Commit Graph

56 Commits

Author SHA1 Message Date
bryanthaboi 941181d31c check bonxes 2026-08-13 13:22:18 -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 df35193ad3 Merge pull request #1204 from castdrian/ios-improvements
feat(ios): improve branding and fix haptic feedback
2026-08-13 06:06:31 -04:00
bryanthaboi e9d431b3ff CLOSES #1091, CLOSES #1097, CLOSES #1100, CLOSES #1104, CLOSES #1135, CLOSES #1155, CLOSES #1157, CLOSES #1158, CLOSES #1159, CLOSES #1160, CLOSES #1167, CLOSES #1208 2026-08-13 05:30:33 -04:00
Adrian Castro d648990a81 feat(ios): brand app and tune haptic feedback 2026-08-13 02:19:45 +02:00
bryanthaboi 3aaaf9936e Merge pull request #1076 from MaxTomahawk/feat/mod-title-checkpoint-resume
feat(mods): resume selected checkpoints from title
2026-08-11 21:23:08 -04:00
bryanthaboi e8eccfd4df Merge pull request #1080 from MaxTomahawk/feat/device-date-time
feat(mods): add shared local date and time formatting
2026-08-11 21:21:51 -04:00
bryanthaboi ae6cac89e1 G2 support 2026-08-11 11:53:30 -04:00
MaxTomahawk 2c8c800584 feat: add shared date and time formatting 2026-08-11 11:17:32 +02:00
MaxTomahawk 4db97164bb feat: anchor first checkpoint for cold restart 2026-08-11 08:59:47 +02:00
MaxTomahawk 67491e2dac feat(mods): expose selected save chronology 2026-08-10 23:32:35 +02:00
MaxTomahawk b8138ef850 feat(mods): resume selected checkpoints from title 2026-08-10 23:32:35 +02:00
david 3c71afb9fa Per-category GAME SPEED: overworld/battle/menu + core.logic_speed hook (RFC 0007)
GameSpeed is a single fast-forward multiplier applied uniformly to the
whole logic clock -- overworld walking, menu navigation and battle turns
all scale together. A player who wants 4X battles but 1X overworld (so a
cutscene or NPC dialogue doesn't blur past) has no way to get both.

Splits save.options.speed into speedOverworld/speedBattle/speedMenu, each
cycling independently, with an automatic migration so an existing save's
speed choice carries over. Game.speedCategoryInStack resolves which
category is active by walking the state stack (the same idiom
wideBattleInStack/fillScaleInStack already use), so a menu opened mid-
battle inherits battle speed rather than resetting to whatever "menu"
defaults to. Adds a new core.logic_speed hook so a mod can read or
override the resolved multiplier for the current frame regardless of
which category produced it, sitting after the link-play and run-argument
overrides so neither is a seam a mod can defeat.

RFC 0007 status: Proposed.
2026-08-09 20:13:21 -07:00
bryanthaboi 59ac27971a Merge pull request #953 from ShaneMcGovernIE/shanemcgovernie-fix-reset-settings-bugs
saveOptions three-way merge: stop partial writes dropping launcher keys (#932)
2026-08-07 12:39:56 -04:00
Shane McGovern 0d4a518a08 saveOptions three-way merge: stop partial writes dropping launcher keys (#932)
options.lua is a whole-file rewrite, so a caller handing saveOptions a
partial table (only the keys it changed) silently dropped every key it did
not mention: launcher-only keys like lastVersion, and keys the launcher set
(battleBg, tilt) all fell back to defaults.

saveOptions now reads the on-disk file first and folds caller-absent
values underneath before mergeOptions backfills defaults.  A table holding
every defaultOptions key is a full snapshot and stays authoritative, so the
fold is inert for all in-repo writers (every one passes loadOptions-ed
tables) and cannot resurrect the bindings/activeProfile deletions the
RESET REBINDS and mod-manager paths make on full tables.

Adds a regression suite (options_partial_write_bug932.lua) pinning the
merge, and updates the #828 suite's partial-write assertion, which now
expects lastVersion to survive a delta write.

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-08-07 14:55:55 +01:00
MaxTomahawk 49954ec4ad fix: allocate playthrough identity only on demand 2026-08-07 15:01:18 +02:00
MaxTomahawk 0399ad040f feat: add playthrough-scoped mod storage 2026-08-07 14:43:04 +02:00
MaxTomahawk 726ed1102e feat: add opaque playthrough identity 2026-08-07 14:43:04 +02:00
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 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
spiritsnails fe7dcf33ec feat: UI LAYOUT option, centered by default
Edge docking and zoom-linked UI scaling shipped as unconditional
behaviour. Both are departures from how the port composed the screen, so
they become a setting instead: UI LAYOUT = CENTERED (the default) or
DYNAMIC.

CENTERED is a fixed letterbox. Elements stay where they were drawn in the
160x144 canvas, and the UI does not follow the survey zoom, so screen
furniture neither moves nor resizes under the player. That is what the
pre-anchoring builds did. DYNAMIC is the current behaviour, unchanged.

Both halves matter together: gating only the anchoring would stop the
dialogue box moving but leave it resizing with the zoom, which is the same
complaint in a different form.

Gated at Renderer:setUIAnchor and Renderer:uiScale rather than at each
caller, so one switch covers the dialogue box, its YES/NO, the START menu
and anything anchored later, and no caller knows the option exists.
Game.dynamicUI answers true only for an explicit "dynamic", so a save
written before this keeps the layout it already had.

Independent of it, deliberately: BATTLE SIZE still works under either mode
(uiFill overrides the scale later, in endFrame), and a battle still holds
its own prompts inside its screen under DYNAMIC.

Also includes the Oak intro fix (previously #674): the speech fills white
over the UI canvas while its dialogue box docks to the window edge, so
under DYNAMIC black showed between the two. letterboxWhite closes it, and
the shrink beat's replica box rides the same anchor as the real box it
stands in for.
2026-08-02 10:47:27 -06:00
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 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
erereck 6e724cedf7 Honor modded bag capacity 2026-08-01 00:32:00 -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 1bc252741a rom finder 2026-07-31 11:58:21 -04:00
bryanthaboi 9d3ee6a597 mod manager now supports auto updates 2026-07-31 10:19:51 -04:00
bryanthaboi 3945b9d078 on screen controller editing CLOSES #327 2026-07-31 09:23:38 -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 0af69e2df6 pikachu volume 2026-07-30 11:20:21 -04:00
bryanthaboi ff829569b0 Merge pull request #364 from johnjohto/mods-stray-folder-notice
Adopt mods dropped beside the game instead of ignoring them
2026-07-29 11:50:14 -04:00
bryanthaboi dde25ec7d0 yellow alpha 2026-07-29 11:46:32 -04:00
johnjohto 0dddb32305 Adopt mods dropped beside the game instead of ignoring them
love.filesystem looks for "mods/" in two places: the save directory, and
-- portable installs only -- the game folder, which CacheFs mounts. So a
player who unzips a mod next to the executable of an ordinary install,
which is where very nearly every other game would want it, gets no error
and no mod. The panel just comes up empty, with nothing on screen to
suggest the files are sitting in the wrong folder twenty centimetres away.

That is a hard failure to self-diagnose, and it is worse behind a
launcher: the install lives somewhere the player never opens, so "the
game's mods folder" is a guess to begin with.

The mods panel now looks in those folders before its first listing and
copies what it finds into the tree the game really reads, reporting what
it took in the notice line. It happens on open rather than behind a
button because the failure being fixed is one where nothing suggests
there is anything to press.

Looking is scoped: CacheFs.withMounted puts the folder on the read path
at its own mount point, runs the scan, and takes it straight back off.
Nothing a stray folder contains can shadow a game file or change what the
running game resolves, which is what makes it safe to point at a folder
whose contents nobody has validated. Adoption skips ids the game can
already see, so it is idempotent and never nags twice, and it leaves the
loose folder alone -- deleting files outside the save directory on the
player's behalf is not this code's call to make.

Which strays are worth taking is pure (LauncherMods.pickStrays), matching
how deriveList and locateRoot are already split out, so the engine tier
covers the rules without needing love. SaveData.gameFolders is the old
detectPortable candidate list lifted out unchanged -- portable mode is
just the case where one of those folders holds the marker.

Claude-Session: https://claude.ai/code/session_01JvEthuoNBPfxpvHUD9Pd4N
2026-07-28 21:34:09 -04:00
bryanthaboi 3e8da9b232 Merge pull request #335 from johnjohto/feat-save-slot-names
Nameable save slots in the launcher (#205)
2026-07-28 12:19:05 -04:00
bryanthaboi 223202f230 Merge pull request #336 from GFlorio/fix-linux-portable
Fix portable mode on the Linux AppImage release
2026-07-28 12:18:48 -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
Gabriel Florio 8b85cda84c get proper appDir in the AppImage linux release 2026-07-28 10:58:42 -03:00
johnjohto 1deba07106 Nameable save slots in the launcher (#205)
The reporter labels runs by abusing the in-game player name; give slots
a real label instead.  SaveData.renameSlot persists a trimmed label in
the options registry (options.saveSlots[version].names) -- never in the
save file, so renaming needs no save rewrite and an empty slot can be
labeled too -- listSlots rows carry it as `label`, and deleteSlot
drops it with the slot.

In the launcher, right-clicking a slot row opens an inline rename modal
(Enter commits, Esc cancels, empty clears; 24 whole-codepoint cap via
local UTF-8 helpers, since plain luajit has no utf8 library).  The row
title shows the label over the player name; badges/time/caught stay on
the meta line.  Desktop-only: touch has no secondary button.  main.lua
now forwards love.textinput to the importer while it is up.

Backend covered by a new renameSlot block in tests/engine/save_slots.lua
(78/78); docs/launcher.md's registry section documents the label.
2026-07-28 09:25:55 -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
bryanthaboi 25df838b45 android fixes for mods and saves (#297) 2026-07-27 09:05:57 -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 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 2c9970a643 Frame Cap (#124) 2026-07-23 14:35:26 -04:00
bryanthaboi 6239387643 renamed 2026-07-23 11:49:45 -04:00
bryanthaboi 78aa1f3c0a add blue 2026-07-23 11:14:40 -04:00
bryanthaboi da14b7ee3f lauuncher spruce up part 1 2026-07-23 09:13:00 -04:00