146 Commits

Author SHA1 Message Date
bryanthaboi cd4ef14f13 Merge branch 'dev' into spidercar2 2026-08-24 08:48:24 -04:00
bryanthaboi d575a64287 Merge pull request #1734 from BoLayerDev/feature/mew-dock-occupancy-seam
Add composable map occupancy and active-block APIs
2026-08-24 08:37:27 -04:00
bryanthaboi 6f343d9b29 Merge pull request #1746 from campavao/engine-mod-seams
engine: generic seams for mod-driven multiplayer modes
2026-08-24 08:34:33 -04:00
bryanthaboi 1905261c5b Spider Car Unleashed
CLOSES #1483, CLOSES #1610, CLOSES #1615, CLOSES #1646, CLOSES #1649, CLOSES #1651, CLOSES #1653, CLOSES #1656, CLOSES #1683, CLOSES #1685, CLOSES #1686, CLOSES #1687, CLOSES #1688, CLOSES #1689, CLOSES #1690, CLOSES #1693, CLOSES #1694, CLOSES #1695, CLOSES #1696, CLOSES #1702, CLOSES #1704, CLOSES #1705, CLOSES #1706, CLOSES #1707, CLOSES #1708, CLOSES #1710, CLOSES #1711, CLOSES #1712, CLOSES #1713, CLOSES #1716, CLOSES #1717, CLOSES #1718, CLOSES #1719, CLOSES #1720, CLOSES #1721, CLOSES #1725, CLOSES #1732, CLOSES #1745, CLOSES #1748, CLOSES #1749, CLOSES #1751, CLOSES #1754
2026-08-24 07:52:05 -04:00
bryanthaboi ca4d3d283c Add Pokemon Crystal as a sixth supported version
Crystal boots from a user-supplied ROM, imports a full cache and is playable:
copyright, the Crystal intro movie, the animated title, gender select, Oak,
and out into Johto. 122 of the cart's 169 script specials are implemented.

Import and data
- tools/make_crystal_manifest.py derives the manifest by importing
  make_gold_manifest as a library, with three additive keyword seams. Gold and
  Silver still regenerate byte-identical, which is the standing requirement for
  touching that generator.
- crystal_symbol_deltas.py and crystal_movie_symbols.py carry the symbol delta:
  Crystal renames the credits mons, splits the trainer card, Pokegear and
  pack-pal blocks by gender, and replaces the intro and title outright.
- Crystal-only manifest keys: engineFlagOrder (162 flags to Gold's 93, so the
  badge block sits one higher) and unownCharmap (the main charmap parser stops
  at the first newcharmap so the two cannot contaminate each other).

Extractor
- RomExtractorGen2 becomes three-edition. Crystal corrections: PAL_MAP_BANK
  0x13, a flat PICS_FIX pic bank, audio bank 0x5e, the mapSongs id-100 hole,
  seven NPC trades, a TradeTexts stride of 8, the five Crystal tileset anim
  steps with per-row degrade, and the column-major trainer card portraits.
- New: animated front sprites (frames, bitmasks, play and idle scripts), the
  Battle Tower roster, Kris assets, Mobile System GB art, and the Crystal
  intro and title via src/import/CrystalMovie.lua.

Engine
- GameVersion gains engine(id) and fixes(id). Gold and Silver keep their
  original bugs where the bug is not hardware dependent; Crystal gets the fixes
  Crystal shipped: Lucky Number boxes 10-14, surfing onto an NPC, and the
  Reflect and Light Screen defence overflow.
- Crystal story: Suicune and Eusine, Celebi behind the GS Ball flag, the Ruins
  of Alph chambers, Buena, the Move Tutor, the Poke Seer, and the Battle Tower
  including the wInBattleTowerBattle badge-boost guard.
- Kris and the gender flag, animated fronts in battle and the summary screen,
  and mon caught data.

Verification
- Every extracted asset is pixel-compared against pret's own source PNGs.
- Gold caches are byte-identical before and after, file for file.
- New Crystal suites plus a T2 Gen 2 tier; the full suite passes.
2026-08-23 12:10:28 -04:00
1jamie 5807b8d836 Refactor session management and resource cleanup
- Replaced `teardownMountedSession` and `flushEditorPackageLoaded` with a unified `SessionLifecycle` approach for managing session transitions and resource cleanup.
- Implemented `SessionLifecycle.endEditorSession` and `SessionLifecycle.endGameSession` to streamline the teardown process for editor and game sessions.
- Introduced `Assets.releaseSession` to handle GPU resource release at session end, ensuring efficient memory management.
- Updated `Game` and `Game2` reset methods to include world and canvas resource releases.
- Enhanced `MapLoader` with a new `releaseAll` method for eager GPU cache cleanup.
- Added tests to verify the new session lifecycle functionality and resource management.

This commit improves the stability and performance of in-process transitions, particularly during editor and game session changes.

further improves and addresses #1662 specifically around android gc pressure.
2026-08-23 10:46:19 -05:00
DESKTOP-8SRFDDM\cam95 b550db3abb rfc: guard the new seams and write RFC 0014
Route B in CONTRIBUTING-mods.md asks an event/hook change for five things.
This adds the two that were missing and fixes what the third turned up.

link.battle_ended built its payload unconditionally. Route B is explicit
that a new event must not allocate when nothing wants it, and every other
emit in the engine already guards -- Runtime.wants now gates this one too,
so an unsubscribed build runs the branch exactly as it did.

world.talk was handing Runtime.call a closure built fresh on every A press,
purely to have a fallthrough to pass. It is a file-local now, so an unhooked
press allocates nothing it did not allocate before.

The RFC covers motivation, the API delta with call sites, migration (nothing
changes for existing mods), and verification. The backward-compatibility
statement is in it: every item is a new name or a new optional argument, and
example_mew_starter -- api 1, category = "GAMEPLAY", whole-species copy --
still loads, which run_modkit proves on every run.

No registry or schema field is added, so gen_registry_docs has nothing to
emit for this change. Running it does show pre-existing drift in
docs/modding/reference/registries.md (timeFishGroups, an objects refinement)
from earlier Schemas.lua edits that were never regenerated; that is not this
branch's to carry, so it is left alone.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 10:35:12 -05:00
DESKTOP-8SRFDDM\cam95 dd0f0e0892 engine: seams for mod-driven world actors and link sessions
Five small additions. None of them mention the mod that prompted them.

WorldAPI handles gain stepNow, canStep, placeAt, isMoving and setPassable.
scriptMove queues onto OverworldState.scriptMoves, and a non-empty
scriptMoves is how the overworld knows a cutscene is running, so it gates
handleInput -- an actor animated that way freezes the player's controls for
as long as it walks. Right for Oak marching to his lab, wrong for anything
moving on its own schedule. stepNow sets the same per-tile state without the
queue. It skips the collision check on purpose: the caller is replaying a
move that was decided somewhere else, and re-judging it here would let the
two copies disagree about where the actor is. canStep is there for callers
that do want the map's opinion.

OverworldController raises world.talk around the NPC talk path. An object
from spawnNpc has no TEXT_* id, so the vanilla path has nothing to say for
one; a mod that owns the object wraps this and does not call next.

LinkState.newFromSession adopts a transport that is already paired, so a
mode can tunnel a battle through a connection it already has rather than
opening a second one. The hello and fingerprint exchange still runs. When
the battle ends, link.battle_ended carries the result and both lockstep
party copies -- cable rules leave the real party alone, so that is the only
place the damage exists.

Game:startNewGame(opts) is the title's NEW GAME closure made callable, with
opts.intro=false to land straight in the world. CodeEntry.new takes an
optional {length=, charset=} so the same widget can enter an address or a
room code.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 10:18:41 -05:00
Bo Layer d17f0725d8 fix(mod-api): validate active block storage 2026-08-23 03:20:43 -06:00
Bo Layer c9221daa90 fix(mod-api): fail closed on malformed map blocks 2026-08-23 03:19:19 -06:00
Bo Layer 0147e3d87b feat(mod-api): add composable map occupancy seam 2026-08-23 03:17:27 -06:00
bryanthaboi c23f82efdd Fix transition state pop, Gen 2 Bide/Sleep Talk/exp bugs, pp repair, TM pocket capacity and Bill's PC arrows
CLOSES #1663, CLOSES #1664, CLOSES #1665, CLOSES #1666, CLOSES #1667, CLOSES #1668, CLOSES #1670, CLOSES #1672
2026-08-21 21:21:59 -04:00
bryanthaboi c0f4315cd8 Fix Gen 1/2 battle, menu, PC and audio parity gaps; wire luacheck into CI
CLOSES #1484, CLOSES #1486, CLOSES #1513, CLOSES #1517, CLOSES #1556, CLOSES #1564, CLOSES #1567
2026-08-21 19:22:34 -04:00
bryanthaboi dbecc345e3 CLOSES #1478, CLOSES #1479, CLOSES #1488, CLOSES #1510, CLOSES #1511, CLOSES #1514, CLOSES #1521, CLOSES #1522, CLOSES #1545, CLOSES #1557, CLOSES #1563, CLOSES #1565, CLOSES #1566, CLOSES #1577, CLOSES #1594, CLOSES #1596, CLOSES #1606, CLOSES #1608 2026-08-20 17:30:18 -04:00
bryanthaboi 0f8f6d0e4f CLOSES #1474, CLOSES #1475, CLOSES #1477, CLOSES #1482, CLOSES #1512, CLOSES #1516, CLOSES #1558, CLOSES #1569, CLOSES #1578, CLOSES #1579 2026-08-20 17:29:51 -04:00
bryanthaboi 5fa5005786 Merge pull request #1559 from thibautbus/fix/route-more-messages-through-romtext
Route more battle/overworld/menu messages through their real ROM text
2026-08-20 11:54:40 -04:00
bryanthaboi 25166ff3a1 CLOSES #1603 2026-08-20 10:46:27 -04:00
bryanthaboi ec9dc29646 Pokemon Silver as a full launcher version, plus launcher mods-list and title-tempo fixes
Silver: derived import manifest (tools/make_silver_manifest.py re-resolves
the Gold manifest's symbols from pokesilver.sym), silver GameVersion row,
generation-keyed extractor routing, required-files override, edition save
stamping (a Silver playthrough no longer writes into the Gold save),
checkver-driven edition data, SILVER/KAMON/OSCAR/MAX presets, GOLD rival
default, edition credits banner, Lugia title screen (OAM layouts, bob,
trail, palettes as title.lua data keys with Gold defaults so old caches
need no re-import), packaging for every build target, docs, and tests.

Launcher: the installed-mods list is one continuous scroll (rows culled to
the viewport) instead of a pager with an inner scroll viewport; the pad
cursor's edge-scroll no longer runs it to the bottom. The game dropdown
shows just the initial and caret. Find-tab behavior unchanged.

Title tempo: a sprite-anim frame shows duration+1 ticks
(engine/sprite_anims/core.asm GetSpriteAnimFrame), which locks both
editions' 64-tick wing beat to the 64-tick sine bob; the title screens no
longer run fast and out of phase.
2026-08-20 08:27:25 -04:00
thibautbus bff40a5d90 Route OverworldController's field messages through their real ROM text
Four message families in OverworldController.lua were plain Lua
literals instead of their already-extracted, already-translated ROM
text labels:

- applyFieldPoison()'s faint message: the third of three collapsed
  "%s\nfainted!" ROM strings (the other two, in BattleState.lua, are
  fixed in the previous commit) -- routed through _PokemonFaintedText.
- useSoftboiledFieldMove()'s two outcome messages: _ItemUseNoEffectText
  and _PotionText, the exact labels ItemEffects.lua's real potion
  message already uses, including _PotionText's second slot (the
  actual amount healed) the old literal never showed at all.
- tryHiddenObject()'s two hidden-item finds: _FoundHiddenItemText.
- The normal item-ball pickup path's two finds (one Yellow-only
  bag-full variant): a comment already named _FoundItemText
  ("FoundItemText: text_far, sound_get_item_1, text_end").

Both found-item labels lead with a {PLAYER} token that romText
auto-fills from a 2-arg call (player name, item name) in the same
order the literal already used. The fallback text for both is plain
"%s found\n%s!", matching the original literal's shape exactly --
an earlier version of this fix used a "{PLAYER} found\n%s!" fallback
that relied on TextBox.new's later TextBox.substitute pass to resolve
{PLAYER}, which works but needlessly made the fallback path depend on
a downstream call instead of being self-contained.
2026-08-20 09:18:56 +02:00
bryanthaboi 4c8c1cf36b CLOSES #998, CLOSES #1472, CLOSES #1526, CLOSES #1529, CLOSES #1530, CLOSES #1532, CLOSES #1534, CLOSES #1547, CLOSES #1549, CLOSES #1550, CLOSES #1551 2026-08-19 11:19:54 -04:00
bryanthaboi 93374fbbbb skin studio updates, save sync CLOSES #1533 2026-08-19 05:57:44 -04:00
1jamie 286988a1e3 fixes #1537 #1528
also fixes feet layering of gold with grass. Unifies gen1/gen2 grass layering into a single system
2026-08-18 15:37:27 -05:00
1jamie def967a8f8 fix(render): replace per-entity grass overdraw with full-screen cell pass
The previous drawCellBottom calls fired only for cells containing a
tracked entity.  While walking this worked acceptably because the
sprite's sub-pixel tween kept the visual overlap plausible, but while
standing still the sprite is pixel-aligned with the cell and the opaque
leaf-edge pixels in the grass bottom row paint over the player's feet.

This change removes the per-entity isGrassCell checks and replaces them
with a single post-sprite pass that overdraws every visible grass cell.

TileRenderer:
- ensureWindow now builds grassCells (all paths) and grassBatch (DMG/SGB
  shader path) alongside winBatch during the existing tile scan loop.
  A grassSeen table deduplicates cells so each cx/cy pair is only
  recorded once despite having two bottom-row tiles.
- drawGrassOverdraw: DMG/SGB draws the grassBatch under color0KeyShader
  in one call; GBC iterates grassCells and calls drawCellBottomRaw per
  cell (pre-keyed images can't share a SpriteBatch).
- markGrassOverdrawRedraw: iterates grassCells and calls
  markCellBottomRedraw for the post-zone OBP-replay pass (GBC only).
- releaseBatches cleans up grassBatch and grassCells.

OverworldController (flat path):
- Entity loop draws sprites only; grass overdraw fires once after the
  loop via drawGrassOverdraw + markGrassOverdrawRedraw.

OverworldController (tilt path):
- Grass cells are injected into the billboard sort queue keyed on the
  world-pixel foot of each cell's bottom tile row (cy*16+16), so they
  depth-sort correctly against entities at different y positions.  Each
  grass cell billboards via drawCellBottomRaw inside the upright pass.

Fixes: standing-in-tall-grass feet overdraw (Gen 2 confirmed, Gen 1
improved); NPCs and Pikachu follower in grass benefit automatically.
Parity test: tests/parity_grass_seam.lua 10/10, engine 228/228.
2026-08-18 13:23:10 -05:00
bryanthaboi abf95ce1c4 CLOSES #1519 2026-08-18 11:43:23 -04:00
bryanthaboi d5ad830fb8 CLOSES #1418 2026-08-18 10:49:04 -04:00
bryanthaboi 55616fc03d CLOSES #1390 2026-08-18 09:20:07 -04:00
bryanthaboi 45519ad550 CLOSES #1396, CLOSES #1398, CLOSES #1400, CLOSES #1401, CLOSES #1406, CLOSES #1407, CLOSES #1411, CLOSES #1413, CLOSES #1415, CLOSES #1416, CLOSES #1417, CLOSES #1419, CLOSES #1421, CLOSES #1422, CLOSES #1423, CLOSES #1424, CLOSES #1425, CLOSES #1427, CLOSES #1428, CLOSES #1429, CLOSES #1431, CLOSES #1432, CLOSES #1433, CLOSES #1435, CLOSES #1437, CLOSES #1440, CLOSES #1441, CLOSES #1442, CLOSES #1443, CLOSES #1447, CLOSES #1449, CLOSES #1456, CLOSES #1464, CLOSES #1465, CLOSES #1468, CLOSES #1469, CLOSES #1470 2026-08-17 10:15:06 -04:00
1jamie a542ed90ba refactor: consolidate loose constants into tables in World.lua and add GameViewport module dependency
and updated the behavior of the patch notes
also fixed manual update checking
added test to make sure no prs or build tasks are able to pass if the luajit limits ar exceeded.
2026-08-16 15:47:56 -05:00
AverageConsumer f3619a00c2 fix(gen2): stay below LuaJIT local limit 2026-08-16 20:43:38 +02:00
bryanthaboi 0c941cecd4 Merge pull request #1402 from AverageConsumer/codex/mod-field-advanced-actions 2026-08-16 12:08:47 -04:00
bryanthaboi dd59175c71 Merge pull request #1405 from AverageConsumer/codex/mod-render-viewport 2026-08-16 12:08:03 -04:00
bryanthaboi a910b65434 CLOSES #1231, CLOSES #1269, CLOSES #1301 2026-08-16 10:04:54 -04:00
AverageConsumer 1f3d13adaf mods: add OS-independent game viewport composition 2026-08-16 15:17:35 +02:00
AverageConsumer a3a20a07e1 feat(mods): expose Fly and Softboiled field actions 2026-08-16 14:57:46 +02:00
bryanthaboi 1151c188a7 CLOSES #1211, CLOSES #1228, CLOSES #1229, CLOSES #1232, CLOSES #1251, CLOSES #1265, CLOSES #1267, CLOSES #1276, CLOSES #1279, CLOSES #1282, CLOSES #1293, CLOSES #1296, CLOSES #1303, CLOSES #1329, CLOSES #1338, CLOSES #1341, CLOSES #1343, CLOSES #1344, CLOSES #1368, CLOSES #1385, CLOSES #1388, CLOSES #1389, CLOSES #1391 2026-08-16 08:55:40 -04:00
bryanthaboi fc841f7525 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-16 06:41:58 -04:00
bryanthaboi 12fdfa1e88 CLOSES #1181, CLOSES #1212, CLOSES #1214, CLOSES #1224, CLOSES #1230, CLOSES #1249, CLOSES #1271, CLOSES #1272, CLOSES #1273, CLOSES #1298, CLOSES #1305, CLOSES #1307, CLOSES #1318, CLOSES #1328, CLOSES #1330, CLOSES #1331, CLOSES #1333, CLOSES #1334, CLOSES #1335, CLOSES #1340, CLOSES #1345, CLOSES #1346, CLOSES #1360, CLOSES #1362 2026-08-16 06:41:56 -04:00
AverageConsumer d99072b44e feat(mods): report field action availability state 2026-08-16 01:01:16 +02:00
bryanthaboi 72f126ae26 Merge pull request #1312 from AverageConsumer/feat/contextual-field-moves 2026-08-14 21:42:22 -04:00
AverageConsumer 2b6473ae03 feat(mods): extend contextual field actions 2026-08-15 02:01:20 +02:00
1jamie df0be1cba6 Add Gold save-editor support, rearrange the launcher, and ship a patch-notes modal.
The save editor now routes Gold vs RBY through a generation adapter so boxes, items, events, and maps write the right fields. The launcher layout is shuffled a bit, and patch notes can come from the updater, a packed file, or the iOS sidecar.
2026-08-14 18:48:06 -05:00
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
AverageConsumer c5192eaea4 feat(mods): expose map overviews in Gold 2026-08-13 22:08:00 +02:00
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