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.
Ignore hidden ._*.gb in the ROM inbox like zips, keep mixed-rescan success notices while appending sibling errors, and cover FileData mount / PK rejection in unit tests.
Co-authored-by: Cursor <cursoragent@cursor.com>
Mac OpenMTP leaves ._*.zip sidecars that fail PhysFS mount and hide a good install; prefer FileData mount on Horizon and keep success notices when a sibling fails.
Co-authored-by: Cursor <cursoragent@cursor.com>
NX Play for Blue failed because mountVersion relied on absolute
PHYSFS_mount first. Prefer love.filesystem.mount of blue|yellow, overlay
generated trees by version prefix, and align CacheFs.prefix in bootGame.
Co-authored-by: Cursor <cursoragent@cursor.com>
PhysFS does not merge archive data/ with save-dir data/generated, so
fused NX Play crashed after import. Prepend-mount generated trees,
fall back to CacheFs.read in Data:load, keep multiline lua-error logs,
and skip Boot.run when network is unvalidated. T24 stays open.
Co-authored-by: Cursor <cursoragent@cursor.com>
SDL labels south as a and east as b; on Switch remap so physical A
confirms and physical B cancels in launcher and NamingScreen.
Co-authored-by: Cursor <cursoragent@cursor.com>
love-nx emits gamepad+raw on one press; NamingScreen saw a+b and always
erased. Skip raw when isGamepad(); align NX Y→a/X→b; prefer A if both.
Co-authored-by: Cursor <cursoragent@cursor.com>
Layout interactive UI against love.window.getSafeArea so notch, Dynamic Island, and home-indicator insets no longer clip controls, while keeping the game framebuffer edge-to-edge.
Co-authored-by: Cursor <cursoragent@cursor.com>
Pressing Import ROM on iOS takes the whole app down:
src/import/RomImporter.lua: attempt to call field 'pickFile' (a nil value)
love.system.pickFile is a NATIVE BRIDGE, not part of LOVE. It exists only on
builds that compiled one -- Android, and iOS builds patched by
mobile/ios/patch_love_src.py -- so on a build without it the field is simply
nil. RomImporter:546 routes iOS down the same path as Android
(`mobileOS == "Android" or mobileOS == "iOS"`), and all three mobile pick
sites called the field unguarded.
That is why the reports say "any version": nothing about it is version
specific. Red, Blue and Yellow all reach the same call.
Every one of those call sites already handles a device with no document
picker -- Choose falls back to "No picker available, copy your ROM into:"
plus the save directory, and the mod / save rows have their own notices --
and love.system.createFile at its single call site was already guarded this
way. These three were not, so the fallback that was written for exactly this
case could never be reached.
Route them through one small helper that answers false when the bridge is
absent. A build without a picker now degrades to the copy-into-the-save-folder
flow, which on iOS is a working path: the Files app exposes the app's
Documents folder and GRBootstrap sweeps what lands there into the save dir.
tests/rom_importer_no_picker_test.lua covers Import ROM, Import mod and
Import save with the bridge missing, and asserts the picker is still used
when it is present. Reverting the fix reproduces the reported error exactly.
Reported in #482 (confirmed by three people) and #512.
Makes the iOS build a first-class citizen: ROM/mod/save import through
the system document picker (the README's missing "UIDocumentPicker
handoff"), Files-app drop-in support, and an opt-in Apple Health
step-sync seam consumed by a new gallery mod (Pokewalker).
Native layer (mobile/ios/native/, wired by mobile/ios/patch_love_src.py
on every build, so the fetched love-src tree stays pristine + re-patchable):
- GRPickerBridge.swift: love.system.pickFile("rom"|"mod"|"sav") and
love.system.createFile on iOS with the same contract as love-android's
SAF picker (picked_rom.gb / picked_mod.zip / picked_save.sav /
export_done.flag in the save dir). Reached from wrap_System.cpp via the
ObjC runtime, so liblove needs no Swift interop.
- GRBootstrap.m: sweeps .gb/.gbc/.zip/.sav dropped in Documents (Files
app / Finder sharing) into the save dir on every activation;
UIFileSharingEnabled + LSSupportsOpeningDocumentsInPlace in the plist
overlay. Drop a ROM, open the app, it imports with zero taps.
- GRHealthBridge.swift: love.system.syncHealthSteps() -> read-only
HealthKit step query anchored to the last sync, delivered as
steps_pending.json (merge-not-overwrite). HealthKit entitlement +
usage description included.
Lua:
- RomImporter: iOS rides the Android mobile flows; a 0.5s poll consumes
picker deliveries (iOS pickers are in-process modals, so the Android
refocus rescan never fires); failed pick copies surface as an
on-screen notice via pick_error.txt.
- main.lua: on iOS, stop forwarding touchpressed to the Importer - LOVE
already synthesizes a mousepressed for the primary touch, and the
resulting same-frame double-present made the document picker
auto-dismiss with zero documents (silent import failure).
- mods/pokewalker: opt-in Pokewalker mod (manifest v2, MECHANIC,
permissions declared, mod.card, CHANGELOG, headless test suite 9/9,
modkit validate --base imported + lint clean). Fused into iOS
game.love only; loads dormant anywhere without the bridge.
Build (scripts/build_ios.sh):
- Fix Xcode 26: the global PRODUCT_NAME override also renamed liblove.a
and broke the app link; the app bundle is renamed after the build
instead.
- Fix nondeterministic pack failures: grep -q + pipefail races SIGPIPE
on the game.love content checks.
- Simulator builds sign ad-hoc so entitlements embed (HealthKit works in
the simulator).
- Device builds: signing team auto-detected from the keychain,
CODE_SIGN_STYLE=Automatic + -allowProvisioningUpdates for CLI-only
provisioning, per-team derived bundle ID (explicit App IDs are
globally unique, so third parties can't sign the project default),
gitignored mobile/ios/bundle_id.local pin, and --install to push to a
connected iPhone.
- docs/ios-install.md: a zero-knowledge walkthrough from bare Mac to
playing on an iPhone.
Backward compatibility: no behavior change on desktop or Android. The
new love.system functions exist only under LOVE_IOS; RomImporter's
mobile flag simply includes iOS alongside Android; the main.lua change
is iOS-gated; the Pokewalker mod is packed only by the iOS build script
and its option defaults off.
Verified on an iPhone 17 Pro simulator and an iPhone 16 Pro device:
scripted ROM import to title screen, Files-drop zero-tap import,
picker-driven mod install and save import/export, HealthKit permission
sheet + step credit (4000 steps -> +200 EXP at the default rate through
the engine growth curve).
On a window too short for the stacked single-column layout -- a phone, or a
narrow desktop window -- the ROM / SAVE FILES / Play / SAVE SLOT stack ran
past the bottom of the window while the footer stayed pinned there and drew
over it. Nothing clipped the panel and nothing scrolled it, so the overflow
was unreachable.
Everything under the tab bar (panel, updater banner, footer) is now one
scrolling column, used only when it is taller than the room below the tab
bar. The strip, logo and tab bar stay pinned, so navigation is always on
screen, and the footer is laid out downward from footerTop right after the
content instead of upward from the window bottom.
- RomImporter.pageScrollFor is the whole decision, pure and covered by
tests/engine/launcher_page_scroll.lua. A window that grows back drags the
offset down with it, so the page never stays parked past its own end.
- The panels return their natural height as they draw, so the measurement is
the previous frame's: the same one-frame settle the slot and mod lists
already rely on.
- One scroll axis at a time. While the page scrolls, the panels draw paged:
the slot and mod lists take their natural height, keep no inner scroll
region and report a max of 0, so wheel, right stick and drag all move the
page. Two-column layouts do not overflow, paged stays false, and every one
of these behaves exactly as before.
- inside() and _ptIn() reject a rect that scrolled out of the viewport, so a
control that slid under the tab bar cannot be clicked through it. Tab chips
are pinned and exempt. pageScroll resets on a tab change.
Android had no scroll gesture at all: the launcher is handed no move events
(main.lua forwards neither touchmoved nor mousemoved while it is up) and its
mouse emulation was never trusted, which is what "no reliable pointer
polling" referred to. That was survivable while every scroll region was an
inner list, and useless once the page itself scrolls, since a phone is
exactly where it overflows. love.touch is pollable, so _pointerHold reads the
first active touch there and hands _updateSlotDrag the same (held, y) pair
the mouse gives on desktop. Slot rows and mod toggles consequently arm on
press and commit on release on Android too, matching desktop, so a swipe that
starts on a card scrolls instead of selecting it. All of it is gated on
touchPollable: without love.touch every Android path is exactly what it was.
conf.lua also grows minwidth/minheight (480x360) for the desktop window,
under which the cards stop being readable. Mobile is fullscreen and ignores
it.
Verified on the Android emulator (1080x2400) against a build of the parent
commit: before, the footer painted over the SAVE SLOT card with no way to
reach it; after, the page pans by touch and the footer is reachable and
intact.
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