb04 fix(switch): centralize the NX asset fallback in a boot-time loader overlay
The scattered per-call-site prefix rewrites were a parallel track that any
future newImage("assets/generated/...") would silently bypass.  Replace
them with NxAssetOverlay: installed once from love.load on NX only, it
wraps newImage / newImageData / newSource / filesystem.read / getInfo so a
missing assets/generated path falls back to the active version's
blue|yellow copy.  Call sites return to plain love loader calls, and
Assets.resolve goes back to being the platform-free mod-override point.

Two deliberate exceptions remain: the chip-audio worker (separate Lua
state) keeps receiving the prefix explicitly via audio.programPrefix, and
data/generated module loads keep using CacheFs.readActive.

A new guard test (tests/engine/nx_generated_guard_test.lua) fails CI on
any direct love loader call with a literal assets/generated path, so the
class of bug cannot regress by accident.  scripts/test.sh --quick is
green across all tiers.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 15:42:55 -03:00
Andrew Quenehen 17243a7d8b fix(switch): route remaining generated-art loads through Assets.resolve
Five more places called love.graphics.newImage directly on
assets/generated paths, bypassing the NX prefix rewrite:

- TradeAnim: cable/ball/bubble art
- TownMap: Kanto background, cursor, nest icon
- SurfingMinigame: surf bg/ob sheets
- BattleState: party ball row, substitute doll

All now resolve through Assets.resolve, which maps to the versioned
blue/ or yellow/ save-dir prefix on NX only. Desktop and Android keep
the mountVersion overlay behavior unchanged.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 15:31:58 -03:00
Andrew Quenehen 16b6b98ede fix(switch): pass NX cache prefix to the chip-audio worker
Yellow music was still silent because the background worker thread loads
ChipSynth.lua in a fresh Lua state with no GameVersion/Platform context.
The main thread's prefix never reached it.

ChipAudio.slimAudio now resolves the versioned cache prefix on the main
thread and includes it in the audio payload as `programPrefix`.
ChipSynth.loadBanks prefers `audio.programPrefix` when present, falling
back to its own NX detection for the sync path. Blue and Yellow are
handled the same way.

Tests cover the worker prefix hand-off and Blue's programs.bin path.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 15:26:37 -03:00
Andrew Quenehen e4ce1063a1 fix(switch): extend NX-only asset prefix to audio and title/intro art
The previous NX gate only rewrote image paths that go through Assets.resolve.
Pokemon Yellow still had no sound and a blank title screen because:

- ChipSynth reads programs.bin directly via love.filesystem.read, bypassing
  Assets. On NX the unprefixed path is missing when the mount overlay fails,
  so the engine never built and every song/SFX was silent.
- Sound.playPikaCry loads pika_cries WAVs with love.audio.newSource, also
  bypassing Assets.resolve.
- TitleState, YellowIntro, and IntroMovie call love.graphics.newImage
  directly on unprefixed assets/generated paths, so the Pikachu title and
  intro atlases failed to load.

Fix: apply the same NX-only prefix rewrite in those four places.
Desktop/Android keep the existing mountVersion overlay behavior.

Also add ChipSynth._loadBanksForTest and tests covering the new paths.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 15:19:15 -03:00
Andrew Quenehen f099593136 fix(switch): write nx-asset-probe.log on every NX Play
Capture resolve paths and newImage open results for Yellow/Blue art
triage without enabling switch-debug.txt.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 15:01:58 -03:00
Andrew Quenehen f944507520 fix(switch): gate Blue/Yellow asset path rewrite to NX only
Desktop and Android keep mountVersion as the overlay; only love-nx
resolves assets/generated to yellow|blue/ save-dir paths.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 14:59:44 -03:00
Andrew Quenehen 6824949247 fix(switch): resolve Blue/Yellow art to prefixed save-dir paths
NX fused mount often cannot expose assets/generated; open the real
yellow|blue/assets/generated file with newImage instead of FileData.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 14:56:19 -03:00
Andrew Quenehen 4f54255518 fix(switch): prefer Yellow/Blue asset bytes when mount overlay lies
Probe generated canaries after mountVersion and always readActive for
prefixed caches so sprites are not blanked by empty PhysFS stubs.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 14:50:28 -03:00
Andrew Quenehen cfe482e1fc fix(switch): stop pad cursor flicker from SDL mouse drift
Disable mouse-yield on NX where stick/touch moves the system pointer between sparse axis events, clamp pad dt, pixel-snap the overlay, and soften FlexLove GC so the launcher cursor stays steady.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 14:31:05 -03:00
Andrew Quenehen 0e5ea26e36 fix(switch): stop NxDisplay setMode flicker on the launcher
Only resize when width/height change; love-nx flag mismatches were
recreating the EGL surface every frame.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 14:28:13 -03:00
Andrew Quenehen d5886e69aa fix(switch): load Yellow/Blue assets when PhysFS mount hides them
Mirror Data:load's versioned CacheFs read in Assets so Yellow-only NX
Play survives intro without needing a Red root cache mask.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 14:20:53 -03:00
Andrew Quenehen dd5d8afd82 feat(switch): switch handheld 720p / docked 1080p at runtime
Unlock love-nx SDL dock/undock resizing and sync via NxDisplay so
booting docked is not stuck on the conf 720p hint.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 14:12:51 -03:00
johnjohto f19f4e9341 Play the full Fly departure and landing animation (#702) 2026-08-03 13:11:40 -04:00
bryanthaboi 0f7261dd92 CLOSES #623, CLOSES #624, CLOSES #636, CLOSES #637, CLOSES #639, CLOSES #650, CLOSES #697, CLOSES #704, CLOSES #722 2026-08-03 13:05:57 -04:00
Andrew Quenehen 0886573d34 fix(switch): cut launcher pad-cursor lag on NX
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>
2026-08-03 14:00:06 -03:00
bryanthaboi 5c041ea857 snip for scroll 2026-08-03 12:39:36 -04:00
Andrew Quenehen 42540076c1 Fix NX Scan again to import only the open tab's ROM SHA-1.
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>
2026-08-03 13:33:07 -03:00
Shane McGovern a3cd5a132e Cycle game speed from the analog triggers too (L2/R2) 2026-08-03 17:19:53 +01:00
Andrew Quenehen d86ac70d9e Merge branch 'dev' into feat/switch-nx 2026-08-03 13:03:25 -03:00
Andrew Quenehen be8023a994 Merge branch 'dev' into feat/switch-nx
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>
2026-08-03 13:02:08 -03:00
bryanthaboi 1b48862923 Merge pull request #732 from jherediagu/fix/rom-text-move-effects
Extend ROM-text messages to move effects and the overworld
2026-08-03 11:58:26 -04:00
bryanthaboi 25417ffac8 Update IntroMovie.lua 2026-08-03 11:56:56 -04:00
bryanthaboi f0f5bc7551 big ui moment 2026-08-03 11:50:49 -04:00
Juan Heredia 8c1fbfb429 Extend ROM-text messages to move effects and the overworld 2026-08-03 16:18:44 +02:00
Andrew Quenehen 50fd0e9c7d refactor(import): drop redundant mobileFileBridge or and unused ready
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>
2026-08-03 10:02:17 -03:00
Andrew Quenehen 54c8d2706b docs(nx): drop VoxelMod from Switch chord and install docs
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>
2026-08-03 10:00:59 -03:00
Andrew Quenehen eeb8c89d3d fix(nx): avoid Strings gate false positive on hash ledger
Write the imported-sha1 newline with string.char(10) so gate_strings_coverage
does not treat the filesystem ledger separator as player-visible text.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 08:46:17 -03:00
Andrew Quenehen 2591fde764 feat(nx): per-game save inbox and export folders
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>
2026-08-03 08:34:13 -03:00
Andrew Quenehen a8f3a3155c fix(nx): harden save inbox against slot clones
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>
2026-08-03 08:26:56 -03:00
Andrew Quenehen 74f6b68034 feat(nx): Export save shows MTP exports path
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 08:02:38 -03:00
Andrew Quenehen 5d1e7ff3c1 feat(nx): Import save uses imports/saves inbox
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 08:02:04 -03:00
Andrew Quenehen 3c628140f7 feat(nx): saves inbox scan with AppleDouble/retain guards
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 08:01:14 -03:00
Adrian Castro 01f68d4038 fix(ios): consolidate mobile integration changes 2026-08-03 11:09:30 +02:00
Andrew Quenehen f0829ed54f Merge branch 'dev' into feat/switch-nx
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-02 22:30:18 -03:00
bryanthaboi 9fb9648e4c Merge pull request #708 from ShaneMcGovernIE/fix/picker-path-sanitizing 2026-08-02 21:25:43 -04:00
Shane McGovern 175bff4b29 Match the original faint sound sequence per side (#709)
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
2026-08-03 01:55:52 +01:00
Andrew Quenehen cbf622f4aa Merge branch 'dev' into feat/switch-nx
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>
2026-08-02 21:36:56 -03:00
Shane McGovern 7c1cdea2eb Sanitize picker file paths (spaces / non-ANSI) and shell prompts
Issue #665: the Windows ROM and save pickers returned the raw chosen
path. io.open on Windows needs ANSI bytes, so a path with accented
characters (Pokemon -> Pok\x82mon, or a folder like 'Pokemon Gen1')
could never be opened -- the same bug #325 already fixed for mod zips
by copying to a plain-ASCII temp name.

Apply that fix to the ROM and .sav pickers: each copies its pick to an
ASCII temp name (pokeport_rom_pick.gb / pokeport_sav_pick.sav) before
answering, exactly like chooseZip does.

Also sanitize the prompt strings interpolated into the picker shell
commands: '%' would be eaten as a string.format directive, and quotes
would break the AppleScript/zenity argument or the surrounding shell
string.

Fixes #665
2026-08-03 01:04:59 +01:00
bryanthaboi 839b238e74 Merge pull request #699 from ShaneMcGovernIE/feature/3x-speed-and-shoulder-hotkeys 2026-08-02 19:08:25 -04:00
bryanthaboi 23ef283272 Merge pull request #701 from ShaneMcGovernIE/fix/revive-exp-participants 2026-08-02 19:02:16 -04:00
Shane McGovern e5f9d2903d Fix revived Pokemon not receiving experience share
When a Pokemon faints in battle, onFaint() clears it from the battle
participant set. The revive item restored HP but never re-added the
mon to self.participants, so at awardExp() time the revived mon passed
the HP check but failed the participant gate -- getting no exp.

Fix: re-add the revived mon to battle.participants in the revive item
effect, so it's counted as a participant and receives its share of
experience at battle end.

Fixes #648
2026-08-02 23:22:34 +01:00
Shane McGovern 1f3aa4e111 Fix PP UP max PP not shown on stats/summary screen
The SummaryMenu (pause menu stats screen and in-battle stats screen)
displayed the base PP from the move definition as the max value,
ignoring PP Up bonuses. After using a PP UP, the screen would show
e.g. 6/5 instead of 6/6.

Fix: calculate maxPP with the PP Up bonus (basePP + ppUps * basePP/5),
matching the formula used everywhere else -- battle fight menus,
ETHER restore, Pokemon Center heal, link protocol, and save editor.

Fixes #641
2026-08-02 23:16:10 +01:00
Shane McGovern 3f88d1c49a Add 3X game speed and R2/L2 shoulder button speed hotkeys
Add 3X as a speed option between 2X and 4X in GameSpeed.LEVELS (#677).

Add controller hotkeys: rightshoulder (R2) cycles speed up through the
level list, leftshoulder (L2) cycles speed down. Keyboard equivalent
is hotkey 1 (cycles up). All hotkeys are gated during transitions,
scripted cutscenes, and link play (same guards as the color hotkey
at key 2).

The _cycleSpeed helper wraps the save-options update with the same
busy/overworld guard used by the existing color-cycle hotkey.

Fixes #677
2026-08-02 23:10:06 +01:00
bryanthaboi 5348ba1c65 Merge pull request #690 from spiritsnails/fix/faithful-ratio-mobile 2026-08-02 17:58:41 -04:00
bryanthaboi 2f35fd44a1 Merge pull request #693 from ShaneMcGovernIE/fix/celadon-diner-table-alias 2026-08-02 17:58:17 -04:00
Shane McGovern fc2ca6cc26 Fix PC B-button navigation and hole-fall sound effect
Issue #695: Pressing B in PC submenus (BoxMenu, PlayerPC) was exiting
the entire PC session instead of returning to the main PC menu. The
three main-menu items (Bill's PC, player's PC, Prof. Oak's PC) were
missing keepOpen=true, so selecting one popped the main menu off the
stack. Added keepOpen to all three, matching the pattern already used
by BoxMenu and PlayerPC's own rows.

Issue #694: Falling through boulder holes in Seafoam Islands, Victory
Road, and Pokemon Mansion played no sound effect. Added Faint_Fall sfx
before every hole warp -- the scripted onStep holes in seafoam.lua,
story.lua, and story6.lua, plus the warp-tile-based hole detection in
OverworldController takeWarp. Faint_Fall is the companion to Faint_Thud
(already played when boulders fall into holes).

Fixes #695
Fixes #694
2026-08-02 22:11:15 +01:00
Shane McGovern 5e41c74682 Add tile aliases for LOBBY table blocks 45 and 49
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
2026-08-02 21:20:28 +01:00
spiritsnails 02ad846dfa fix: FAITHFUL RATIO works on Android and iOS
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.
2026-08-02 12:44:38 -06:00
bryanthaboi fa886899fc Merge pull request #653 from jherediagu/fix/oak-intro-name-confirmation 2026-08-02 13:11:51 -04:00
bryanthaboi 164c555bb4 Merge pull request #669 from jherediagu/fix/battle-messages-use-rom-text 2026-08-02 13:10:15 -04:00