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
* main menu scrollable when over 8 items
* buggies
* more buggies
* Lorelei, Bruno, and Agatha now push their AfterBattle text right after a win
* more and more bugs
# Closed issues
CLOSES#17: Incorrect Character Visuals (Only with GBC filter)
CLOSES#23: Could you allow the player to change the order of the moves
CLOSES#24: Evolution music not playing during evolution
CLOSES#26: Standing on door glitch
CLOSES#27: Battle Intro text automatically continues
CLOSES#29: Visual bug when zoomed out
CLOSES#32: Team Rocket recruiter doesn't battle with you unless you speak with him first
CLOSES#33: Developer/Debug Console
CLOSES#35: Professor Oak's introduction Inaccuracies
CLOSES#36: Missing Pokemon Dex entries when picking starter + Rival Pathing issues
CLOSES#39: Guy who stops player from skipping brock doesn't bring you to brock's gym + doesn't leave once you've beaten brock
CLOSES#40: Bill cutscene is broken
CLOSES#41: Ticket guy failing to be a Ticket guy
CLOSES#42: S.S. anne odd behavior + Missing sailing away animation
CLOSES#43: Dig Attack animation appears to be glitched
CLOSES#44: Pokeball flashing doesn't appear to be accurate
CLOSES#45: Inaccurate Cut Animation
CLOSES#46: Dugtrio i caught in diglett cave has two of the same move
CLOSES#47: Rival ignores player in Lavender Tower
CLOSES#48: Healing pad in lavender tower does not function
CLOSES#49: Incorrect dialogue with parched security guard
CLOSES#50: (Game Breaking!) Rocket grunt guarding poster refuses to move
CLOSES#51: Badges showing up as items I can deposit in PC
CLOSES#52: Visual bug on Celadon Department Store roof (Red Filter)
CLOSES#54: Visual issue on route 15 + Fuchsia City
CLOSES#56: Running animation missing
CLOSES#57: Safari Zone does not display steps while you are inside of it
CLOSES#58: (Game Breaking!) Softlock at cycling road gate
CLOSES#59: Bike visual issues
CLOSES#60: Cycling road not forcing you to get on your bike
CLOSES#61: No keycard doors in Silph Co.
CLOSES#63: Missing teleporter animation
CLOSES#64: Inaccurate spinning
CLOSES#65: Reimplement unused Silph Co. Chief and Professor Oak trainer battles