Commit Graph

86 Commits

Author SHA1 Message Date
AverageConsumer dcc388a942 feat(mods): expose contextual field items 2026-08-14 21:39:18 +02:00
MaxTomahawk 407f649e9d fix(mod-api): harden deferred trainer preparation 2026-08-14 17:57:59 +02:00
MaxTomahawk a77210799f feat(mod-api): add trainer battle party scope 2026-08-14 17:33:17 +02:00
bryanthaboi a94fecfec8 Closes #919, closes #982, closes #1003, closes #1012, closes #1022, closes #1028, closes #1033 2026-08-14 10:05:51 -04:00
bryanthaboi f6a035947f Update OverworldController.lua 2026-08-13 13:31:36 -04:00
bryanthaboi 37051a26b5 CLOSES #1206, CLOSES #1189, CLOSES #1175, CLOSES #1129, CLOSES #1119, CLOSES #1089, CLOSES #1073, CLOSES #1069, CLOSES #1065, CLOSES #1010, CLOSES #990, CLOSES #989, CLOSES #988, CLOSES #978, CLOSES #944, CLOSES #936, CLOSES #1221, CLOSES #1220, CLOSES #1193, CLOSES #1101, CLOSES #1066, CLOSES #1056, CLOSES #1041, CLOSES #984, CLOSES #1225, CLOSES #1214, CLOSES #1011, CLOSES #1035, CLOSES #1219, CLOSES #1048, CLOSES #1047, CLOSES #964, CLOSES #949, CLOSES #1149, CLOSES #1007, CLOSES #914, CLOSES #1115, CLOSES #1146, CLOSES #999, CLOSES #1207, CLOSES #1029, CLOSES #1120, CLOSES #987, CLOSES #983 2026-08-13 13:07:20 -04:00
bryanthaboi 52e36ad7e4 fix testsZ 2026-08-13 06:05:27 -04:00
Yukita Mayako f138827917 fix(OverworldController): ledge jump arc to match player stepFrames 2026-08-12 21:23:35 -04:00
thibautbus 96af652d3b Fix lingering title music after Resume Game
Continue dropped the player into the overworld with the title
screen's song still cross-fading into the map theme over ~1.2s
(Music.MAP_FADE), audibly wrong since the player already has control.
New Game never showed this because OakSpeech's own unfaded
Music.play/playMap masks it before the player is ever placed in the
overworld. The same bug was also reachable through F2 quickload
(pressed at the title screen, or mid-session -- F2 always jumps
straight to the loaded save's map/position with no walking
transition, so it needs the same instant swap as Continue rather than
an ordinary warp's crossfade either way) and through the
checkpoint-resume mod API (RFC 0006's mod.checkpoint:resume).

OverworldState:setMap now takes an opts.freshBoot flag: when set, the
map's music swaps in at once instead of cross-fading, like every
other map's PlayDefaultMusic. It is set by every real hard state
teleport -- TitleState's onContinue, New Game's push, F2 quickload,
and Game:restoreCheckpointSave (whose only caller is itself
title-gated) -- and deliberately kept separate from the pre-existing
opts.via == "boot" default, which dev tooling (the console's `warp`
verb, hot reload's map rebuild) also reuses for unrelated reasons and
must keep its ordinary crossfade.
2026-08-12 11:25:07 +02:00
bryanthaboi af33c6e810 Merge pull request #1078 from MaxTomahawk/feat/scripted-battle-checkpoints
feat(mods): checkpoint scripted battle decisions
2026-08-11 21:22:40 -04:00
thibautbus ab94b96a79 Simplify comments 2026-08-11 15:23:32 +02:00
thibautbus 8e48bb4e32 Play the museum-guy cue during Oak's lab walk in Yellow
Yellow's Pallet Town intro (professor catches the wild Pikachu, then
walks the player to the lab) played the map's default Pallet Town
theme the whole time instead of the dedicated escort cue. Per
pokeyellow's actual scripts: PlayDefaultMusicFadeOutCurrent (run on
every battle exit) legitimately restores Pallet Town's theme after
the Pikachu demo battle for the Whew.../Come with me lines; the
escort cue (MUSIC_MUSEUM_GUY, the same "led by an NPC" theme Pewter's
museum guide uses) only starts in PalletMovementScript_OakMoveLeft,
the first function of the escort script -- but only in pokeyellow's
copy. pokered's copy of that same shared Red/Yellow function only
sets BIT_NO_MAP_MUSIC and leaves whatever was already playing
(MUSIC_MEET_PROF_OAK) running uninterrupted into the lab.

Start Music_MuseumGuy at the top of escortToLab, gated on Yellow so
Red/Blue keeps its unchanged behavior, and fix the Oak-escort warp's
keepMusic comment to say which song rides the warp in each version.
2026-08-11 14:00:40 +02:00
MaxTomahawk 882763cfe1 feat: checkpoint scripted battle decisions 2026-08-11 08:58:33 +02:00
bryanthaboi c3855cebec more buggies CLOSES #960, CLOSES #961, CLOSES #968, CLOSES #995, CLOSES #1006, CLOSES #1009, CLOSES #1013, CLOSES #1021, CLOSES #1031, CLOSES #1044, CLOSES #1049, CLOSES #1050, CLOSES #1045,, 2026-08-10 17:06:24 -04:00
bryanthaboi d3af63e013 Merge pull request #1020 from ArmstrongThomas/agent/variable-size-overworld-sprites
Support variable-size anchored overworld sprites
2026-08-10 14:09:13 -04:00
bryanthaboi 1c2163bb5f Merge pull request #1046 from ShaneMcGovernIE/shanemcgovernie-fix-encounter-rate-grace-period
Fix wild encounter grace period
2026-08-10 14:08:46 -04:00
bryanthaboi 12c2677dc2 title screen issues, audio issues, and replacing gf c 2026-08-10 14:00:26 -04:00
Shane McGovern ae1b59ce7f fix: restore wild encounter grace period
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-08-10 12:15:18 +01:00
Thomas Armstrong 81f18e244d Support variable-size anchored overworld sprites 2026-08-09 04:10:39 -04:00
MaxTomahawk 44a7910c69 feat: reconstruct standard battle continuations 2026-08-08 09:53:41 +02:00
bryanthaboi 32e2c51365 Merge pull request #957 from ShaneMcGovernIE/shanemcgovernie-issue-916-trainer-sprite-at-end-of-fly-animation-9e5f77
Hide trainer sprite through the Fly/Dig warp fade (#916)
2026-08-07 12:41:05 -04:00
bryanthaboi 1992fdf398 Merge pull request #955 from ShaneMcGovernIE/shanemcgovernie-issue-945-cannot-edit-trainer-class-s-battle-theme-ad701b
Honor trainer battleTheme override (fixes #945)
2026-08-07 12:40:55 -04:00
MaxTomahawk 6e94625f2a feat: expose stable overworld checkpoints to mods 2026-08-07 14:49:45 +02:00
Shane McGovern ce204aaf16 CLOSES #916: hide trainer sprite through the Fly/Dig warp fade
After the Fly departure animation finished (bird off-screen) and during
Dig/teleport, the trainer sprite popped back in standing at the old cell
for the whole 32-frame black fade-out before the transition.  The
player-hide guard only held while a departure animation was live:
flyAnim went nil the instant path2 completed and the teleportOut
countdown cleared the spin fields at 0, but startWarpTo's Transition
(not isOpaque) keeps the overworld drawing beneath the veil, and the
arrival animation is not armed until setMap's midpoint.

Add a playerHidden flag on OverworldState that bridges the gap:
- set when each departure completes (flyAnim path2 / teleportOut hit 0),
  immediately before the warp starts;
- cleared in startWarpTo's Transition enter callback, synchronously
  after setMap and before the arrival arms flyArrive / spinDrop, so the
  player is never drawable mid-fade and never bare on the landing frame;
- folded into both player-draw guards.

ROM-free regression test (tests/engine/warp_sprite_hidden_bug916.lua)
drives the REAL Transition + setMap headlessly for Dig and Fly and
asserts zero fade frames leave the player drawable bare (would have
observed 31/32 gap frames before the fix).  Runs in the CI headless T2
tier.

Dig spin timing/lift and the black fade color are left as-is (fade is
intentional per #607).

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-08-07 11:14:20 +01:00
Shane McGovern ed8a89c5ce Honor trainer battleTheme override (fixes #945)
trainers.battleTheme validated and merged onto the trainer record but was
never read: battle music came solely from data.audio.battle[kind] where
kind is computeMusicKind()'s final/gym/trainer/wild.  Route both battle-
theme start sites through a single choke point:

- BattleState:playBattleTheme() cues Music.playBattle with the override
  (self.trainer.battleTheme via battleTheme()), defaulting to the kind
  when unset, so vanilla fights and #782's non-gym Giovanni are unchanged.
- BattleState:enter() and OverworldController:pushBattle() both call it.
- Music.playBattle gains an optional 4th song arg that overrides the kind
  default, and real call sites now populate the music.select trainerId.
- Victory jingles stay kind-based: a custom battle theme has no derivable
  win-variant.

New ROM-free T2 suite tests/engine/trainer_battle_theme_bug945.lua covers
mod load, override resolution, the choke point, and the nil-override
parity gate.

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-08-07 10:53:42 +01:00
bryanthaboi e2820e02c5 CLOSES #604, CLOSES #666, CLOSES #716, CLOSES #727, CLOSES #763, CLOSES #781, CLOSES #784, CLOSES #799, CLOSES #801, CLOSES #810, CLOSES #828, CLOSES #834, CLOSES #838, CLOSES #849, CLOSES #852, CLOSES #857, CLOSES #863, CLOSES #864, CLOSES #867, CLOSES #869, CLOSES #870, CLOSES #872, CLOSES #839 2026-08-05 16:36:37 -04:00
bryanthaboi 863f371e68 CLOSES #806, CLOSES #809, CLOSES #853, CLOSES #854, CLOSES #860, CLOSES #862, CLOSES #865, CLOSES #866 2026-08-05 14:38:10 -04:00
bryanthaboi 104c95a942 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-05 11:15:49 -04:00
bryanthaboi f6392e8932 CLOSES #788, CLOSES #795, CLOSES #796, CLOSES #797, CLOSES #805, CLOSES #826, CLOSES #833, CLOSES #835, CLOSES #837, CLOSES #844, CLOSES #845, CLOSES #846, CLOSES #847 2026-08-05 11:09:05 -04:00
bryanthaboi a06a49bfed Merge pull request #820 from johnjohto/fix-gym-bag-full-797
Gym leaders skip the TM hand-over when the bag is full
2026-08-04 16:38:11 -04:00
johnjohto bbcaac7b71 Skip the gym leader TM hand-over when the bag is full
The originals run GiveItem before printing the received texts, and when
the bag can't hold the TM they print a make-room line instead and leave
EVENT_GOT_TM* unset, so talking to the leader again retries the give.
The victory reward path added the TM straight into the inventory, so a
full bag went to 21/20.

Route the gym TM give through Bag.add, split the TM lines out of the
victory dialogue table into tmPre/tmDialogue/noRoom, and port the
beaten-leader middle branch that re-runs the ReceiveTM script. Saves
that already hold the TM without the flag count as received so they
don't collect a second copy.

Refs #797
2026-08-04 13:44:46 -04:00
johnjohto 6fe106f55c Stop offering the route Pokemon Centers as fly destinations 2026-08-04 12:28:08 -04:00
bryanthaboi 8fbe819493 bingus dingus 2026-08-04 10:32:51 -04:00
bryanthaboi f2d9b74490 CLOSES #644, CLOSES #703, CLOSES #726, CLOSES #737, CLOSES #750, CLOSES #752, CLOSES #764, CLOSES #765, CLOSES #768, CLOSES #773, CLOSES #774, CLOSES #775, CLOSES #777, CLOSES #780, CLOSES #782 2026-08-04 09:25:28 -04:00
bryanthaboi c2666d2b43 Merge pull request #756 from ShaneMcGovernIE/fix/boulder-wall-push
Stop boulders being pushed through walls (#754)
2026-08-03 16:14:42 -04:00
bryanthaboi f89977a8e7 Merge pull request #747 from johnjohto/fix-fly-animation-702
Play the full Fly departure and landing animation (#702)
2026-08-03 16:11:40 -04:00
Shane McGovern ff9992dff8 Stop boulders being pushed through walls (#754)
checkBoulderPush had an isWarpTileCell escape hatch that let a boulder
be pushed onto any door/warp tile, walkable or not. In pokered,
CheckForCollisionWhenPushingBoulder walks the same wTilesetCollisionPtr
list as player movement (CheckTilePassable) -- there is no hole/warp
exception, so a boulder can never land on a cell the player cannot walk
onto.

The known push targets (CAVERN  holes, Victory Road switches) are
walkable tiles in their tileset's coll list already, so removing the
escape hatch only stops pushing boulders into walls.

Fixes #754
2026-08-03 20:09:29 +01:00
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
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
Juan Heredia 8c1fbfb429 Extend ROM-text messages to move effects and the overworld 2026-08-03 16:18:44 +02:00
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
bryanthaboi ebbc55c4d0 Merge pull request #586 from andimiller/surfing-pikachu-fix
feat(yellow): port SurfingPikachu behaviour
2026-08-02 00:58:32 -04:00
spiritsnails 6b012a31ce Guarantee the post-battle fade-in by moving it into BattleState:finish()
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.
2026-08-01 16:41:51 -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
Andi Miller 6fb5aa08ff Merge branch 'dev' into surfing-pikachu-fix 2026-08-01 21:02:06 +01:00
techmore f0f3e9634b fix: restore PROF. OAK's PC intro, jingle timing and closing link
CLOSES #576

The launcher skipped oaks_pc.asm's whole session -- the access text and
the 'Want to get your #DEX rated?' YES/NO -- and played the Pokedex_Rating
jingle the moment the entry was picked, before any text printed.  Now the
access text types out, the YES/NO pops, and only once the completion line
and the rating tier have printed does the jingle sound (DisplayDexRating
-> PlayPokedexRatingSfx, auto.wait hands the box to the A/B path), then
the 'Closed link to PROF.OAK's PC.' tail closes the session.
2026-08-01 11:01:19 -04:00
Andi Miller 1fe35335a5 feat(yellow): port SurfingPikachu behaviour
Yellow's IsSurfingPikachuInParty swaps the player's overworld sheet to
a Pikachu-on-a-surfboard when the party mon that knows SURF is a
Pikachu. The recomp was missing both halves of this: the sheet was
never extracted, and the engine had no seam for the swap.

Extraction: SurfingPikachuSprite (gfx/sprites/surfing_pikachu.2bpp)
loads outside SpriteSheetPointerTable via
LoadSurfingPlayerSpriteGraphics2, the same bypass RedBikeSprite uses.
Added the symbol to the Yellow manifest and a parallel extract in
RomExtractor / build_rom_data / extract/sprites, minting
SPRITE_SURFING_PIKACHU. PaletteFX colors it (player OBP palette, same
as the bike).

Engine: new field.playerSprites.surfPikachu (default
SPRITE_SURFING_PIKACHU, guarded so before extraction the ride keeps
the Seel). Player.new caches surfPikachuSprite; pose() picks it when
surfing and the SURF-mon is a Pikachu. New
OverworldState:syncSurfingPikachu derives the flag from partyKnows at
every surf-state toggle (mount, dismount, fly, teleport, blackout,
forced-surf tile, boot-restore). Runtime-only, re-derived at load so a
party change between save and load is honored.

Lane B: RFC at docs/rfcs/0001-surfing-pikachu-sprite.md.
Backward-compatible — existing mods see no change (surf still defaults
to SPRITE_SEEL; surfPikachu only resolves on a Yellow import after
regeneration). Parity tests in tests/parity_surfing_pikachu_sprite.lua
(12/12) and tests/mod_world_tests.lua (19229/19229 with the new
boot-seed checks). tests/parity_cinnabar_east_surf.lua (24/24)
unchanged.

Regeneration required: re-run make_yellow_manifest.py against a
pret/pokeyellow checkout, then re-import the Yellow ROM.
2026-08-01 15:50:22 +01:00
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